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Hello all.
i just wanna say thank you to the developer and to this community.
You guys are awesome! You cant imagine how happy i am with this software and the whole concept and the idea behind it! It is just great and i want to express myself abit ^^

Keep rolling and never forget your roots

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hello all,

ive kept my eye on pico for a while now and thought i may as well give myself a present. i love that its minimal, i think more engines should learn from that - only give you what is truly needed. plus makes you try different things in different ways, so well done

on that, i was wondering about picos future. now firstly im not saying that we should be able to play pico games on xbox. whilst i think that would be cool, its too much ;)
but on that here are a few questions i have thought of in regards to what pico could end up with and really just questions of interest

• will [or can] pico be able to export out [linux/mac/win], so you could share with others without being online? - so they will be applications. i guess you could even then sell if they were really that good, i guess but not why im asking...
• minimal controller support - but only using the same amount of controls that is available with the keyboard
• can pico embed on your own sites?

there was 1 or 2 that i cant think of again. but just more of interest of wonder more than anything. but pico is lovely. great idea and i really think more engines need to learn from it

lewis lepton

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Cart #16555 | 2015-11-11 | Code ▽ | Embed ▽ | No License
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Small update: UI polish and code cleaning.

Cart #16456 | 2015-11-09 | Code ▽ | Embed ▽ | No License
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Little update: Added random skin/hair colors, and possibility to change teams' shirt color...

Cart #16116 | 2015-11-02 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Hey All

There's a new version of the BBS live now. It's still a little rough -- let me know in the comments if you find something weird going on. I'll be tweaking and extending it over the next month or so.

New stuff:

  1. Cartridge view. Carts are listed in the order they are posted rather than in the order of thread activity.

  2. Creative Commons tags.

The Terms of Use no longer require users to grant permission to use and remix cartridges. Instead, you can tag your cartridge under the CC4-ATTR-NC-SA license. In cartridge view, you can filter by this license.

On your profile page, click "Cartridges" and then "Edit Cartridges" for more information and to release your carts under CC4-ATTR-NC-SA.

  1. User Blogs

[ Continue Reading.. ]

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You can find it on your Updates page. The new builds should be up on Humble soon too (check the version numbers on the files).

This is a quick bug-fixing update. Due to a rogue dev-debug-mode flag being mistakenly switched on in 0.1.2, much of the standard Lua library was accessible. So if you've started using PICO-8 recently, not knowing the library is not supposed to be there and tried to use it, sorry about the confusion!

v0.1.3 Changes:

Added: paste into commandline
Fixed: lua standard libraries accessible
Fixed: command-line loading doesn't work
Fixed: music pattern finished too early when all tracks set to looping
Fixed: peek()ing odd bytes in sfx address space masks bit 7
Fixed: cstore and reload from code space should have no effect

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Originally I was attempting to write a compatibility library so that PICO-8's version of Lua would easily be able to support standard Lua 5.2 libraries. After some extensive research, I realize that this task is actually huge (perhaps insurmountable!). I have started documenting the differences between Lua 5.2 and PICO-8's version of Lua from a lower level technical standpoint.

The purpose of this document to help folks further troubleshoot PICO-8 when coming from a scope of Lua 5.2. e.g. math.random may exist in PICO-8 as a function, but it always returns 0.

While I do have a lot of experience using Lua (and thus many of my confused frustrations with the PICO-8 variant), I do not have total knowledge of Lua.

I hope that this document can act as a guide to future PICO-8 Lua developers.

TL;DR;

Currently I am curating a list of undocumented differences between Lua 5.2 and PICO-8's Lua :

https://gist.github.com/josefnpat/bfe4aaa5bbb44f572cd0

[b]Please offer corrections or additions!

[ Continue Reading.. ]

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Cart #15387 | 2015-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Just a test to try out the capabilities.
There are no controls at the moment so the game just plays itself.

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It'd be really cool and interesting if there was a spr() overload that read the sprite data from a memory address.

Personally I could see it working something like mspr(addr,len,x,y,w,h). Alternatively, len can be inferred from w*h and can be left out, so mspr(addr,x,y,w,h). Not to say that both of these should be in the API at the same time, it's a one-or-the-other deal.

So:

mspr(0x4300,64,x,y,8,8)
mspr(0x4300,x,y,8,8) --alt

Would read 64 bytes from the start of the user bank, and then draw it at an 8*8 rectangle at X and Y.
Of course, the bytes would have to be masked, but still, I think this would be extremely useful.

ed: BTW, I am aware how easy it would be to do this normally, but I think this would be really cool as a built in feature. I'm thinking Jelpi's corruption mode starting to draw the character from the SFX, etc.

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Cart #15344 | 2015-10-13 | Code ▽ | Embed ▽ | No License
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I was experimenting with compression and created a simple shape drawing library. Even with the flood fills the cpu was barely affected, so this seems like a legitimate drawing tool, and only costs 10 tokens per drawn shape! Here's the documentation if anyone looks into the code:

shape(x, y, rotation, drawstring):
draws a shape on screen, starting the cursor at x,y, with rotation from 0 to 1 at the origin (cursor start pos).

drawstring: a set of commands to draw, as a string (1 token!).

drawstring commands:
"C" color - set drawing Color (for lines and fills). color is a hex value 0-F.
"T" x y - move cursor relative To current position, drawing nothing. x and y are chars from "0"-"9"-"A"-"G", which represent -8 to 8. So "T00" means "to -8, -8", and "TGG" means "to 8, 8".
"L" x y - draw Line from current position to next position. x and y are 0-9+A-G as described above.
"F" x y stopcolor - flood Fill a region with drawing color until you encounter stopcolor. This fully works with rotation by filling the next (rotated) position defined by x,y. x and y are 0-9+A-G as described above, color is a hex value 0-F.

I will probably improve this library if people are interested, but for now I thought it was a fun little idea that only took a few hours to implement. Triangles and hexagons are easy now! =)

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I want know if buying Voxatron gives me access to the full version of Pico-8. I'm not sure if the wording is saying I'll have Pico-8 until it gets out of Alpha or if I buy Voxatron while it's in Alpha, I'll also get Pico-8. Thanks.

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Cart #15314 | 2015-10-12 | Code ▽ | Embed ▽ | No License
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After upwards of 50 unfinished games and ideas over the years, Pico-8 has given me the constraints I needed to keep my overambition in check and release one into the world.

While the game is short and simple, it served more as a way to explore a style and tone for a potential future project. I'm quite satisfied with how it turned out (other than some sound effects problems that I'll fix eventually.)

Any feedback is welcome!

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Cart #15605 | 2015-10-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:

Button 1/Z - Jump
Button 2/X - Give Up
I'm not going to explain the arrow keys.

The game is about jumping up a series of pillars in the clouds. Endlessly. The layout of each level of the "tower" is chosen from a set of premade layouts, or randomly generated.

Notes:

-You'll wrap around horizontally when you go off the edge of the screen; you'll also need this to get past certain areas.
-The player only collides with the top part of the pillars. The rest of it doesn't matter.
-Item blocks are special blocks that sometimes appear on level-marking platforms (the ones with the tree), and you'll get a bonus when you collect them.
-So far, only the "time stop" block works; It stops the scrolling temporarily, mostly useful at higher levels with faster scroll speeds. The rest of the don't do anything yet, so just ignore them.
-The collision system is a bit buggy atm.
-Input in the web version is slightly laggy.

Todo:

-Add visual effects for the later levels.
-Add more rooms
-Title screen
-Music
-Possibly other stuff

Updates:

0.2:
-Added 2 new prefab rooms.
-Added random room generator.
-mapupdate() will also now choose whether to use the room generator or one of the prefabs, so you'll get both.
-The player no longer collides with the bottom or sides of the platforms, only the top. that means they're all jump-through platforms now.
-Introducing Item Blocks; see notes above. I might refine this system later, though.

-0.11:
-Fixed a fatal mistake in the jumping system.

08/03/2017: Updated here.

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Hey, guys.

I created a curated list for things related to PICO-8 on Github. I think it could be useful.

Click the image to go to the repository

Any contribution is appreciated :)

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I was experimenting with different methods of organizing and distributing PICO-8 carts. This is one of my favorites so far :)

"Why?" - I know it's not that useful (we can't see the names, just covers) but it was a fun experiment ;.)

PICO-8 Store (Imgur album)

See it in action

The possibilities are endless :)

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By that , I mean the Map Fill tool.
Whenever I try to fill, it LOOKS like it fills, but it doesn't actually do so.

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  • fully playable
  • difficulty rebalance
  • demo mode




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Cart #16675 | 2015-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Hi,
While working on BLD (my boulderdash like), I have learnt a lot and had an idea...
I would like to make a pico - Choplifter.
Here is the first stone.

  • Arrow keys to move
  • x missile
  • c bomb

You can take the guys on the floor on board. After landing at the base, they are rescued. I will limit the number of seats, bombs and missiles.

In the next coming release :

  • tanks
  • planes
  • you will have to break the houses before the guys can exit (not too badly or you could hurt them)

Comments welcome :)
Regards,
jihem

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Cart #15276 | 2015-10-11 | Code ▽ | Embed ▽ | No License
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just a quick topdown experiment. might be fun to try making an actual game out of it?
arrow keys to move around.

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This is an prototype for a vector drawing program in pico-8.

Controls:

Arrow keys: Move cursor
Z: Add point / Select polygon
X: Toggle cursor speed (Normal, Fast, Slow)
Tab: Hide menu
Q: Hide cursor

Double click "NEW" to clear the image and start a new drawing.

To save image:
--Picture Only:
--Hit tab to hide menu
--Hit q to hide cursor
--Screenshot to desktop with F1 key
--Full Scene (into ROM):
--Double click SAV button
--Hit escape to exit cartridge
--Ctrl S to save cartridge
--(This is bit of a hack)

New in V0. 88
--fixed the bug with black shapes
--added save function (exports poly list to sprite-sheet. Poly compression is simple 1 byte per value
--added select function
--Click SEL to enter selection mode
--Selected polygons can be re-colored or deleted
--added delete function
--drawing acceleration:
--accelerate drawing solid color polygons by just using line command instead of pattern/bplot.
--store edge list in poly so that we don't recalc every time
--don't redraw all the polygons when we add a new one. removes flicker when drawing complex scenes.
--x button switches the speed of the cursor (slow, medium, and fast) this allows for "pixel perfect" drawing.
--cursor changes color so that it stands out against whatever is behind it
--drawing lines change color so that they match the current foreground

Bugs:
--Export clobbers save

-ElectricGryphon

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Cart #15259 | 2015-10-11 | Code ▽ | Embed ▽ | No License
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Cart #15256 | 2015-10-11 | Code ▽ | Embed ▽ | No License
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Decided to make a very quick game. So there it is. Made in two hours, unimaginative and boring. Absolutely horrible code, but apparently without bugs (I hope).

So test your memory on SUPER DUPER SIMON!

There are still things I'm trying to understand about Pico8, also I'm not used to define low level stuff myself. I find these small projects help me.

edit: updated with a bug fix

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