Hi,
I stupidly forgot to add this to the AltGr Bug thread before 0.1.2 was released and my report a while back in one of the deeper editor bug threads was probably too deep down to be seen, so here we go again:
On a german Mac, entry of curly braces and square brackets work by pressing ALT and 8/9 and 5/6. For some reason this is broken on LALT but not on RALT, as can be seen in the following snippet. Specifically, pressing LALT not only spits out the braces/brackets, but also the numbers as well, while pressing RALT does it correctly:
I assume this is somewhat related to the AltGr problem, but who am I to know :)
So, I had this idea, and I'm not even sure if this wasn't done already (feel free to nudge me into prior art): What if the boxes in Sokoban were sitting on top of Antigrav units (as seen in Star Wars), so that if you nudge them, they would continue on their way until something stops them.
Very WIP, only 3 levels so far, not a lot of code, a few ideas on how to spice things up with extra fields and basically the result of a nights worth of work. It feels sort of playable to me, at least.
Let me know what you think, please!

Hey all. As some of you who hang out on the irc channel will know, I'm writing a roundup article about P8 and I'd like to have at least a few actual .p8.png's displayed in the article. I don't want to distribute anyone's cart without their permission so for any that I showcase that don't give me permission, I'll use jpegs of the cart cover instead. Any that are featured will also link back to the respective bbs page.
Also, if anyone has decent gameplay gifs they would like included, I can include them as I generally suck at most of the carts ;)

A simple shooter I'm working on. There are only two kinds of enemies and no upgrades, but it has a few ideas I wanted to try out. There's also no sound or music yet.
Controls:
Arrows move, button 1 shoots
Thanks to Ivoah for his 3D cube demo from picozine #2 (used for the wireframe projection and rotation).
The enemy sequences can easily be edited in the map editor. Each column is an event with the following values in the rows:
- Trigger (skull is all enemies dead, numbers are seconds since last event)
- Event type (enemy, or wave/game end)
- Enemy count
- Enemy flight path
- Enemy formation
Fazaa means "space" in Persian!

It was a pleasant Sunday morning drive in the mountains until a volcanic eruption happened to ruin everything.
Race home along the winding roads, swerving to avoid the slow and the doomed, just seconds ahead of a molten stream of lava.
Maybe if you can drive through the night and into the next day, you will be safe.
Keep the hammer down to avoid a fiery death, but don't skid out on curves or crash into the other motorists.
Up: Drive
Down: Break
v 1.0
This cartridge is feature complete, though it could use some better sound and, of course, some music.
-Electric Gryphon

So this isn't a game, but it is interactive.
Controls: right / left.
Explore, there are a number of things going on. In the interests of not wasting everyone's time, I'll mention that by the time you see the full moon you'll have seen everything interesting, depending on what you consider interesting.
As for techniques involved, the source is a bit of a nightmare. I wrote the code mostly by piling on and re-using odd things here and there. It seemed right for this kind of thing where quirks are part of product. So: if you have questions about the techniques involved and doen't want to read through the code I'll be happy to explain it.
P. S. I would like to acknowledge Parlor's [i]The Stroll
I don't think anything ought to change, but I thought this was interesting. Pico-8 allows this:
x = 1
if (x == 1) do
print('a')
end
if (x == 2) do
print('b')
end
|
Notice that this is not "if-then-end" but "if-do-end". This appears to be supported accidentally due to the "if (...) ..." shortcut, described in the manual as:
IF THEN END statements on a single line can be expressed without the THEN & END IF (NOT B) I=1 J=2 -- is equivalent to: IF (NOT B) THEN I=1 J=2 END -- note that the condition must be surrounded by brackets. |
The intent is for "if (cond) exp..." to parse expressions to the end of the line. However, if the last expression is a do-end block, the block is allowed to span multiple lines. Of course, this requires that the condition be in parentheses.
I found 7 carts posted to the BBS that use "if-do-end" across multiple lines. Pico-8 does what's intended, so it's hard to call it a mistake.
Unrelated: "if (cond) block else block" is undocumented but supported. "if (cond) block elseif (code) block else block" is not supported. The else's block is optional (though pointless to omit): "if (cond) block else" I found 13 carts using the else form of short-if.

Currently every limit of Pico-8 is kinda rigid, but how about it: You can adjust these limits at the cost of the other ones. E.g. you need bigger map, but don't use much of sound or code? You can increase map at the cost of code space/sound space. Alternatively you need more code but not use much sounds? Decrease sound space, increase code space.
Of course default split would be as it is now.

This is a random assortment of drawings that I have made as a proof of concept.
Hit Z to see the next picture.
Images are stored as strings, as saved by the Canvas Drawing Program.
I will follow up with a post on how to export images from one to the other.
Code by itself is 1892/8192 tokens.
Data for scenes will count against Program Chars and Compressed size.
For 6 scenes, Program chars: 21530/32768, Compressed size 11931/15360
Please feel free to use the code here for your own use.
-ElectricGryphon

Hello Everyone,
I'm already thinking about the PICO-8 ZINE number 4 , who will probably be released in February of 2016.
I was thinking as a Thematic Roguelike or Speedrun...Which one do you prefer?
Could also be a mix of both.
The base of a rogue like are :
-randomization (for replayability),
-permanent death (once a player-character dies, the game cannot be restored at an earlier point),
-turn-based movement
My favorite one's are zaga-33, Hoplite or 868-HACK.
But other game like Spelunky, Downwell,Rogue Legacy are also amazing games.
Would you be interested to write/read articles about this subject?
hello,
im really getting into pico-8. love it.
but wanted to know if you can use more than 1 file for a project. i know that pico has a limit to what it can use. but it would be for breaking things up instead.
i have seen many use say haxe with a compiler to pico. or terry cavanagh using his own thing. but just wondering if it can be done it straight p8 files - rather than having to do a compile/convect to p8
thanks

alright,
so im gonna look at making some music today with pico for something. but the one problem so far is that it is hard actually hearing what you are doing.
so a suggestion would be that you could hear what notes are being keyed in when you are doing it. plus to have a switch to turn on or off.
also, tempo control. that would be awesome ;)
can the player accept midi signals in? ill have a test. but if it cant, i would highly suggest having something like that. would be cool for us music folk to use a midi keyboard ;)
lewis lepton
lewislepton.com

Seemed like a good idea. This is what I have so far:
I have no idea how collision will be handled yet.
The game design itself is more or less defined in my head. Let's see how much it changes as I playtest it :P You fly around, trying to not hit the walls and obstacles. Every now and then the pattern changes (curves, colors, types of obstacles etc). Speed increases proportionally to your progress. You can take some powerups which could increase your life or decrease speed. Something like that.





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