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Cart #15903 | 2015-10-27 | Code ▽ | Embed ▽ | No License
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How to play

Move Buddha to crush green guys.
Don't crush red guys.
Game is over if miss reaches 50.

[left][right]: Move Buddha
[Z][X]: Start/Retry game

Release notes

0.30 (Oct 27, 2015)

  • Play music.
  • Display explanation.

0.20 (Oct 26, 2015)

  • Initial Release.

(Older versions)

Cart #15829 | 2015-10-25 | Code ▽ | Embed ▽ | No License
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3 comments


Cart #15828 | 2015-10-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Dash around, poking to grow.

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0h game version.

Cart #15806 | 2015-10-25 | Code ▽ | Embed ▽ | No License
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Post jam version:

Cart #16013 | 2015-10-29 | Code ▽ | Embed ▽ | No License
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Change log for 0.3:
-4 players!
-Nicer main menu
-You can setup the game any way you like! Each player can be assigned to: Player 1, Player 2, Easy AI, Medium AI, Hard AI or be turned off.
-Press X twice quick to quit to main menu.


Cart #15822 | 2015-10-25 | Code ▽ | Embed ▽ | No License
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14 comments


proof of concept mainly, had this idea a long time ago, all u got is a hp bar and nothing else, so you pay the bloodsucking vampire who is selling something with hp, ofcource the rest of the game isnt there, idk ether zombie apocalipse or some thing could work with this, and a map would probebly be nice to


0 comments


Cart #15800 | 2015-10-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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3/4 Music Hack (also works for 5/4, 7/8, etc)

By default, music patterns in PICO-8 are 32 notes long. This makes writing music in time signatures other than 4/4 quite difficult. So writing in 3/4 can be quite difficult as 3 doesn't go evenly into 32.

Luckily, we can use the loop function in the sfx editor to cut 32 notes down to 24.

e.g.

but this will loop the first 8 notes again if we play it by itself.

The trick is to use a "empty master" pattern set at so that it plays its 32 empty notes in the time that our 24 actual notes play. Doing some maths, this just requires an empty pattern of SPD 12.

i.e.

[ Continue Reading.. ]

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12 comments


Cart #15791 | 2015-10-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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INCO-8
My attempt at a PICO-8 shmup.

So far I've got the basic framework in place with some enemy types, movement patterns, bullet patterns etc.
But obviously I haven't really worked on the waves or any type of progression yet.

Very, very WIP.

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my friend is making some music for me in pico8 and they noticed three rly useful things missing (unless we just can't find them?)

  1. some way to duplicate patterns - select/copy/paste would be good
  2. a way to insert notes and push existing ones down, rather than overwrite
  3. a way to play notes freely without writing into the pattern (for sounding out things)
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6 comments


Just wanted to let you know, that for us european folks, the day of the 0h game jam has come! Check this out: http://0hgame.eu. Basicly you have to make a game between 2am and 2am when the time changes tonight :)

I'm in, and will be using Pico8 :)

4 comments


Cart #15772 | 2015-10-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This one started as an attempt to dig through the Celeste cart and learn something about structuring my code a little bit better. And a stupid pun. I'm posting this super early version to keep myself accountable to finish it.

In terms of gameplay, I'm kind of making it up as I go, so any thoughts or crits are welcome!

Thanks for looking! more to come!

Arrows - Move
C - Jump
X - Hammertime

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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 :)

0 comments


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!

Cart #15760 | 2015-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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 ;)

2 comments


Cart #15738 | 2015-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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!

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Hi everyone, thanks for coming here. I'm making a bird simulator here in a bit. You can raise a family, name them, fly around, eat, walk, etc. I hope you enjoy it when it's out. (My name will be "PuffyDot")

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Cart #16020 | 2015-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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

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Cart #15666 | 2015-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Having a blast writing tunes in Pico-8. I have a few more carts I'd like to share, but I don't want to overwhelm the forum with music-only carts. I'll wait a few weeks, or wait for a music only section.

Thanks for listening!

@gruber_music

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Cart #15652 | 2015-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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

[ Continue Reading.. ]

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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.

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Cart #15604 | 2015-10-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A little arcade game.

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9 comments




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