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Hi,
I won the LiveCode Create it Competition Round 1 (last wednesday). So, I'm in for the round 2 (Feb 2016).
I will have to share my time between LiveCode and Pico (and my daily job because we have to fill the fridge).
It would be nice if one of you (no more) helps me for the LudumDare October Challenge 2015 : I need $1 on http://jihem.itch.io/bld. I can do the same (so if you're making the challenge too, I can validate it)
Regards,
jihem

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Cart #15867 | 2015-10-26 | Code ▽ | Embed ▽ | No License
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I'm trying to enroll me in the ludum dare october challenge 2015.
Now I have to earn my first $1 on itch.io (http://jihem.itch.io/BLD).
Thanks for your support and comments :)

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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

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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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If you need a picture converter...
http://www.codyssea.com/downloads/pico-8gfx.zip
Enjoy :)

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Cart #14963 | 2015-10-04 | Code ▽ | Embed ▽ | No License

My first PICO-8 cart. Plong! is a 2-player pong clone that lets you change the angle of the ball if you hit it while moving.

E, D for the left paddle
Up, Down for the right paddle

Feedback welcome, especially bug reports!

<3

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Check your updates page!

Note: If you bought PICO-8 (rather than Voxatron), it isn't possible yet to activate your Lexaloffle account from Humble. I've been activating accounts manually, so if you purchased PICO-8 very recently and don't see it show up yet, please check back in a day or so. The Humble Bundle library builds should be live soon too.

New stuff: HTML5 exporter, 8-player joystick support, cartridge save data.

To export your cartridge as a stand-alone html5 version:

EXPORT BLAH.HTML

Open the folder (FOLDER) and you should be able to see BLAH.HTML and BLAH.JS

Here's a demo of cartridge saving. Note that save data is not persistent yet in the web version:

Cart #14880 | 2015-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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tesagsdgsdfgsdfgsdfgsdfgsdfghsdh

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Just a quick note for blog-checkers, Voxatron 0.3.3 and PICO-8 0.1.2 are both arriving this month.

I'll go into detail about new Voxatron developments and plans after the update's out, but here's a quick preview until then.

Also, here's the current changelog for pico-8 0.1.2. There are still known issues that I've rolled over to 0.1.3 but let me know if I missed something small that's easy to fix!

v0.1.2

		Added: Cartridge save data (64 fixed point numbers)
		Added: 8-player input
		Added: demo carts: COLLIDE and BUTTERFLY
		Added: Command-line parameters // load cart, -run, settings
		Added: Alternative function keys (F6..F9 aliased as F1..F4)
		Added: pairs()
		Added: printh() for debugging
		Changed: music pattern length taken to be first non-looping channel's length
		Changed: screenshot captures whole window contents at display resolution
		Changed: del() moves remaining items up one index to maintain a packed table
		Changed: count() includes non-array elements. count(a,v) counts instances of value v
		Changed: add(),del(),count(),all() no longer store hidden fields
		Tweaked: palette: slightly darker gray, warmer greens and yellow
		Fixed: sqrt() crashing for 0 or >= 32761
		Fixed: Semi-colon characters in text editor
		Fixed: Long lines split when saving in .p8 format 
		Fixed: pget() does not respect camera position
		Fixed: Error message when peeking or poking outside of legal address space
		Fixed: Search replace colour fills one pixel outside of selected region
		Fixed: Playing an empty music pattern breaks subsequent music playback
		Fixed: Invalid sfx editing state on startup
		Fixed: Painting instruments values in frequency view also sets volumes
		Fixed: Inconsistent gif recording speeds
		Fixed: Unmapped joystick support
		Fixed: Compressed code size sometimes larger than uncompressed
		Fixed: mid() fails when first argument is not smallest
		Fixed: Scroll wheel changes sprite/map zoom while in code editor
		Fixed: CTRL-R (quick-run) overwriting current command line
		Fixed: Label capture (F7) does not respect screen palette state

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I know Pico-8 Is taking all of the hype right now, but I really am looking forward to seeing the 0.3.3 Voxatron Update.

On October 28th this year, It would have been exactly 1 year since the 0.3.2 Update (or so I have read from the date of this blog post: 9238).

Even though you have been supplying little update notes with a gif/vine here and there. They are kind of sparse compared to how updates were flowing before.

Just as a request I ask; How is the Voxatron update going along? I hope I don't sound selfish or rude, because I understand working on both Voxatron, and Pico-8 is probably a handful, but there are some of us (The Lexaloffle followers) that would like to see Voxatron get updated.

Thanks for reading,
Jauq

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The story so far...

I love Hanafuda and I'm making a version in #pico8

First, I drew the cards:

And then made sure it will all fit on a single screen in this mock-up:

Current status:
on hold until after Playdate Hanafuda is released

:)

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A while ago, Darkhog spoke of a large list containing codes for PICO-8.

Since I don't have a source of income right now, I decided to look for it.

I found it, and used elimination to snag me a copy of PICO-8.

For treasure hunt reasons, I can't say where this is.

All you gotta do is look ;)

But I hope to crank out some games quite soon!

The first being a remake of my Gamebuino game, Smash and Crash!

Thanks for being a great community!

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A friend pointed me in the direction of PICO-8 last night to see if I'd be interested in having a play with the tracker so I grabbed a copy (Ubuntu 64-bit, works a treat) and had a go. It's a piece of cake, loved it so much that I decided to have a try at making a classic Amiga/ST demoscene/cracktro screen to go with it. It was a doddle!

If you're wondering what the demented-looking face that's sinusoidally twerking its way over the screen is, it's the protagonist of an Atari 2600 game I wrote a few years back: https://www.facebook.com/thewickedfather

Cart #13417 | 2015-08-31 | Embed ▽ | No License

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Cart #13250 | 2015-08-29 | Code ▽ | Embed ▽ | No License

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Issue #1 of the community-made PICO-8 zine is out! You can order the 48-page printed version via pico8fanzine.bigcartel.com for a nominal fee, or download the pdf (mirror).

Much respect to @arnaud_debock and contributors for putting this together -- it's humbling to see the world of PICO-8 extended in such a creative and kick-ass way. Issue #1 includes artwork and articles by @dotsukiHARA, @bitmoo, @TheRealMolen, @pizzamakesgames, @PROGRAM_IX, @aliceffekt, @modernmodron and @terrycavanagh. I also took the opportunity to write something on the history of PICO-8 and it's relationship with other Lexaloffle projects.

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Cart #12858 | 2015-08-21 | Code ▽ | Embed ▽ | No License
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About as simple as it can get.

Shoot with X
Move with the arrow keys

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Dream is being made. Focus is on a metroid-ish map, needing you to revisit areas to utilize newfound abilities. Also, hounds. Lots and lots of hounds.

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Bloooooooooging. Like ya do.

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I thought I'd make a short log of what I'm working on at the moment and my thoughts on the lovely PICO-8. First, let me say that since I work with Love2D I like being able to use Lua. I'm working on code for pixel-perfect collisions because I can make shaped sprites and perhaps get better use of real-estate. That is, I can make more complex levels in a smaller screen space. The dream is a simple metroid-style game with items to find.

Unfortunately Pico-8's implementation currently still has a few small bugs. Actually, scratch that, there's no such thing as a small bug in a code editor when that bug could prevent a perfectly good game from compiling and running. That said, I've had fun making my little game but I think I'm going to take a break from PICO-8 and go back to my other project(s). I've been having a ball with Love2D's physics engine and I've got to get back to that. I'm not leaving PICO-8, I'm just waiting for an update.

Also, the code limit makes me sad. I really like this one PICO-8 game, Tempest, and I hope the author will figure out how to fit in everything they want, but it sounds like they're still cutting it close to the eight-thousand-something tokens. We'll see what happens soon enough.

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