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Cart #18128 | 2016-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #17905 | 2015-12-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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decided to try out pico-8 for an animation i wanted to procedurally. enjoy :*

1.1 fixed a few timing and text formatting issues. it is now finished!

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9 comments


The music editor in Pico-8 only works in groups of 32 counts. This makes using triplets, or writing in triple time (3/4) very inefficient. If you loop a 3-count pattern, the music editor will loop it up to 32-counts, then restart. The only workaround is to not use loops when composing in multiples of three, but this takes up way to much space. For a future update, maybe the ability to edit the number of counts in the music editor? If I could have changed the counts from 32 to say, 24 or 36, it would have saved lots of work and memory. Does that make sense?

Another quick observation, though I don't think it has an easy fix: Gradual, linear tempo changes are also memory hogs. The title music from ALttP required 2/3 of the music allotment, even though it's only 20 seconds long (https://soundcloud.com/gruber99/sets/the-legend-of-zelda-alttp-pico)

Hope this is helpful!

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Cart #17888 | 2015-12-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my Pico-8 remake of Hyrule Castle from Zelda ALttP (I recreated the entire soundtrack in Pico-8. https://soundcloud.com/gruber99/sets/the-legend-of-zelda-alttp-pico)

I'm happy to upload any other of the cartridges, just let me know!

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3 comments


Cart #17885 | 2015-12-17 | Code ▽ | Embed ▽ | No License
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my attempt at a mariokart clone. Up to accelerate and z to use powerups.

Still some way to go but coming along nicely :)

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5 comments


Cart #17908 | 2015-12-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls: Arrows + Z/C (hold down for menu)

[0x0]

[box=DDDDDD]In Rambo - Prison Break you are playing John.
[0x0]

[ Continue Reading.. ]

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Cart #18276 | 2016-01-13 | Embed ▽ | No License
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Cart #17876 | 2015-12-17 | Embed ▽ | No License
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Hi everyone! I have taken my starwars into a bigger level from melee weapons for TIE fighters! I hope you enjoy this, and this was a beta so I will be making full levels in the future! (Of this game type)

Now including Darth Maul (The Darth Vader glitches and lost pixels sorry)

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Cart #17868 | 2015-12-17 | Embed ▽ | License: CC4-BY-NC-SA
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Made this cart a while ago, thought I would release it now with the new inventory switching ability.
Just a fun little test.

Just for fun, capture of picture of anything you can paint. I was able to make a watermelon slice.

Enjoy.

Note: It is a finished cart, I do not plan to do anything with it. Go ahead and edit it if you wish, just give credit to me.

Note: If for any reason you don't know how to switch weapons, whatever keys assigned to [SL] and [SR] are the switching buttons.

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7 comments


Cart #17861 | 2015-12-16 | Embed ▽ | No License
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May spawn in old room :P

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Cart #17855 | 2015-12-16 | Embed ▽ | License: CC4-BY-NC-SA
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Quicksilver 2.0

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Cart #17853 | 2015-12-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

another pico-saver

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On every version of pico-8, some keys and key combos don't work. The biggest problem is that enter doesn't work. The rest of the letter keys appeared to work.

This problem applied on both win8.1 and win10. My computer has an Intel Atom Z2760 @ 1.8GHz so it's a 32bit OS.

Any help is appreciated. Thanks.

8 comments


Embarrassed to say that I can't get past the intro screen on 3.3 OSX. I can hit command-Q to exit - and O/P to tilt the camera...but no way to 'Start'. I tried every keyboard key and mouse combination.
Am I missing something obvious? Very frustrating. :(

13 comments


Cart #17818 | 2015-12-15 | Code ▽ | Embed ▽ | No License

For LD#34, a game using the themes "Two button controls" and "Growing", as well as the rain theme I missed here. Because why not have three themes?

The engine and gameplay is done, though the later dance moves don't unlock yet. I'm thinking they'll activate at powerup points or after you grow 20 or so plants, though that's dependent on the still unfinished level designs.

Still to do post-jam: (and hopefully in the next 2-3 days)

  • more puzzle designs
  • music!
  • win condition: grow 100 plants?

I'm a little disappointed that the special behaviors with planting on fires and shining sunlight to grow plants in rain and exorcise piranha plants didn't get into the jam demo, but they are coded and working well. You can debug the extra dance moves with Q for now, if you're interested.

I'm pretty happy with this project, especially how decent the pixel art I did in a couple hours looks. PICO-8 is really a good fit for gamejams.

0 comments


EDIT: 0.3.3b patch is now up; if you tried 0.3.3 from a clean install and got stuck on the title menu, see this post.

Voxatron 0.3.3 builds are now up! Check your updates page for downloads, now including a native 64-bit Linux version. Builds should be up on Humble soon too (check the version number on the files).

Main new features of interest are: integrated music tracker, custom inventories, multiplayer selection and room transition logic, new microscripting events and better activation control, improved water physics. Check out cartridges in the ALPHA CARTS menu: The Jelly Room, Chaos Fortress to see some of these in action. I'll post a more complex demo of custom inventories and weapon switching soon.

Cart #17809 | 2015-12-14 | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #17809 | 2015-12-14 | Embed ▽ | License: CC4-BY-NC-SA
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"A Jelly is nothing but Jelly with more Jelly" -- Nietzsche

A silly demo cartridge for Voxatron 0.3.3 -- collect the jellies to become more powerful and make it back to the jelly room.

if it doesn't load for you in the offline binaries, you need to update!

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6 comments


I want to do a de-make of "Another World", this game is built of many static screens (no scrolling) and the backgrounds are drawn using very creative, data efficient, free-form "polygons".

To increase the number of screens I can have, and match the free-form polygonal art style, it seems better to discard the tile map, and use the map data to store "screens" and each screen would store "polygon info". So it would just be the points for the polygons, or something simpler - maybe just indexes of known shapes and a colour value to apply to them, something like that.

However it's stored - it would be expensive to re-draw the entire thing every frame, so I would have to use the old school technique of;

  • draw the background once,
  • capture the area behind a sprite,
  • draw the sprite,
  • then to re-draw, paste the captured area back over it, adjust the sprite x,y and repeat

How do I prevent the normal re-draw, and how do I capture an area of the screen?

Any thoughts on my approach?

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Hi, I'm still learning about Pico-8.

Given that there is ONE map (count-em, one!), if a game wants to give the impression of a bigger world, it's going to have to resort to some old school techniques, yes?

A lot like how Mario on the NES was done by making levels out of "chunks" of tiles, eg. one chunk is a set of stairs with a gap in the middle, another is 2 platforms above each other, etc. Thus the level data can just be a serialised list of chunk indexes.

I ask because, for fun, I want to try making "de-makes" of classic games. One might be "Another World". I was coming up with a level storage format which might just be a series of types of shapes, or points, and draw the polygons to create a 2D image, much like the original did, but this would have to be plotted out once, and then I'd have to use old school method of; every frame, capturing the small screen area behind the player, drawing the player, then erasing the player with the stored screen area, apply the movement, and repeat. To avoid re-drawing the background every frame because it might be computationally expensive.

[ Continue Reading.. ]

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Im testing out a Galaxy Tab 4 with the html player of pico 8 and sadly its a tad slower than expected. Are there any plans to release the VM without an HTML layer on the droid in google play store? I feel like it would be good alternative for on the go tinkering to compliment SmileBasic on 3DS for those of us that prefer to carry a tablet instead of game system with us when we are out an about...

Just a tought...I think ergonomically and themeatically its a good fit. Technically, seems at least doable, if not just outright tedius...

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Cart #17775 | 2015-12-14 | Code ▽ | Embed ▽ | No License
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Use the left and right arrows to move, x to shoot and z to shoot a bomb.
you only have two bombs so use them wisely.

colliding with other ships does 3 hearts of damage.

Week 5 of my weekly pico8 game project

You can find my blog here: quidditycode.com

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Cart #17772 | 2015-12-14 | Code ▽ | Embed ▽ | No License
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Had very little time for LD34 - made in a hurry :) Theme = growing.

  • Navigate with [left]/[right]
  • Shoot with action buttons [x] or [z]

The aim is to merge and grow the evil boxes in order to have one left - then it will collapse due to it's unbearable mass! (erm).

Whenever you hit a box it changes direction. The magnetic field is also activited and shown as a circle. When boxes have an active magnetic field and are close to eachother the bigger box will consume the smaller one.

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