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Cart #18740 | 2016-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A game based on Shodo by oinariman (Ryosuke Mihara).
With help, support, and patience from Jonathan Muth.

M is an unhappy art student who thinks she doesn't have what it takes.
Her teacher thinks that's bullshit.

Use the arrow keys to move.
Hold z to draw.
What can you and M make before time runs out?!

Press f to skip the intro if you've already seen it!

Take a screenshot when you're finished and add it to the gallery:
Submit your stuff c:

or email it to [email protected]
or tweet it to @JonathanMuth

View all the work here:
UR an Artist Tumblr

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I've been meaning to ask around about interest in this for a while, but as far as I can tell, generated Pico-8 HTML/JS is free to be used as I please.

As someone who uses Cordova and Electron a lot in my job, my first thought was to wrap a project in Electron for a Pico-8-free 'native' app, perhaps with arcade style frames, additional controls, etc. This also extends to Cordova for iOS/Android (with a bit of faffing around to replicate keypresses).

My thought is that it opens up Pico-8 hobbyists to create games they can distribute (and sell? I don't know what the ramifications of this are) and expand the freedom that people have. There's also scope for additional experimentation, using smartphone sensors for controls, etc.

I suppose I wanted to bring up 2 discussion points:

1. Are there any limitations on what can and cannot be done with either the generated code or the .p8 file data itself?

and

[b]2. Are people interested in wrapping their Pico-8 games in a way that they can play Pico-8 games both outside of Pico-8 and outside of their web browser?

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5 comments


Hey guys, I'm just starting with PICO-8. So far it's very fun. Although I'm a frontend web developer by profession, Lua was very easy to pick up due to its similarities to Javascript. The development experience is generally pretty awesome apart from poor debugging tools. But overall, the simplicity is welcomed since it lets you bang out proof-of-concepts really quickly.

Alas, the simplicity really does set me back in one category -- persisting data.

It seems like looking at the manual and some carts, the main method is to write binary data to a memory address with peek/poke/memcpy/memset. As a JS guy, I've worked with plenty network protocols and IO between filesystems, databases, and APIs, but when it comes to working directly with binary data and using memory addresses, I'm kind of lost. I've rarely encountered a situation that required me to use bitwise operators or manipulate binary values directly.

That being said, I have looked around the BBS and attempted to find something to guide me on this quest to save the game state. I've seen a couple of threads (like this one) and downloaded a few carts like Shodo and Picodachi to see how it's done. Despite my best attempts to grok the concept, it's very difficult to understand the following:

[ Continue Reading.. ]

1 comment


Cart #18716 | 2016-02-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
113

Another little project my brother and I have been working on. We are huge Cave Story fans, so building a demake was kind of a childhood dream come true. Never ceases to amaze me how much can be done within the (wonderful self-imposed) limitations of the Pico-8 engine.

It has no real ending as-of-now, we might add that in later. But for now, enjoy! If you want to see some of our process in creating this, we vlogged about it at DoubtfulGames

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29 comments


Cart #18711 | 2016-02-07 | Code ▽ | Embed ▽ | No License
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                                                   ZOOMZOOMZOOMZOOM

is in beta
some of the commands and keys you can use are
ARROW KEYS = move selection for zoom
Z = zoom
X = colors
TAB = you can change color combinations
D = edit palette

if you want to help me make this art thing
you can help by assisting in

-making the zoom animation actually work
-zoom out functions
--other bugs that drive me insane

(ADDING YOUR OWN SPRITES)
or
(ADDING A WAY TO CHANGE THE SPRITESHEET INGAME)

part of the art saga i suppose.

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3 comments


Seems like my profile picture on the lexaloffle.com won't work no matter what I do. The description says it's 48x48 so I chose a 48x48 pixel image but it doesn't show up. What's up with that??

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Classic demoscene effect, now in PICO-8 form!

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Feedback effect with a surprising 3d quality to it. Greetings to Llamasoft!

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Cart #18680 | 2016-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Introducing Writer!, the PICO-8 word processor that nobody asked for. Writer! would have been distributed with the PICO-8 (fantasy) keyboard peripheral, which plugs into both controller ports. Don't have a PICO-8 keyboard of your own? Your standard keyboard's WE, ASDF, XC and arrow keys should emulate the correct inputs.

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5 comments


Is there documentation for exactly how many clock ticks instructions take to execute? In those unfortunate situations when fps drops from 30 to 15, it is challenging to find ways to be more efficient without that information.

Or perhaps a function to return clockticks since last display?

Thanks for any info,
RGB

3 comments


Cart #18677 | 2016-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a stepping stone to an overly-ambitious project.

I'm looking for a better way to sort a table of triangles--currently sorting speed for around 150 triangles is preventing me from having solid filled triangles.

Does anyone have a good quicksort implementation that could sort a list of triangles, where each triangle contains 3 points and a centroid "z" value?

triangle_list={}
function	new_triangle(p1,p2,p3,z,color)
	t={}
	t.p1=p1
	t.p2=p2
	t.p3=p3
	t.z=z
	t.color=color
	add(triangle_list,t)
end

function sort_by_z()
 ...
end

That said, I actually like the way that the wire-frame looks, and backface culling almost makes hills appear opaque.

[ Continue Reading.. ]

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7 comments


Cart #19551 | 2016-04-02 | Embed ▽ | License: CC4-BY-NC-SA
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1.1: Added more levels

1.5: Added even more levels

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Cart #18673 | 2016-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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4 in a row
adaptation from 8P-Tech.net processing source code
minmax algorithm

You always start (yet) no difficulty setting (yet)
Keys Left/Right to chose your row
Key Down to drop your red token
Key Up to undo last turn

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0 comments


Hey All

Here's a quick update with music copying and keyboard configuration for controller buttons.

To configure buttons, use KEYCONFIG from the commandline.

To copy a song from one cartridge to another:

  1. In the song editor, click on the start pattern and then shift-click on the end pattern that you want to transport. They should light up green.
  2. Control-C to copy the pattern data, along with the sfx they point to.
  3. Load the cart you want to paste into, open the song view and click on the pattern index you want to paste to.
  4. CTRL-V to paste. When pasting a song, any SFX that are needed are written to unused slots and then the pattern indexes are adjusted accordingly.

Changelog:

v0.1.5
		Added: Keyboard configuration for player buttons (KEYCONFIG) 
		Added: Music tracker select / copy / paste
		Added: Single-level undo in audio tools
		Added: Live preview of frequencies in sound editor
		Fixed: Command history extends past last reboot
		Fixed: Sfx exporter broken
		Fixed: Slashes at end of path resolve to double slashes
		Fixed: Load cart from commandline under Windows

[ Continue Reading.. ]

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Hi there! First post here. I'm doing some kind of go game and I have no idea how to make the CPU to take decisions about where to put the stones in the board…

I'm a web developer and this aspect of programming is completely unknown to me, so… Where should I begin? Any piece of advice? Book to read? Tutorial?

8 comments


Cart #18631 | 2016-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'm very pleased to finally release TRAIN, a game I've been messing about with for months and months. It started out as an attempt to build a nice interface that would look right in a very old point-and-click simulation game, and grew a lot from that aesthetic. It's definitely one of the things I've made that I'm proudest of with PICO-8, as minimal as it seems.

You have a large control panel for a very small toy train. The controls are supposed to be something of a puzzle. There are no instructions, only hints, but suffice it to say that you can make the train move. Fuel is limited, so the goal is to maximise your distance. Ideally, you won't go hunting in the source to figure out what the buttons do, but the buttons used are these:

Left Shift
Z
X
S
D
F
UP
DOWN

You should see a definite effect from most button presses, so most of it will be fairly simple after an initial trial/error period.

It's a weird little game, but I hope you enjoy it.

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Cart #18694 | 2016-02-07 | Code ▽ | Embed ▽ | No License
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A bit of sad, I spent the last three weeks with creating a small rpg game with Pico8, but ran out of memory half the way. I would have been able to come along with the token count with some tricks, but finally, the compressed cartridge size limit hit me and I don't see any chance to finish it with the current limits of Pico8. If the memory limit for the source code would be doubled, there would be a chance, but until then, maybe the wip is of some fun for one or the other. As I'm toying around with a fantasy console like Pico8 myself, maybe it will see the light there eventually ;)

The game picks up elements from the early Ultimas and The Bard's Tale. You can move around the city, enter some buildings and you can enter the first two dungeons. There is already a world with some other buildings and dungeons, but as there's no memory left, I'm not able to fill them with game play.

So far, have some fun with it!

Update: Seems, the cart was that too big, that the export failed - uploaded again.
Update2: I fixed two missing features, where you weren't able to leave the shop and the inventory. Further, I unlocked the wilderness and all the other dungeons.

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31 comments


Cart #19731 | 2016-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #18898 | 2016-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #18883 | 2016-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[hidden]

Cart #18882 | 2016-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #18614 | 2016-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi ! This is a bomberman clone i made a long time ago (early september 2015) with pico8 0.1.1

I hope it still works !

PS: The code supports two players, but must be edited before to enable it..... and there's a button that destroys ALL blocks in scene. Again, this can be disabled. Just not use it if you want a "fair" game with those brainless bots ! xD

Enjoy !

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Cart #18751 | 2016-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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created for Global Game Jam 16 "ritual"

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