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So, I was reading through the First Pico 8 Zine and found there was a paragraph about a sprite editor called poido. I've been looking for it and can't seem to find it. Can anyone help?

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I was making a game and i don't understand how collision works thanks.
EDIT: I have read the collision demo and i was wondering if there is a less usage way to do that
I don't want to loose all my tokens.

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Cart #19151 | 2016-03-09 | Embed ▽ | License: CC4-BY-NC-SA
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Difficulty: 2/5 to 6/5
single player

I recomend the use of a controler or the key-mouse control setting

warning: the tazer weapon will break the game on higher dificulties

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Press the up/down arrow keys

As the title states!

This isn't optimized at all, an exercise for the reader.
I drew the letters myself, as sprites, hence their existence in
the sprite sheet. Those are so you can swap either/or, and trade
sprites for code space and performance.
Have fun!

I threw the file on github as well

p.s The CC license isn't really applicable but I wasn't sure if NOT selecting it would imply you can't use it at all and now I can't edit that out it seems. The github repo has it as MIT license - you can do whatever you want with this!

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Does anybody know if the PICO-8 typeface is available as a regular font anywhere? I guess it‘s coded differently as a regular font in PICO-8 so someone would have to recreate it to use outside.

I want to create a game jam poster and of course it would look great to use the 5x3 characters for that, in print.

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Here's a recent interesting project which is completely unrelated to Pico-8.
http://superpowers-html5.com

It's an HTML5 game engine. More importantly, it's a free and open-source web-based development IDE. That is to say, instead of using Superpowers IDE to make Unity-like Superpowers games, you can add a plug-in to your Superpowers server to add additional project types, including (officially supported, in fact) LÖVE games and static webpages.

Superpowers is a real-time multi-user collaborative development environment unlike anything I've ever seen before, albeit still very much in its infancy. We should seriously consider adding Pico-8 cartridge support to it, as an alternative to using Pico-8's built-in IDE.

It would take a bit of effort, but with the result, you'd basically have the ability for any number of developers to simultaneously log onto a hosted Superpowers server, upload scripts and sprites, and download and run the resulting combined cartridge from the server in real time.

Superpowers is pretty much designed for small teams working together on game jam entries with strict time limits, getting all the work together immediately in real-time as individual files are changed and saved, without having to worry about committing and merging changesets like you would with Git or other collaboration methods.

... I don't know, just a passing thought. Probably wouldn't be worth it, considering how difficult it would be to manage Pico-8's arbitrary limits in a development environment meant to handle limitless modern PC games.

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Cart #19156 | 2016-03-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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What is it?

It's not a game, but rather a framework for a specific genre of games ala Pac-Man and Burgertime. It's a complete skeleton framework with all of the basic functionality to create these types of games.

Features:

  • A sample map with collision detection
  • Outside of map bounds = collision; nothing can move out of bounds
  • A player control system with automated assisted controls (it's difficult to line up exactly with a new corridor, so the controls will auto-correct to anticipate and compensate for this when a collision is detected)
  • Enemy AI and movement in "oldschool" style; it does not use A* or other complex pathfinding algorithms, but instead evaluates the closest next direction to move in when it detects an intersection, which is what the oldschool games did.

[ Continue Reading.. ]

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Happy birthday to me, I guess.

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I've bought PICO-8 with the thought that it would be a neat way to learn coding and make small pixely games, but so far I can't get used to the language and workflow of Pico. I've tried deciphering other people's cartridges, but some things just make no sense. Is there anything I can do to learn Pico?

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Cart #19080 | 2016-03-06 | Embed ▽ | License: CC4-BY-NC-SA
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If you liked this and want me to continue this comment and say what you want to add or what you liked

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Cart #19312 | 2016-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello! I made this short mini-game as an entry for Crab Zine, an art zine about crabs!
Check it out here: https://gum.co/QYpiZ/crablife

The mysterious crab billionaire, Pedals T. Crab, has offered to share some of his wealth with your crab gang. Press Z to jump. Catch the coins as they float past! Catch as many as you can!

Yellow Coins = 10 point, Red Coins = -50 point, Green Coins = 50 points

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Does this work? It says in the version history for 0.1.4 "fixed: multi-line comments", without any more information. If multi-line comments are supported, what's the syntax? Thanks.

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Cart #19067 | 2016-03-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Like TRAIN, I started this game with the misguided idea that PICO-8 could do more things than it actually can. In this case, I was sure I'd read somewhere the console could allow text input if you did some weird mode thing. No idea where this idea came from.

In any case, I'd already written some of the room logic by the time I realised, so I figured a very basic exploration thing would be easier to play with just four directions and Z anyway.

Explore this weird building you're in, and try to find a way out. Arrows are North, East, South, West. Z is your action button although the only actions are starting or restarting the game.

Hope you enjoy! (Use this code and make your own adventure games!!!)

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This is a first pass at trying to do something like Out of This World (or Another World depending on which side of the pond you land on).

Background is a static, shaded vector image that is rendered once at the beginning of the scene into a temporary buffer and then copied to the screen every frame.

The man is a moving vector animation that is rendered to the screen every frame.

Things aren't really structured for an actual game yet, but at least this shows that the concept could work.

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Cart #19039 | 2016-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A Manneken Pis simulator.

Controls

  • up/down : increase/decrease water pressure
  • left/right : rotate aim
  • z : hide/show HUD
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I just tried exporting a cart I made and I noticed that the .js file is fairly large compared to the actual cart size (1.1MB vs 3KB in PNG format). I realize that some of this is the player itself, but also noticed that the cart data is stored rather inefficiently (a javascript array with the elements represented as text integer values).

Couple of questions here -- first, has anyone separated the player code from the cart code so that they are in separate files and can be cached separately? Seems rather inefficient to have to reload the player each time a cart is changed, especially on mobile devices where someone may be downloading over a limited data plan or even on the server side where someone pays for amount of data they serve (like on Amazon's S3).

As for the cart data, is there any plans to modify the web player to load a more compact format? Ideally, it would be able to load the .p8.png file directly, but even doing some compression inside the javascript would help out a lot, IMO.

Thanks!

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The audio crackles/pops if there are multiple sounds or channels being used at a time in Chrome, Edge and Opera. The sound doesn't appear to be working at all in IE11. The only browser that the sound works flawlessly in is Firefox. I haven't tested it yet in Safari.

This is on a Windows 10 Pro system with fully updated drivers. Also tested on my wife's laptop (also Win 10, only tested in Chrome), and it has the same issue.

To reproduce, a good game to try out is Celeste. You should hear crackling sounds as the music on the title screen plays if you are using one of the above listed browsers (basically anything on Windows except Firefox).

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It's a filled polygon, smoothly tweened animation of a running cat. There's still a decent amount of space left for a program, or even more complex animation.

Thanks to Eadweard Muybridge for taking photos in the 1880's that are still useful today.

-Electric Gryphon

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Cart #19014 | 2016-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A modified version of Jelpi, zombies!

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Cart #19009 | 2016-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I wanted to try this since a long time:
The scenery polygons are rendered as a list of line segment for every line of the screen. { { x, z, color }, { x, z, color }, ... }
No need to sort anything because polygons are inserted in every line raster with z test (making previous segments moved or deleted inside every lines)
it takes less than 0.3 of the frame to draw this frame rasterized buffer even if it is quite complex.
Then dynamic model polygons are drawn on the top of it with z test.
I'm quite happy with the result, now I need to try more complex models...

This is just a demo yet. (It still has annoying bugs)

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