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Cart #20101 | 2016-05-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Arrow keys to move the circle
Z key to stamp down a circle
wahoo

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Pico8 computer

This blog is an account of my attempt to build a retro stand alone pico8 computer.

below is a crude mock up the shape it will take.

The computer is a Raspberry Pi 3 with a 1024*600 LCD screen.
It has a mechanical keyboard, integrated power, amplifier, speakers, a
few switch's and LED's. Ports at back will offer flexible power switching, and integrated voltmeter.

The case is partly 3d printed, and partly made from acrylic sheet, it will be sanded and
sprayed a suitable colour and adorned with a pico8 logo.

I may also have a hardware cartridge slot, for pico8 cartridges(with SD cards in them)

Progress so far:
Pi image complete, with working screen and auto boot into Pico8
Base acrylic sheet is all cut read to assemble,
all parts are ready to go.
I also intend to have a concave screen and have built a mould to form the plastic.

If anyone is interested I can provide more details as the project progresses.

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Cart #20087 | 2016-05-01 | Code ▽ | Embed ▽ | No License
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Inspired by Swinth for the C64.

May add music in the near future.

No controls as of yet.

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Hello Everyone,
I'm thinking about the Theme of the next Zine.
I have put a Poll on Twitter , feel free to vote :)
[url=Twitter Poll]description[https://twitter.com/arnaud_debock/status/725952817869950976]

Let me know if you got any feedbacks.

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Cart #20046 | 2016-04-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Currently a work in progress. Right now, puzzles are randomly generated, but in the future I'll likely add in pre-made levels.
View on itch.io

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Cart #badapp12-0 | 2019-11-29 | Code ▽ | Embed ▽ | No License
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Old versions:


Cart #20057 | 2016-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #20069 | 2016-04-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Decided to write an encoder for 128x128, 2 color, 1 pixel scrolling, and one rectangle per frame

[ Continue Reading.. ]

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Hi. Going through the Smoke Particle section of zine #1 and found an error I couldn't solve. If you copy paste the following code..

function   make_smoke(x,y,init_size,col)
 local s = {}
 s.x=x
 s.y=y
 s.col=col
 s.width = init_size
 s.width_final = init_size + rnd(3)+1
 s.t=0
 s.max_t = 30+rnd(10)
 s.dx = (rnd(.8).4)
 s.dy = rnd(.05)
 s.ddy = .02
 add(smoke,s)
 return s
end
function   _init()
 smoke = {}
 cursorx = 50
 cursory = 50
 color = 7
end

function   move_smoke(sp)
if (sp.t > sp.max_t) then
 del(smoke,sp)
end
if (sp.t > sp.max_t15) then
 sp.width +=1
 sp.width = min(sp.width,sp.width_final)
end
sp.x = sp.x + sp.dx
sp.y = sp.y + sp.dy
sp.dy= sp.dy+ sp.ddy
sp.t = sp.t + 1
end
function  _update ()
foreach(smoke, move_smoke)
if btn(0,0) then cursorx=1 end
if btn(1,0) then cursorx+=1 end
if btn(2,0) then cursory-=1 end
if btn(3,0) then cursory+=1 end
if btn(4,0) then color = flr(rand(16)) end
make_smoke(cursorx,cursory,rnd(4),color)
end

function  draw_smoke(s)
circfill(s.x, s.y,s.width, s.col)
end
function _draw()
cls()
foreach(smoke, draw_smoke)
end

[ Continue Reading.. ]

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Another educational toy cart for my son. Not terribly interesting for the grownups here, but it shows the effect of changing the operands of a multiplication operation.

Controls:

Left/Right : Choose which operand to select
Up/Down : Increase/Decrease the selected number
Z/X : Choose a different visualization of the multiplication operation

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Cart #20003 | 2016-04-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Picomino is a block stacking puzzle game made from boredom.
Select your mode, level and music and start stacking!

MARATHON
Stack your blocks into lines as long as it's possible. Don't top out or it's game over.

50-LINE
Stack your blocks to make 50 lines as fast as possible. Don't top out or it's game over.

CONTROLS
Left and Right - move block
Up - hard drop
Down - soft drop
Z/Button 1 - rotate
X/Button 2 - start/pause

SUPPORT ON ITCH.IO
https://adrian09-01.itch.io/picomino

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Cart #20015 | 2016-04-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Version .3 update: Added attacking while jumping, double-jumping, and fixed the scores and glitches. Let me know if you find bugs!

This is still my "first game", it's a full screen, enhanced version of the Lowrezjam submission I made.

Two players versus only at the moment.

Controls are simple. left and right to move your player, up to stab upward, down to block. Buttons to jump and attack.

There's an AI in the works but it's laughably, three-stooges stupid at the moment. Graphics are still being tweaked (clouds are janky). Also, the scoring isn't displayed because I have to recode it for 4 or more characters, but you can still win by knocking the other person off the ledge 7 times.

Challenge a friend, see what you think. I'll finish the AI, recode the scoring, and maybe speed up the combat a little. Add a double-jump maybe.

Under the hood, feel free to peek. The platform collision is all done by one ground_check function. hit detection is done by the sword leaving 'hit bits' on the map. (this led to funny bugs of there being invisible 'mines' around the map when the bits didn't clear properly).

I'm being guarded and cautious. Whatever. Enjoy.

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Cart #20080 | 2016-04-30 | Code ▽ | Embed ▽ | No License
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How to play

There are 10 different pieces.
You must place all of them into the frame without overlapping.

X: pick or release a piece
D-pad+Z: rotate or flip
(Please see the instruction at the bottom of window)

Release notes

0.50 (Apr 30, 2016)

  • Play music.
  • Tune visual of gallery.

0.30 (Apr 25, 2016)

  • Initial Release.

(Older versions)
[hidden]

Cart #19989 | 2016-04-25 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Cart #19983 | 2016-04-24 | Code ▽ | Embed ▽ | No License
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Bouncing Plane is a Flappy Bird like.
You are lost in a storm and you have to survive as long as you can.

-- CONTROLS
[UP] to jump

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by bcj
Cart #19981 | 2016-04-23 | Code ▽ | Embed ▽ | No License

by bcj
Cart #19979 | 2016-04-23 | Code ▽ | Embed ▽ | No License

0 comments


Hi. I'm trying to learn about collisions using the DOM8VERSE section of zine 3 but I'm getting weird error messages whenever I try and use a foreach.

For example, when I try this:

function _update()
if btnp(5, 0) then
add(objects, bulletconstruct(player1.position.x,player1.position.y))
end

foreach(objects, function(obj)
obj.update(obj)
end
end

.. I get ')' expected ( to close '(' at line 0.0003891 near 'end'

I've tried adding and taking away brackets, as well as 'end' statements but I can't get it to work. Thought it was strange as I'm copy pasting zine 3 code.

Anyone know the solution?

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To allow more room for maps in my current project, I'm planning to use many of the sprites flipped to achieve more visual variety. While I can easily do this for sprites representing the player or enemies, I'm not sure how to implement it for the maps. I don't believe I can use the map() function, even with the flexibility of its layer flags option. I could of course store a table representing the map, with additional flags to indicate whether or not a cell should be flipped, and draw each individual sprite instead of using map(), but I'm worried this will be too slow and generally cumbersome.

Is there a good way to go about this or am I stuck using no flipped sprites for maps? Or should I instead be looking at ways to compress the map data so I can use more room for sprites?

5 comments


Good day, and thank you for looking at this tutorial i put up for the convenience of developers who wish to understand
palt() and how it can be utilized.

the command is used to render colors as transparent when sprites or graphical commands are used. This command also avoids any other edits to the palette that are initiated in the code used.

         

syntax for palt is simple: first parameter chooses color to render transparent or not, second parameter is boolean and decides for the color to be transparent. palt( x , true ) would make the color x not render.

this should be a useful command when using another color as transparency.

I want to show you how sprite packaging [as i call it] can be utilized in pico8, to provide for bigger sprite space for sprites that containt up to 4 colors.

                                                     - Sprite Packaging for 2 color sprites -

The most efficient way i get 4 sprites from one is to stick them together and draw them as if they were different sprites.

-- a should be 1 , 2 , 4 , 8

function sssspr( x , y , w , h , dx , dy , a , c )
for i = 0 , 15 do
--remove unverified colors
if (i/a)%2 < 1 then
palt( i , true ) else
palt( i , false ) end
-- turn verified colors into c
pal( i , flr((i/a)%2)*c )
end
sspr( x , y , w , h , dx , dy )
palt()
pal()
end

[ Continue Reading.. ]

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Cart #19909 | 2016-04-19 | Code ▽ | Embed ▽ | No License
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A space-horror mystery game about finding a sneaky shapeshifter amongst your crew - get them before they assimilate everyone - including you! Made in one weekend for Ludum Dare 35.

Figuring out how to identify the shapeshifters is half the fun, so I wont spoil it!

Hard mode makes more shapeshifters at the start.

It still needs a proper aftermath, so I might revisit it if I get some time this week. Posting to cartridges rather than WIP because I might not.

Have Fun!

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I just participated in the LowRezJam and since the theme was making a game in 64x64 resolution I though the PICO8 would be perfect for this.

I would like to share the game that I created for the jam with everybody here.

We must play the fox is a simple stealth game about Foxy a cute fox that loves eggs. He has to take as many as he can before being noticed by the chickens.

The map is procedurally generated so every time you play it will be different.

The game has developed by 4 people:

  • misato, mapedorr - developers
  • robrechtJ - developer and game art
  • milesgordon - music and fx

Take in account that it is not finished yet. This is as much as we could develop in the time of the jam. It is playable but there could be bugs and it lacks some functionality that we though about but we didn't have time to implement.

This is our very first time doing something for the PICO8. I hope you enjoy it as much as we enjoyed making it!

[ Continue Reading.. ]

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Hi,
With PICO-8 0.1.6, you can now programming using OOP design. This sample use setmetatable to build a constructor.
Regards,
jihem

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Cart #19882 | 2016-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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ok so finally i'm releasing my game on the bbs. it was previously on itch.io (pay what you want) so if should you want to pay for it, or just want to check out the page, go here: https://catnip.itch.io/pod3x3

pod3x3 is a somewhat unusual take on the RTS genre, with the constraints of the 2 player 8 bit pico-8 console in mind. the result is something more in likeness to a fighting or dogfighting game. a game of zoning and feinting to get the upper hand of your opponent. easy to learn, hard to master. the game can be played 1 vs 1, vs AI or AI vs AI.

but first things first:

how to play pod3x3
in pod3x3, each player give orders to 3 pods each. these pods are somewhat like tanks. you cycle between your pods with button 1. with the up and down buttons, you set the active pod's throttle. with the left and right buttons, you can change the pod's direction. the pod will try to match its rotation and velocity to the selected direction and throttle, even if you cycle to another pod later.

every pod is equipped with a turret that will automatically target and shoot at the nearest enemy. when a pod is selected, you can see the turret's current range as the circle around the pod. the range is bigger the faster you go, but it is also offset so that the turret have a harder time shooting backwards. this is the key to winning the a game of pod3x3.

if you're in a bind, you can hold button 2 to activate a shield. you can only use the shield on the active pod, and the pod cannot shoot while using its shield. however, the pod only takes 1/10 of the usual damage when the shield is up. the shield uses a shared meter that regenerates when not in use.

oh and one last trick — if you press button 1 and 2 at the same time, you e-brake. e-braking resets all your pods throttle to 0.

the arena is the big white circle. if a pod moves outside the circle, the autopilot is engaged and the pod is steered back into the arena. after one minute, the arena will start shrinking, watch out!

controls

title screen
ready player — button 1
activate AI — button 2

in-game
throttle up/down — up/down
change direction — left/right
switch pod — button 1
shield — button 2
e-brake — button 1+2

keyboard
up/down/left/right — p1: arrow buttons p2: e/d/s/f
button 1 — p1: z or n p2: tab
button 2 — p1: x or m p2: q

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