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Backup should also exist when overwriting the cartridge in memory with the load command...

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... Adam and I work for Warhorse Studios in Prague (designing and implementing adaptive music in the title called Kingdom Come: Deliverance) and for the Czech Technical University in Prague (a researcher and an assistant professor). I also contribute to the Overmare Studios' RPG as the music team leader. I co-founded and write and produce for a band called the Wasteland Wailers which started performing live this year (Berlin, Baltimore). I am interested in interactive audio and music.

My twitter is @adam_sporka.
My SoundCloud is https://soundcloud.com/adam_sporka.

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I just happened to notice that when I create a block comment in an external editor, and then have to resave it within Pico8, the block comments are forced to lowercase.

So this
--[[ SECTION NAME ]]

turns into this
--[[ section name ]]

After a save in the P8 editor.

Not a big deal, really, just something I happened to notice. Maybe it's intended to be this way, just seemed odd.

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Very cryptic final prototype:

Cart #21724 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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up/down = change category
left/right = select item
z/c = drop item into water
x/v = item description

It's all placeholders. :x

Earlier version that is a bit more obvious as to the chain reaction theme:

Cart #21712 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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any key = drop item into water

Hm, so, I kind of suck at jams because I spend a whole day preparing the architecture and stuff. So far I've figured out:

  • symbolic link the cart from my git repo
  • shell script that concatenates all my source files together into the cart
  • setup webstorm with lua support (only works kind-of ok since I have code in a lot of separate files and because of next bullet point)
  • figured out how to do an object-oriented architecture (hackish, but it seems to work for now)
  • wrote a 2D vector class
  • created an OO aggregation arhitecture for scene items and engine parts
  • started implementing a physics engine

Result: two circles moving across the screen that don't even collide.

2 days down, 7 to go.

Some highlights from the code:

[ Continue Reading.. ]

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It would be great to have a way to output information to a log file.

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Cart #21164 | 2016-05-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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UPDATE! I added a score, made the level a bit cooler and just made it more to my likings.

Cart #21124 | 2016-05-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is just some kind of stupid little thing i did to help familirase myself with the pico-8. My inspiration was mostly the fact that i find dark winters scary and also the name of the fake company I made (with a fantasy console might as well make a fantasy company as well) called Eldritch Games.

Thanks a lot to Ivoah for providing me with the beautiful snow coding and to the lexaloffle guys for Jelpi itself.
Hopefully my next game isnt the equivalent of a shitpost.

~things im planning to add~

cutscene when score reaches 0
ending
*title screen

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wanted to write a roguelike. I spent a while finding out what to do with the roguelike. Then it dawned on me I could use the Chthonic Codex setting, make the character a student in the University and give the players some pet goats.


For the time being goats only attack enemies and get killed horribly. Add magic and that's pretty much what the game will be about.

The game is gong to be mission-based, with your cranky professor giving a mission per quarter. Of course if the goats stay alive for a while, you get more goats. Goats do that. They also make convenient sacrifice victims and, of course, are great scapegoats. So, if you are about to die and you have a goat, the goat dies instead. Amongst the treasure you'll be able to find goats. Not sure if I'll manage selective breeding, or any sound effect (I'm going deaf and I'd rather spend time writing code instead of writing bad music, but if someone can help it would be fantastic).

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Cart #21298 | 2016-05-25 | Code ▽ | Embed ▽ | No License
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New! Map! And mostly working collisions, but only with the horizontal and vertical lines... and sometimes you go right through... but hey, some progress. The AC is still broken here, that's my excuse. It's hard to work on games when you're melting.

Cart #21113 | 2016-05-23 | Code ▽ | Embed ▽ | No License
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It's not titled yet, and certainly doesn't meet the theme yet, but I figured I'd post what progress I've got. My plan is to do something mixing pool and minigolf... apparently something similar existed on the NES under the name of Lunar Pool, but I didn't learn that until after I got started. At the moment, all I have is a cueball you can smack around a bit, though.

Also, since a couple of my short utility functions were first written before the jam, I should probably share those, along with a couple of library-type things I've written since Feel free to use these in however you like... CC0 for a license. Credit, while appreciated, is not required.

button = { left = 0, right = 1, up = 2, down = 3, o = 4, x = 5}

do
  local realcolor = color
  color = {
    black = 0, darkblue = 1, purple = 2, darkgreen = 3, brown = 4,
    darkgrey = 5, grey = 6, white = 7, red = 8, orange = 9, yellow = 10,
    green = 11, lightblue = 12, lilac = 13, pink = 14, peach = 15
  }
  setmetatable(color, {__call = function (t,n) realcolor(n) end})
end

function round(n)
  if (n >= 0 and n%1 >= 0.5) n+=1
  if (n < 0 and n%1 < 0.5) n+=1
  return flr(n)
end

function pop(list)
  ret=list[#list]
  list[#list]=nil
  return ret
end
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Cart #21107 | 2016-05-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Structure is a rigid body simulation where you can add and remove points and struts. Essentially, this is "World of Goo" without the, well... "gooiness."

Z: add point and connecting struts to the nearest points
X: delete point and connecting struts
CLEAR: clear the screen

The jury is out on whether I will adapt this to fit the jam based on a loose interpretation of "CHAIN" reaction.

Electric Gryphon

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Cart #21603 | 2016-05-29 | Code ▽ | Embed ▽ | No License
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This is a bubble-bobblish platformer game for 1 or 2 player.
Mist and Grim must travel through the 22 levels and defeat the overlord.

Player 2 can join anytime during game. Players share lives pool but not score.
I had no chance to test the 2 player mode so please notify me if unexpected things happens.

--- MIST CONTROL ---
<arrows keys> move left and right
<z> jump
<x> fire or grab/throws stunned monster

--- GRIM CONTROL ---
<SDEF> move left and right
<TAB> jump
<Q> fire or grab/throws stunned monster

--- PREVIEW ---

--- VERSIONS ---
V1.03

  • bugfix : fixed the h=nil error
  • bugfix : fixed a display bug on gameover fade

V1.02

  • bugfix : no more freeze with cornucopia after coconut spawn
  • bugfix : overlord is now moving correctly
  • bugfix : on 2 players game, the level is now skipped correctly even if one of them is dead.
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I'm trying to run PICO-8 on a chromebook. ARM cpu, 2gb ram. I have problems, and I understand it's not supported but hey, maybe someone can help!

I set the chromebook in dev mode, downloaded the ARM PICO-8 compiled for raspberry pi, unzipped it, remounted the partition so to run executables:

sudo mount -i -o remount,exec /home/chronos/user

But when I run pico this happens:

chronos@localhost ~/pico $ ./pico8
./pico8: error while loading shared libraries: libbcm_host.so: cannot open shared object file: No such file or directory

So I downloaded all the libraries for the Pi firmware and put them in a neat directory and repointed the LD path before starting the pico:

LD_LIBRARY_PATH=$LD_LIBRARY_PATH:"`pwd`/libs" && ./pico8

and the result is a disappointing:

* failed to open vchiq instance

This happens because... there's no /dev/vchiq device.

So I'm a bit at a loss. I understand that i'm far far away from supported-land. But I imagine it would not be too hard for you fine people to provide an ARM version compiled for something that is not a Pi. Beside, chromebooks are getting increasingly common and cheap, and it would be great to be able to PICO on such a cheap portables!

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Cart #21476 | 2016-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cessare

A tiny game inspired by something I enjoyed on my old PowerMac, somewhen in the 1990s. It is my first project with PICO-8, so we're still getting to know each other. Also, zep's hello.p8 demo helped me a lot in making the intro screen. :)

Following keiya's suggestion I added random level generation (which saves a lot of map space). :D

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JAM VER.


POST-JAM VER.


A GAME FOR P8JAM2

FEATURES

  • Chain-react, flip, delete and stack your way to higher levels
  • 8 songs
  • 8 level colors
  • A Magic Jewelry demake

CHANGELOG
1.3 - added rule editor

  • fixed bugs
  • added a continue cheat (try to guess it)

[ Continue Reading.. ]

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Hello.
The "PICO-8" would like to use a USB memory stick.
So, I put the file "config.txt" in the same folder as the PICO-8.
However, it did not work.

How, the "PICO-8" Can I use a USB memory stick.

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Cart #21625 | 2016-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Mostin's having a Meltdown, can you help him locate his car keys?
He told me he lost them down out back near the barn gate, but that's a long long hike.
Over massive mountains and deep valleys, but it's all right, because he'll give you a pay of 60 Noblus!

Worth it, ... right? ... right? ...

EDIT: Alright, final p8jam2 version, I think I've gotten down what I wanted to accomplish.

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Cart #21677 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Overworld Controls:
◁ ▷ △ ▽ - Move
Ⓧ - Interact, continue dialog
Ⓞ - Speed up dialog

Combat controls:
◁ ▷ △ ▽ - Change selection
Ⓧ - Activate
Ⓞ - Cancel / Back

Standard Pico-8 keyboard assignments:
Arrow keys = ◁ ▷ △ ▽
Z,C,N = Ⓞ
X,V,M = Ⓧ
P,Enter = Pause menu (useful for resetting the game to play it again)

For the best experience, take the time to try interacting with all the objects, too!

[ Continue Reading.. ]

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Cart #21039 | 2016-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Another space-themed mini screensaver, this time with stars AND planets!

You might notice that the planets fling each other around a little and fly through the sun, which is "normal."

Eventually I'll fix the drawing system so it can't switch between foreground and background while close to the sun.

PS: If you don't like your current system you can reload the cart to get a fresh set of planetoids :^)

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Cell grid-less version available here.

  • Blokatt
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Cart #21230 | 2016-05-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A tiny silly cartridge with firework particles for the #p8jam2 :-)

Update 1.2
"Score" is shown. Not that you can anyhow alter the outcome, but it still feels kinda nice when you go over 1000. Once I scored over 1700. The thrill of it! :-)
'Z' will restart with the score shown at the end of the firework.
'X' will restart with the score visible during the process.

Update 1.1
Added more colors.
Sometimes the particles pop diagonally.


Cart #21030 | 2016-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #21026 | 2016-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #21618 | 2016-05-29 | Code ▽ | Embed ▽ | No License
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Older versions:

Cart #21018 | 2016-05-21 | Code ▽ | Embed ▽ | No License
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-- My week was more booked than expected and didn't had a lot of time working on this project, I hope to finish the principle of it before the deadline. At least, there is no music and fancy graphics, but the first part of this mini game is done! --

Welcome new researcher, and welcome to the CERP, as you already now, the CERP stand for "Centre d'Etude pour la Recherche Pixeleaire" also know as the Center for Studying Pixels.
You've joined us to run the the SPC, the Small Pixel Collider, and despite some controversy, we hope a lot from that device as it will help us to understand more about the matter we are made from.

So please take a seat in front of that computer, and train with the SPC simulator installed on it, to be ready to use the real one as soon as you are confortable with the device!

First part of the experiment:
As you know, to run a pixel collider, we have to make the pixel move fast enough for the final collision.
Your first task will be to accelerate the pixel using alternatively the Left and Right button up to 88mph, once that's done, press que Z key start the experiment and go to the second part of the experiment.

We have a lots of hope in you and the SPC and we are sure we will find all the answer to our existential questions!

--
It is not linked to my game, but when writing the presentation it made me think about that comic:
http://www.bouletcorp.com/hidden/quantum-pixel/

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