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Pico8 0.1.6 added coroutines!

coroutines are really handy if you want to trigger an action once and then have it continue to do stuff for a while in the "background".

actions = {}

function press_mysterious_button()
local c = cocreate(function()
  for i=1,10 do
    launch_special_fx()
    yield()
    yield()
    yield()
    yield()
  end
end)
add(actions,c)

function _update()
  for c in all(actions) do
    if costatus(c) then
      coresume(c)
    else
      del(actions,c)
    end
  end
end

the above code when the mysterious button is pressed will create a new coroutine (cocreate) which will launch special fx every 4 frames, 10 times and then it will be completed.

each loop of _update it'll run any actions up to the next "yield" and then return. when the action is complete, we remove the dead actions from the table.

hope that makes sense and is helpful!

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32 comments


Cart #21775 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hello everyone, been a while I haven't done some PICO so there it is. It's a reboot of a years old dropped calculator project I wanted to do with a friend : an Epic Coaster demake. It's some sort of theme-park themed Canabalt self-proclamed tribute. Let's see how far you (and the developper :p ) will go! o/

Well, for now, I succesfully nailed (for once) physics and I also did some eyecandy, so everything should follow quite smoothly, like the whole game state, more platforms and stuff.

Instructions : Z to jump.

Changelog:
-0.02

  • Added an initial platform
    • Added gameover/replay just after
    • Fade animation
  • 0.01
    • Initial version
      Older versions:
  • 0.01

[ Continue Reading.. ]

0 comments


Cart #21389 | 2016-05-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

A pretty stupid mechanical loom that I spent way too long making.
The pattern is programmed using the tags on the punch card sprites, so you have to download it and 'punch the cards' yourself in the sprite editor if you want to change the pattern.

There's a lot of room for improvement, but eventually the futility of making a mechanical loom simulator really set in.

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5 comments


Cart #22146 | 2016-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Wanted to throw something together for p8jam2, so did a spin on the forest-fire cellular automata.

Controls
Up/down: adjust probability of new fires
Left/right: adjust probability of tree growth
Button 1: reset probabilities
Button 1+2: reset map

(Warning: you could probably give yourself a seizure by cranking up the probabilities to the max.)

If you're not familiar with forest-fire, the rules are as follows:
1) A burning cell will become an empty cell
2) A tree will start to burn if at least one neighbor is burning
3) A tree ignites with probability f even if no neighbor is burning
4) An empty space fills with a tree with probability [i]p

[ Continue Reading.. ]

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6 comments


So I made raycasting.

No code yet because it's really rubbish and needs cleaned up.

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4 comments


by matt
Cart #21668 | 2016-05-29 | Code ▽ | Embed ▽ | No License
41

CHANGE LOG

  • more accurate collision with tail of wire
  • transparent balls so you can see through them
  • flashing ball when it can't be burst
  • flashing of player after respawn is now faster
  • added game score stats screen
  • added new bubble sprites from Johan Vinet
  • fixed some minor visual issues

WHAT IS THIS?
This is my version of Pang!

STORY
I've been obsessed with this game series by Mitchell Corp ever since the 1990 Atari ST version. I'm currently trying to 100% the Nintendo DS version (it's the best version by far!) though I also love the last arcade version which is called Mighty! Pang.

HOW TO PLAY
Move left and right and fire your harpoon wire.
Split the bubbles into smaller sizes that are worth more points.
Burst bubbles of the same type in sequence to increase your score multiplier.
Discover special bubbles and power-ups.
You have three lives.

...go for the Hi Score!

CONTROLS
cursor left & cursor right = move
cursor up or X = fire harpoon

WIP
There's lots done already, I'm pretty happy with it so far.
Gameplay came quickly. Ever since then I've been polishing and adding details.

TODO
I want to add more special bubbles and some collectible power-ups.
Needs music. SFX and GFX are (probably) placeholders.

NOTES
I will write more about the design and my choices sometime before the end of the jam.

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25 comments


Cart #21542 | 2016-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A game for p8jam featuring literal chains. It's 2 player only. Maybe one day I'll learn how to program a decent AI and add a 1 player mode.

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2 comments


As I've gotten older, I've learned to be honest with myself in acknowledging my strengths and interests. There was a time when being a one-man-band was the norm. Graphics? Got it. Music? Sure. Programming? Absolutely. But these days, I have to pick my position and roll with it, delegating the rest to others that are much, much better than me. I've made peace with that but...

The trick is, how do you find and attract those people?

I feel the "make a prototype and then see who wants to help make it nice" method rarely works. I figure most people want to be invested in the game they're working on from the start, not just "hired" like a merc after the fact for their skill...or maybe they do?

For those of us that have ideas for games but may only possess 1 of the 3 hard skills needed to make it a reality, what's the best way to assemble a team of collaborators?

What has worked for you?
What hasn't?

5 comments


Cart #21326 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A traffic counting game with randomly generated levels.

3
0 comments


Cart #21313 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
59

I think this is the first actual game I've ever finished! Made with my partner glip over the past couple weeks, as part of their Flora universe.

I wrote some stuff about the experience making it, and there's a bit more on Floraverse.

I had to strip all the comments to fit under the compressed size limit, but the original cart/source is available.

There's an instruction manual of sorts: cover, part 1, part 2, part 3

[ Continue Reading.. ]

59
19 comments


Cart #21310 | 2016-05-25 | Code ▽ | Embed ▽ | No License
13

Cart #21308 | 2016-05-25 | Code ▽ | Embed ▽ | No License
13

Metablob! Now with even more tasty blobbiness, but at half the calories.

-Electric Gryphon

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3 comments


Cart #22076 | 2016-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

This was my second project after buying Pico-8. I had a Millennium Falcon toy as a kid that had a sound-base memory connect four game on it. I used to love the crap out of it, and so I decided to give the game a try in Pico-8.

This game is dedicated to TG. They had been waiting on me for a long time to attempt this project, and it so happens to be their birthday as well (Happy birthday!). You're appreciated, and I hope this makes up for even a little of my ridiculousness when it comes to the Falcon.

=== Instructions ===

Use the arrow keys to select a square, press "Z" to play the associated sound. Attempt to match all of the squares based on the sound that's played.

Version 1.0
Graphics added
Game completed
Win condition and menu created
Sounds finalized

Version 0.1
Initial game concept release

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1 comment


Cart #27319 | 2016-08-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24



Cart #24872 | 2016-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24


Cart #21578 | 2016-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24


This started out as something entirely different but morphed into something pretty personal. It's not the best looking thing and it gets really hectic near the end, even for my shmup tastes, but wanted to get this up sooner than later. I might not return to this before the Jam deadline...hopefully I will.

[ Continue Reading.. ]

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23 comments


Cart #21282 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

woosh woosh

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1 comment


Cart #21691 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Cart #21276 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

A relatively small cartridge I made in a couple of days for the #p8jam2.
The theme was Chain Reaction and this is what I came up with: Exploding explosive circles.

Use arrow keys to move the cursor and Z to fire a rocket.

You are given 5 rockets and a task of destroying all 32 circles. (Bonus points for not using all rockets!)

[b]Update 1.1

[ Continue Reading.. ]

10
9 comments


Cart #21285 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #21273 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Here's my little game where you "Click" on the Cookie ;)

2 comments


Cart #21266 | 2016-05-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


graphics test
atempt at porting a test from love2D
slider for love2D

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0 comments


Here's a guide I've put together to document how I set up Atom to be as helpful for PICO-8 game development as I could with the help of the #pico8 channel. I'll hopefully be adding more as I fine-tune the IDE and know what works and what ultimately doesn't.

1. Hide the left "file" pannel (tree-view):
Because PICO-8 carts are only ever going to be single-file projects, it makes no sense to have it waste valuable screen space being open. You can manually close it using the "Ctrl + \" command, but, more likely than not, you're going to want a more proactive approach.

Go to File > Init script...
Copy and paste this snippet without a hash in front: atom.commands.dispatch('atom.workspace','tree-view:toggle')

2. Get PICO-8 specific language syntax highlighting
PICO-8 is a subset of the Lua language, and, as such, has specific built-in stuffs that won't highlight if you're using the basic Lua syntax highlighting. Go into settings and install the package "language-pico8" to get a more customized, helpful syntax highlighter. Be warned, I believe this has some screwy tab and auto-indent behavior, but, for the most part, it'll be very helpful to have.

[ Continue Reading.. ]

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30 comments


Cart #21258 | 2016-05-24 | Code ▽ | Embed ▽ | No License
1


First Test

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2 comments


changelog says that time() has been removed

but I can still use it?

though it does seem to behave a bit oddly by eventually returning negative time?

any ideas?

1
11 comments




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