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Cart #21545 | 2016-05-28 | Code ▽ | Embed ▽ | No License
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TLDR: This is a very buggy basic implementation of TIM, only not so Incredible since it's totally broken and lacks the game part. So it's mostly about crashing pico with overflowed math using bowling balls that are apparently covered in flubber. :D

I am probably going to miss the jam deadline for this one, my weekend exploded on me. The trig and collisions also gave me hell the last few days trying to figure it all out, so now this is mostly a featureless demo of some basic line based collision code.

I want to upload what little I got working at least. As I get the rest of the game systems in place, I'll update this with stable-ish versions. By no means is this a game yet, but I thought some of you might like to poke around and see how the game is structured or how you can start doing line based sprite collisions.

Notes:

directionals - move cursor
Button 1 - puts things, picks things up
Button 2 - enter parts bin mode, leave it(you can also leave by grabbing a part with button 1)

-Press the play button to start the simulation. While running, press again to stop. Stopping it will "revert" parts back to original positions and speeds.

-The reset button does not work yet.

-The rocket part is a wip, and does not have a concept of thrusting yet. It simply starts with some momentum and will run out once it hits a wall.

-Gravity is totally placeholder and completely wrong. In real life, objects do not care what weight they have, but I needed something quick slapped together to test the collisions. I aim to fix this later with a proper calculation instead.

-The momentum from bounces is either wrong, or the balls are bouncing multiple times off a platform sometimes. They seem to just gain momentum as they bounce. This is basically what's been giving me hell and is eating my time. :(

-there is no friction yet, so sadly no rolling or anything like that.

-I left the debug line drawing code in place, the red lines are what the "collision engine" is seeing. Each frame it loops through moving parts and checks for collisions with any lines nearby(It only can see a single block in any direction to keep it running smooth).

-If you want more parts to play with, you'll have to add more parts manually through code in _init(), though the existing part spawning code is simple enough. (partID,x,y are the parameters in case you can't figure it out yourself.) Be careful adding moving parts, as they take a lot more memory then the walls and ramp. Note that if you wish to grab the part it MUST be on a multiple of 8, or in other words, "on grid".

-The parts in the parts bin auto-sort themselves, though I have not tested the wrapping part code yet. It's supposed to wrap part placement to keep them in the bin if you go over a single row. No vertical scrolling has been implemented yet.

Anyway, I hope at the very least some of you can learn something from this version's code. I'll keep poking it, though my progress is very slow. I deal with trig and code in my other things, so lately I'm too tired to think straight when I get to pico8. ;)

I also have not come up with a good way to store puzzle data yet. I'm thinking of using the map or sprite data somehow. The real game I'm copying has user made levels, I'm not sure I'm skilled enough to tackle that yet. Pico's saved data limits are really hard. :/ But fun to try to use, as most of it! :)

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Cart #21546 | 2016-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

Can't wait for my PocketChip.
In the meantime here is a small game (?) for the pico8-jam 2016
(my hiscore is 1274)

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Cart #21543 | 2016-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi,

I'm on this since a couple of hours done on several days. I have a lack of time for the jam.
I will improve as I can but I submit like it is. I hope you will be kind enough to play with it.

Follow the radar indication. Shoot but don't be hurt. You have only one life.
The levels change each time the game is played.
Regards,
jihem

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Ok! So this is my first PICO-8 game. I wanted to work with collision and updating objects in a (sort of?) smart way. Many thanks to Scathe for their thread on animation and collision (I also borrowed the basic template for one of your sprites, hope that is ok). More thanks go to Picozine 3 and the Dom8verse example code. I tried to make a mechanic that was in the spirit of the game jam theme so I leaned the scoring system heavily in favor of chaining zombie explosions together which turns out to be super fun!

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Hello everyone.

I'm very very new here and just learning LUA (well, Pico's subset of it) from first principles. So far I can put a few pixels on the screen and move them awkwardly but hey it's a start. I'm new to coding in general, having done JS for just over a year and some Ruby here and there. Never anything serious but recently coded a simple game in codepen.io and then came across Pico-8.

This is a dream come true. An enthusiastic, helpful, and polite (usually) community, all sharing code and learning how to make games! I'm so happy to have found this and have my pocket chip on order.

So let's talk about how we actually share code.

Let me say how grateful I am for those of you who will paste code right into the forum for easy use. I'm also amazed at the carts and how they save in PNG format. Most of all I'm amazed by everyone's generosity in showing their code so that we all can learn from it.

There just one thing I'd love to see, but it may be too much to ask of the creators, but here goes.

Can we get a remix tree of sorts going like they use for MIT Scratch?

https://scratch.mit.edu/projects/76023266/remixtree/

It's the original file and all the ways it's been remixed and changed. It creates a great public history of who did what and how it evolved.

Granted, we do this now manually in posts on the BBS. Being able to upload a cart here and show it to the world and then download other people's carts and view the code is amazing. We do it informally but I would love to see it be part of a system here on the BBS to upload and track the remixes.

Of course I don't want to take precious time from the makers of Pico-8 if this is beyond what you have bandwidth for, but I wanted to get the idea rolling and see if anyone else had interest.

I was also interested to know if the binaries I hear about mean you can eventually publish (and download) closed-source games?

Finally, I'd love to know more about why we save are carts as PNG files. I love it! How was that choice/idea made?

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Cart #combopool-0 | 2023-12-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
408

Update : I made an Android version, with special touch controls, on my Itch.io page
Update 2 : I improved collisions and fixed the "keep perfectly vertical" way of cheating.
Update 4: You can now use the mouse to point and shoot! Also accessibility option to display numbers on the balls, so you can better identify them

Here is Combo Pool, my entry to p8jam2. It's a game where you throw colored marbles against each other. If two marbles of the same color make contact, they merge and upgrade to the next color. Your lifebar diminish with the number of balls on the field. If you lifebar is empty, you enter in a sudden death mode, and your last ball must save you by removing some balls.

[ Continue Reading.. ]

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Cart #21495 | 2016-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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JELPI PAINT
Jelpi Paint is a Pico-8 art tool. It lets you draw beautiful art on every Pico-8 compatible device.
Draw portraits, landscapes, whatever you think of, it can be drawn in Jelpi Paint.
Due to nature of Pico-8, Jelpi Paint is best suited for pixelart.

DONATE ON ITCH.IO
DONATE!

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Cart #21481 | 2016-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Have you ever thought "Man, I wish I could play a fighting game AND a dating sim AT THE SAME TIME"
Well look no further because Super Combo Lover is exactly what you're looking for!

Score as many points as possible on each of your 5 dates by chaining sick combos!
Watch out, some combos may have negative effects on your date! Pay close attention to her reaction for every combo you make, you wouldn't want to make her mad wouldn't you?

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Hi! I just published episode 1 of a podcast about Pico-8, called pico chat. Each episode will be short (10-20 minutes), and you can expect 1-2 episodes per month. I'm looking for a guest to play through all the Pico-8 Jam #2 games for episode 2, send me an e-mail if you'd like to join me ([email protected])!

pico chat

I'm open to any and all feedback. Tell me what you'd like to hear in future episodes. Thanks!

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Cart #21463 | 2016-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hi all
My first step in pico 8 world
I don't understand why i still have a remaining line, i only one the moving style ?
Thanks in advance.

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Cart #21457 | 2016-05-27 | Code ▽ | Embed ▽ | No License
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My first Pico-8 game, a classic snake game.
Eat as much pellets as you can without crashing into the wall or yourself.

Use cursor keys for menu selection and to move the snake.
Press X to select menu option and to pause the game.

Level:
The level selects the speed of the game (From 1 - slowest to 10 - fastest) and the amount of points you get per pellet eaten.

Game modes:
Classic - Play the selected level until game over.
Arcade - Level will increase every 10 pellets eaten until level 10 or game over.
Classic/Arcade Pro - As above. Additionally the snake will not pause for a brief period before hitting a wall/snake, but controlling the snake is more direct.

The high score for each level and game mode is saved on the Pico-8.

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Cart #21432 | 2016-05-27 | Code ▽ | Embed ▽ | No License
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Move with Left and Right
Plant Bouncy Mushroom seed with Down.

This is a character I designed back when i was writing a lot of 6502 ASM for the NES. Really having a blast with Pico-8, its pretty much everything I ever wanted.

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PICO-8 carts exported to HTML won't work on iOS in web app mode (a.k.a full screen web app).
Add the following meta tag to your .html file:

<meta name="apple-mobile-web-app-capable" content="yes">

Open the page in Safari iOS, add it to the homescreen, then launch it from there.

Nothing happens, the execution of PICO-8 doesn't start though it works perfectly well when launched from Safari.

The device I'm testing on, an iPhone 5, is not powerful enough to debug the web page and crashes when I try, so I don't really know what's the problem. I suspect there is a limitation blocking Emscripten somehow, maybe with the eval() function in JavaScript. I know the JIT was (is still?) disabled in webview, but the particularities of the web app mode are not documented.

It's a shame that Apple is doing their best to ruin the HTML5 experience, probably to give the priority to their closed and controlled apps ecosystem.
I'm not an iOS expert, so if you have any idea on how to fix that, please let me know.

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Cart #21415 | 2016-05-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Today I was watching Roland Garros on the TV when I figured I would waste less my time playing with PICO-8 and so I did ... another pong.

The code is quite simple and should help beginners starting with PICO-8 programming

It supports different bouncing angles - I store them in a table for each pixel of the paddle (8 pixels high) :

  angles={-1.2,-0.8,-0.5,-0.2,0.2,0.5,0.8,1.2}
...
  b.dy=angles[flr(b.y-p1y)+1]

At first, player2 (p2) was always following the ball and was unbeatable... so I modified it to only follow the ball when it is in the right half of the screen - I found this solution giving a good difficulty level - you can raise it if you increase the area where it "sees" the ball :

  -- p2 follows the ball, only if the ball is on the right side of the screen
  if (b.x>64 and p2y+4>b.y ) p2y-=1
  if (b.x>64 and p2y+4<b.y ) p2y+=1

[ Continue Reading.. ]

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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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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.. ]

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Cart #21389 | 2016-05-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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Cart #22146 | 2016-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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I found out what was making my game slow down when in the bottom right corner of the map. It has to do with sprites clipping when they are drawn with negative coordinates. Consider the two examples below:

function _draw()
	cls()
	spr(0,1000,1000,1,1,false,false)
	cursor(0,0)
	print(stat(1))
end

This gives me 11 % CPU use.

function _draw()
	cls()
	spr(0,-1000,-1000,1,1,false,false)
	cursor(0,0)
	print(stat(1))
end

This gives me ~700 % CPU use.

This is bizarre since both obviously are clipped and nothing is ever drawn on the screen. The CPU use has to do with how far in the negative coordinates the sprite is drawn.

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So I made raycasting.

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

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