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Cart #22248 | 2016-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Simple bomb survival game I am working on. Any and all feedback much appreciated. I built the physics using simple verlet integration which does pixel based collision detection. Each entity has a list of white listed colors which it ignores for physics. The terrain is based on marching squares and is a giant table that goes down to y=16000 so you should be able to climb down a good long ways.

Next on the list:
add title and death screens
add powerups
make game get progressively more difficult
optimize collision code (it can get somewhat laggy)
multiplayer?
maybe some sort of grab mechanic so that you can hold on to a cliff for a limited time
better graphics including some form of background
coins and shop?

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1 comment


This thread is just to say thank you to zep for making the SPLORE feature :)

I have a dedicated gaming computer that is permanently hooked up to my TV in my living room and I just had the sense to put PICO-8 on it, and let me tell you: using SPLORE on it with a wireless Xbox 360 controller is so fun!!

I am discovering carts I've never played before just because this interface makes it so easy to browse through carts!

Sure it has some flaws that I trust will be addressed (I'm looking at you, search), but man is the overall concept such a great one! I happily discovered it's even possible to type into the search box by selecting characters using the controller!? So coool!

And I made a shortcut to PICO-8 with the -splore command-line argument so it boots straight into SPLORE mode, and then I launch that shortcut from Steam Big Picture Mode with a controller...it's just a dream <3

Thanks, zep, for turning my living room into a PICO-8 arcade! :D

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2 comments


Cart #22219 | 2016-06-04 | Code ▽ | Embed ▽ | No License
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It's me again with a game! The goal here is to pet the dog. Just press Z to pet the dog. That's it.

Remake of this thing by @i_am_agm
Undertale by Toby Fox
Dog Song by Toby Fox, transcribed by DJDelta0 and MekHunter and in PICO-8 by myself, Juju

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(I really hope this doesn't sound whiny; I don't want to tell anyone what they should or should not do; I'm just trying to make sure people are aware of something they may never have thought of!)

*-*-*-*-*-* BEGIN PUBLIC SERVICE ANNOUNCEMENT *-*-*-*-*-*

If you use "up" as the jump button for a platformer, it makes it basically impossible to play your game using a controller/gamepad.

Please be kind to those of us who like to use a joystick or d-pad as our directional input!

xoxo,

kittenm4ster

*-*-*-*-*-* THIS HAS BEEN A PUBLIC SERVICE ANNOUNCEMENT *-*-*-*-*-*

P.S.
(besides, aren't we supposed to pretend that the non-devkit version of PICO-8 only has a d-pad and two buttons, with no keyboard?)

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12 comments


Cart #22249 | 2016-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #22188 | 2016-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A CREATIVE MIX
Play a creative mix of Famicom Puyo Puyo and another Famicom hit Palamedes.
The game links both games. Pieces drop like Puyo Puyo but you must match the colors and delete the lines like Palamedes.

HOW TO PLAY
Drop jellies onto other jellies with the same color. The 2 jellies will disappear. If you do a combo, you can delete the number of lines shown in the "LINE" field by pressing up. You gain a level every 50 gems.

[ Continue Reading.. ]

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4 comments


Hi there!

I spent the last three days making a tiny video playback demo for the PICO-8!
It works nicely, but I can't export the final p8.png file because the compressed size is about twice the allowed limit.

So here's the .p8 instead!
And the repo with my animation converter included so you can play with it yourself!

There's about 60 64x64 frames of video in total, along with randomised ambience and lightnings.

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It's very much a work in progress. It isn't 100% true to the original pacman, but the ghost AI should be somewhat accurate. Quite a few bugs still. I wanted to do a Pacman to learn to understand pico8 better.

Not all ghost behaviour is implemented yet, neither are scoring, fruit and lives. The code isn't neat or consistent.

Cart #22178 | 2016-06-03 | Code ▽ | Embed ▽ | No License
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Cart #22159 | 2016-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Heh, been a while I played with PICO-8. Anyway, I had this idea, since the TI-83+ graphic calculator screen is smaller than PICO-8, you can probably emulate it inside of PICO-8? Well, the RAM is barely bigger than the TI-83+ and doesn't have 50 keys so that probably won't work, so I just wrote an equivalent of the Output() function, complete with the font (see the weird garbage in the gfx editor? That's the font. I abuse the fact one 16-color pixel takes the same space as 4 monochrome pixels), wrapping around the 96x64 screen and character 0xD6 is a newline. Now you can port your favourite 83+ BASIC games, provided they only used two buttons and the D-pad!

In this cartridge, I show all the characters of the font you can use between 0 and 255 (actually 1 and 247, the rest should be blank), press up and down to scroll. You can look at the code, there's the output function defined as such:

output(x,y,s)
x: row between 0 and 15
y: column between 0 and 7
s: character array to output (like, {0x48,0x65,0x6C,0x6C,0x6F} for "Hello", refer to this link for the codes)

[ Continue Reading.. ]

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2 comments


I made a map with some sprites that have a flag for walls. The map is at 0,0 and is a 16x16 map. So I use this:

map(0,0, 0,0, 16,16)

It works as expected. But then I want to use a different 16x16 map.

map(46,0, 0,0, 16,16)

When I do this, the right map sprites are displayed on the screen but the flags being used are from the first map...so in-game, the player hits a wall that isn't represented by a sprite, and likewise, the player can walk through places where there are sprites.

It's like it retained the flag placement for the first but is using the second's sprite placement.

Anyone experience anything similar?
Or am I doing something wrong or missing a step?

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I'm serious! Everything is so gorgeous and animated, sounds fantastic, and I'm all... "I have 64 tiles/frames and sfx/sequences to make THAT happen!?" :o

/curls into fetal position with all my jellybeans

...and here I'm butting my head against a wall, trying to figure out how to correctly phrase "make a sceneID, make a doorway.sceneID table, cross-reference sceneIDs in the appropriate doorway tables."

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Cart #22119 | 2016-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I looked into animating static background elements using different sprites and came up with this cart.

Has anyone else tried to animate the background this way (that is without parallax scrolling, just animating some background sprites)? If so what approach would you recommend?

2 comments



Here is another song for yoooouuuu

10 patterns, 8 song slots, 3 channels

https://github.com/0xabad1dea/glorytales/ more creative commons music from me

I really like this one, I think I will also make a high-fidelity version

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4 comments


Cart #22105 | 2016-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #22079 | 2016-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Recently, I got really tired of writing buggy code with prinths scattered everywhere to try and figure out what the hell was going on. So, I created a way to test your carts while they run. It gives you output on the command line that looks something like this:

Hopefully, it's not too difficult to install/use. I mimicked mocha's API at a high-level.

I'd love to hear what you think if anyone decides to try it out. You can also download the cart and take a look at the code for more info. There's fairly detailed documentation on Github:

[b]https://github.com/jozanza/pico-test

[ Continue Reading.. ]

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Cart #22059 | 2016-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Dunno what causes this weird effect to happen.
Wait about half a minute or so and look at the plane and watch the wall background closely and how things move.

Note that I didn't employ any parallaxing and the only sprites are the plane and the shadows. Yet, at times, especially when it speeds up, things in the background (floor/wall and table/images) seems to be moving at different speeds and sometimes even in different directions. Weird optical illusion/bug in p8. Or I may just be tired and seeing things.

6 comments


Could it be created so we could produce standalone .exe versions of our games? Basically it would be just regular standalone Pico8, but without devtools (splore, etc. would stay tho). The thing is that webplayer has its limitations compared to standalone and in some cases the webplayer version of cart is unplayable while standalone is working fine.

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Any chances of manual, at least on site getting index and links, using a href and a anchor html tags? I mean, it would make it easier than having to scroll down in order to get to the section you're interested with.

3 comments


Cart #ntld_v02-0 | 2020-03-28 | Code ▽ | Embed ▽ | No License
8

prototype of a Resident Evil-ish game.

Controls
arrow keys: move
z: shoot
x: restart when you are dead

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Cart #22034 | 2016-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Here is my first Pico8 game.

Enjoy it!

4 comments


Pretty basic notion, but I'm falling over on this...
With a sprite that has a starting X,Y and a speed, I'd like the sprite to remain on screen.

However:

-- locks sprite off screen after passing the screen boundary
-- if btn(0)
--and x<128
-- then//move sprite
-- if x < 128
-- then
-- x=x-speed
-- end
-- end

-- locks sprite centre screen
-- while x < 128 do
-- if btn(0) then
-- x=x-speed
-- end
-- end

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