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Is it possible, to modify the speed of the (keyboard) cursor if you hold one key down.? I think it is too slow and I want to tweak it, to let the cursor move at a higher speed. This might be something for the config.txt.

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Since P8 has a 32k limit on numbers, what's the best way (or a way) to have numbers in the 100 thousands or millions and so on?

I mean, I guess I could super fake it by just printing out zeros after a low score integer but is that really the best way to deal with it?

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30 comments


Cart #22591 | 2016-06-10 | Code ▽ | Embed ▽ | No License
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Oh no! There's been a disaster, and your crew has gotten lost at sea. Luckily, you've got a supremely buoyant sailboat: it's up to you to pick them up and tow them back to safety!

Controls:
-Arrows for movement
-Z to toggle UI
-X to swap palettes

I went with some extra self-imposed challenges on this one:
-1-bit colour
-No text
-No assets (i.e. sprites, tiles, sounds, or music)

Made for #simplejam.

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This is a set of sprites and functions that allow the user to draw text with a proportional font. The font covers upper and lowercase, digits and basic punctuation. This set is not as compact as the others right now, demanding 16 sprites, but it provides, IMO, more readable characters.

current version:

  • switched from using the bottom 16 sprites in the first page to a 4x4 area in the first page
  • restored all characters to their intended designs
    old versions:


  • with some heavy optimization and small sacrifices, shrunk the font down to 16 sprites.
  • fixed the colon/semicolon

  • added digits and equal sign


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Cart #22727 | 2016-06-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

UPDATE: (0.2) Updated the mouse library so that the cursor can be driven by the gamepad OR the mouse at any time, to make the cart compatible with all Pico-8 devices.

I'm cobbling together a UI/mouse library for my own use, and thought it might be useful to others. For now the only widget is a button, but I wrote the API so that it's easy to modify and extend (in theory). Will provide more documentation if there's interest.

This would be a quick "hello world" with the library, for instance:

--button "onclick" callback
function hideme(this)
 this.visible=false
end

function _init()
 --enable the mouse and
 --set the cursor to a 6x6 sprite 
 --at index 0
 mouse_init(0,6,6)

 --create a new parent UI and
 --make it the active one
 mainui = ui_make()
 ui_setactive(mainui)

 --make a button labeled "hello, world!" 
 --which calls hideme() when clicked.
 --It will draw at screen position (30,30).
 --I could also optionally specify a width and height,
 --but if I leave it out the button will be sized automatically
 --based on the length of the label text.
 btn_make(mainui, "hello, world!", hideme, 30, 30)
end

function _update()
 --update mouse position and do event callbacks
 --as needed
 mouse_update()
end

function _draw()
 cls()

 --print mouse position
 print(mouse.x.." "..mouse.y,0,0,7)

 -- draw mouse on top of UI
 ui_draw()
 mouse_draw()
end

[ Continue Reading.. ]

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As I already says in a topic in the Pico8 forum, I'm going to make a Pico-8 stand for a French retro-gaming convention during Fall (at least this one, but I hope to be able to deploy my stand in more locations!)

My goal with this stand is to allow people to discover Pico-8 and I will also run a simple jam for the interested people.

The stand will be made from Raspberry Pi (I have a few of them) connected to CRT monitors (or whatever is available) potentially two CHIP as soon as there is the update that include Pico-8 also connected on CRT or other screen, depending on the availability (hopefully the people that organise that even can lend monitors, that's really handy! :D) and my Picade with a rPi3.

Basically all of the Pi/CHIP will be connected together on a private network (I want this stand to be autonomous, because some convention can't provide an internet access, so I want them to be able to run without an internet access.
So on that network, either a computer, or one of the "Pico computer" will also have an offline BBS that will allow splore to work as if it were online.
I've found how the BBS is working and it's not really hard to make it work using DNS spoofing, but I really hope that ZEP will provide at some point a way to have our own offline BBS (at least an option in the config file to change the BBS address for such uses)
The best would also to directly submit a cart from Pico-8 that would be marvellous, but I may ask too much there :)

Anyway, all the Pi (and I will see for the CHIPs) will run a specialised version of Linux that boot directly into Pico-8 and will provide a way to upload cart to the offline BBS, need to check for that.

Anyway, I'm going back to the original goal of this blog entry.

There is something that all good stand need: a stunning logo, and the Pico-8 logo is a really stunning one because it's blocky and colourful! And how to make it even better? make it shine in the dark using LEDs.
I've been working on that for a few weeks now, and I've finally done the mechanical part, as I have access to a laser cutter, I had great fun today with it, and cut what will be the shiniest Pico-8 logo!

[ Continue Reading.. ]

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Hey all, me and a friend have been talking about the possibilities of being able to split a pico script into multiple files and compile them as they're edited for a while, so here is a python script that'll let you do that, hopefully it works well.

https://github.com/ambocclusion/pico-8-compiler

Let me know what you think!

Also if you plan on using it, back up frequently or use version control as it might end up wiping your file more than once because it's super destructive!!!!

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Hi!
I'm new to the Pico-8 and a newbe at coding games... but having fun so far!
I'm making a REMAKE of a CPC 464 game called OH MUMMY! by AMSOFT

The game is coming toghether nicely but one of the best features of the game was his music... -If you played the game you now what i mind... It burns your brain XDDDD

Oh Mummy Music

Any musician would like to collaborate making a version for Pico-8?

Thanks! And sorry for my bad english ;)

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See screencap:

If you can't see the screencap, it was me typing this in:

>T={}
>T["ZOT"]=123
>T["ZAP"]=456
>PRINT(#T)
0
>

Does the table # operator not work the way I think it does? Or is adding elements to the table not incrementing the size the way it should?

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I'm trying to have an object travel along a curved path as defined by several x/y coordinates. Right now, I have several x/y points defined and my object travels from one to another in a straight line, so I got that far.

I've been trying to get my head around bezier curves, and I've ended up at a lot of math sites that are way to dense...and when I look through source code from carts, I don't know exactly what to look to try and work backwards.

Or is trying to figure out curves not worth the trouble if Pico8 will have trouble doing the math for what could be several paths going on at one time...? They would be fixed paths, not really dynamic or changing, so maybe that will help, dunno.

Any links, insight or examples are appreciated. Meanwhile, I'll keep scouring sites hoping something will click.

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I want to use a small form factor monitor (a 5" diagonal 1280x800 panel) for PICO-8, but it insists on maximizing to the primary monitor. As you might imagine, making a 5" panel my primary monitor is not really feasible.

Would it be possible to have it maximize to the monitor the center point of the window (or maybe the center of its title bar) is on?

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Sorry for Poor English Skill.
If Buy Voxatron in this time, give free PICO-8. but, i buyed Voxatron after have PICO-8, Ignore Free PICO-8? or can giveaway Separate PICO-8 Activation Code?

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Cart #22520 | 2016-06-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Gaze into the ever-changing patterns of this psychedelic dimension.

Z & X explore time, cursors explore space.


Feel free to alter/improve this if you wish.

If you figure out a way to make the bottom left half of the 'cells' include a pattern as well, I would love to know. It has something to with the modulo operator. I tried using min() and max() to always modulo the greater value by the smaller, but that' didn't seem to change the look of the pattern, and made everything a whole lot slower.

Thanks for your time. Enjoy! :)

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Here is a little simple game I'm working on.

"x" is for changing directions (you can only walk vertically).

I've improved it a bit since last time:

  • title screen (very basic at the moment)
  • music !
  • score
  • you can loose lifes
  • new levels (3 so far) and challenges (level 2 there are random shots, level 3 you will loose if you reach the bottom of the screen)
  • you can try to shoot the fox, after 10 hits you get a new life
  • new animations
    • secret feature

Thanks to morningtoast for the collision engine, and to zep for pico-8.

old version:

[hidden]
It's far from being finished at the moment. For example, you won't loose any life when being hit. I hope to implement new minigames inside, when you reach some achievements (for example after picking 20 carrots).
It's also not very optimised (I'm very noob at this, it's the first time I go so far in developping a graphical game). It is very fun to do anyway.

Cart #22513 | 2016-06-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

[ Continue Reading.. ]

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I bought PICO-8 after I learned about it via PocketCHIP. I've been playing around with it for a couple of weeks now, and finally got started on my first real project. Just a GIF of the current state so far. I've been putting together the various components and systems I'm going to need to complete the game. So far, I've got:

  • Game Component system, including independent components for button handling, timing, and utilities. The whole game is handled via components. The _update() method is 2 lines. _init() and _draw() are 3 lines each. This system is actually based on XNA's game component design (I used to do quite a bit with XNA).

  • Screen Management system - This is one of my game components. It allows me to create separate code entities for various game states and determines which ones should be updated and drawn at any given time. Currently, I have the following screens implemented: splash screen (not in the GIF), title screen, character generation screen, text edit window, pop-up menu, world map screen, and town map screen. Several more still to implement.

  • Save/Load system - The title screen will check for valid save data and offer the "Journey Onward" option if present. I've got about 8 bytes left in my cartdata after accounting for character info, equipment, and story flags.

  • Compressed map system - Towns and dungeons are stored as simple RLE compressed strings. All of the maps are stored as ascii drawings in a text file. I've put together a powershell script that reads the text file and generates LUA for pasting into the game to include the maps themselves and other data about the map (world location, name, encounters, etc).

I'm still working on a few of the base systems, including character sheet/inventory system, merchant screen, NPC dialog screen, the combat system, and the dungeon screen.

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Cart #22458 | 2016-06-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
28

Hello, I'm back with more punch cards ;)
This time it's a simulated punch card computer (sort of)

If you're not a programmer, you may want to read this:
https://en.wikipedia.org/wiki/Computer#Programs

This isn't a game, it's not fun, and I don't even think it has much educational value, but it might entertain those interested in computer science for literally 5 seconds.

The point is that you can actually program the computer in machine code (a very limited instruction set with 8 instructions). I wouldn't recommend doing so yourself though, there are severe limitations that mean it can pretty much only do HELLO WORLD.

[ Continue Reading.. ]

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Cart #22457 | 2016-06-07 | Code ▽ | Embed ▽ | No License
4

Controls:
x button(X) to select.
D-pad(Arrow keys) to move.

Pretty basic stuff, with an overworld and a (WIP)battle system.

Features:
-Calculates HP, MP, Speed, Strength, Defense, and gold.
-Saving and Loading (Though I'm not using it exactly.)
-Scrolling Overworld.

To-Do:
-Better Music.
-Better Graphics.
-Animation.
-Multiple Enemy encounters.

Leave feedback in the comments, and if anyone wants to take a shot at the music, go ahead. ;)

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Cart #22439 | 2016-06-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
59

I'm not sure if this is documented, but I accidentally discovered some neat features of the audio engine while playing Jelpi in corrupted mode.
I noticed that sometimes the music would be affected in a way that couldn't be possible with just the editor. By experimenting a little further I discovered a small section in memory dedicated to effects:

0x5f40: play channel twice slower
0x5f41: a very short delay (cheap reverb/unison simulation)
0x5f42: distortion (rounds the output waveform to min or max depending on which is nearest)
0x5f43: low-pass filter

For each of these values, bits 0 to 3 correspond to channels 1 to 4 respectively (for example, poke(0x5f42,6) will apply distortion to channels 2 and 4). Bits 4 to 7 seem to be unused.

With that in mind, I decided to code a little program that would apply random effects to random tracks until the song becomes completely destroyed. Here's the result (the song is pretty cheesy I have to admit).
Enjoy :)

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Cart #22904 | 2016-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

It could be a little flashier, but the game is fully playable by itself at this point. Have fun playing an Atari classic.

Version 1.1:
Made asteroid collision much more exact
Added anti-aliasing (Thank you, Felice)
Made extra lives available after every 5k points instead of 10k
Made the extra lives indicator make more sense (Player has 3 extra lives plus their current one at start)

Version 1.0:
Added an invulnerability period after respawn

Version 0.9:
Added start and play again menu options
Added more sounds (game over and extra life)
Fixed controls working after death
Added scoring system that works to the tens of millions of points
Refactored some code

Version 0.5:
Added level spawning
Fixed randomizing of asteroid velocities
Added player death conditionals
Added respawning
Added a great deal more variation in velocities in general

Version 0.4:
Added randomly generated asteroids (yay!)
Added collision-based asteroid spawning
Added score increases
Added thruster and asteroid explosion sounds

Version 0.3:
Fixed the controls
Retooled how the velocity works (saved x,y velocity offsets)
Added (lame) asteroids
Added collisions
Added explosions!
Made explosions pretty

Version 0.1:
Initial preview posted

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I don't know why he hasn't shared things in the forum yet, but williamanderson is working on a nifty looking shmup that he's shown on Twitter a bit. Hope he does't mind me calling him out for what looks like great work and cool game. Same guy that made Wax the Hippo.

I'm a big shmup fan and it seems like the idea behind his shmup, which I think is called "Monster Hull," is not unlike a monster trainer game where you defeat baddies to collect them and then build them up to keep the battle going.

Sprites look pretty solid but the concept of mixing a trainer with a shmup isn't one I've seen before exactly. Following this one pretty closely and hope it gets shared somewhere soon, even as a demo.

I can't easily copy images from tweets, so here's the one with nice GIF
https://twitter.com/TheWAAnderson/status/738904751719485441

You can follow him on Twitter to get more updates:
https://twitter.com/TheWAAnderson

[ Continue Reading.. ]

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