Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Does this mean downloads draw nigh for us humans too?

2
1 comment


Hi all, I am very new to Lua programming - have been learning a bit of python and Gamemaker GML over the past year so still pretty fresh all round.

I have just finished coding the smoke particle but am getting the following error when trying to run it and I can't work out why:

SYNTAX ERROR LINE 10
<EOF>
')' EXPECTED NEAR '.4'

Here is my actual code:

function make_smoke(x,y,init_size,col)
					local s={}
					s.x=x
					s.y=y
					s.col=col
					s.width=init_size
					s.width_final=init_size+rnd(3)+1
					s.t=0 --how long lasts secs
					s.max_t=30+rnd(10) --how long lasts secs
					s.dx=(rnd(.8).4)
					s.dy=rnd(.05)
					s.ddy=.02 --simulate yaxis accel.
					add(smoke,s)
					return s
end
function _init()
					smoke={}
					cursorx=50
					cursory=50
					color=7
end

function move_smoke(sp)
if (sp.t>sp.max_t)then
					del(smoke,sp)
end
if(sp.t>sp.max_t15)then
				sp.width+=1
				sp.width=min(sp.width,sp.width_final)

end
sp.x=sp.x+sp.dx
sp.y=sp.y+sp.dy
sp.dy=sp.dy+sp.ddy
sp.t=sp.t+1
end
function _update()
foreach(smoke,move_smoke)
if btn(0,0)then cursorx=1 end
if btn(1,0)then cursorx+=1 end
if btn(2,0)then cursory-=1 end
if btn(3,0)then cursory+=1 end
if btn(4,0)then color=flr(rand(16))end
make_smoke(cursorx,cursory,rnd(4),color)
end				

function draw_smoke(s)
circfill(s.x,s.y,s.width,s.col)
end
function_draw()
cls()
foreach(smoke,draw_smoke)
end

[ Continue Reading.. ]

8 comments


Cart #22977 | 2016-06-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

I'm going through the Picozines for the first time. Since the Train tutorial and the Smoke tutorial were in the same issue, I thought it was only natural to put them together.

Any feedback on how this was implemented is welcome.

1
0 comments


Cart #22969 | 2016-06-16 | Code ▽ | Embed ▽ | No License
4

Rule 90 is just the XOR of each cell's neighbours, but it results in remarkable complexity and structure. This was a quick sketch late last night, with some polish today. Will add some more stuff later.

Controls
Up and Down control speed, Z starts a new pattern with a random seed.

4
0 comments


I was interested to see how easy/difficult it is to edit the animated GIF "videos" pico8 produces. My goal was to trim some frames from the beginning and end to make a more succinct recording.

After much trial, error and experimentation here are my findings using Mac OS X.

Animated GIFs can be:

  • viewed frame-by-frame using macOS Preview.app
  • manipulated using "gifsicle" command line tool
  • converted using "ffmpeg" command line tool

Notes

  • useful tools need to be installed using "brew" command line tool http://brew.sh

VIEWING

Open the GIF in Preview.app and it will show you all frames.
Preview calls the first frame 1 (one), but other tools usually call it 0 (zero).

original/source animated GIF:

TRIMMING

required: gifsicle

brew install gifsicle

then this is how you trim

gifsicle anim.gif "#212-238" > trimmed.gif

[ Continue Reading.. ]

6
4 comments


I already owned Pico8

I heard Pico8 was coming out as a freebie for people who bought the PocketCHIP expansion

But I don't have PocketCHIP. I just have a regular CHIP. So I assumed I would not be getting it for free.

But I did think I would be getting it through my account page cause I already own Pico8.

Low and behold there does not seem to be a version for the CHIP and also, the Linux versions that are available do not seem to work on the CHIP.

What's the deal? Can I run Pico8 on my CHIP?

8 comments


Cart #25650 | 2016-07-21 | Code ▽ | Embed ▽ | No License
11

Cart #23074 | 2016-06-17 | Code ▽ | Embed ▽ | No License
11

Cart #22942 | 2016-06-15 | Code ▽ | Embed ▽ | No License
11

A drawing tool, inspired by PETSCII and live-drawing in front of an audience. Shout out to Raquel Meyers for being a constant source of inspiration!

[ Continue Reading.. ]

11
6 comments


Cart #23215 | 2016-06-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

A rhythm game for the Pico-8.

Controls: Press arrows with timing for great justice.

Music Credit: Wistful Waltz by 0xbad1dea, see this thread (big thanks).

UPDATED 0.3: Silly title screen, particle effects, persistent high scores. Still only one song, more coming soon(TM).

I'm no musician, so if anyone would like to submit a song for the Pico-8 for the full version I'd much appreciate it (with full credits included of course).

P.S. My high score is 7660, apparently that's pretty good?

Old Versions:
0.1.2
Cart #22938 | 2016-06-15 | Code ▽ | Embed ▽ | No License
6


"This is a quick demo that I did this evening. I'm hoping to build it out into a more fully featured game soon."

0.2

Cart #23082 | 2016-06-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


"Now updated with some shiny new graphics, and some infrastructure in place towards multiple songs (only 1 actual song currently)."

6
14 comments


https://itch.io/jam/a-game-by-its-cover-2016

MAKE A GAME INSPIRED BY FAMICASE COVER ART

Submission open from July 1st 2016 at 1:00 AM to August 1st 2016 at 1:00 AM

What is Famicase?
It's an art exhibition of fictional NES cartridge art.
Selected artists and designers are invited to contribute.
It is hosted by and at a shop called Meteor in Tokyo, Japan.
http://famicase.com/16/index.html

What is the jam about?
It's fun to turn things around and make real games of the fictional artwork.

2015 entries:
https://itch.io/jam/a-game-by-its-cover-2016
http://www.youtube.com/playlist?list=PLYKU1lvSF85cpvEFdFvcgmnTbeA4Ka6Nu

Disclaimer:
I'm one of the hosts of this jam so I'd love to see some pico8 entries!

3
1 comment


Cart #22905 | 2016-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hey all,
Just my first little game in pico-8, which means that it is horrendous. I was wondering if anyone would like to critique my current code and suggest improvements, particularly to the collision detection "system". Thanks!
-jad340

0 comments


You can find the episode here!

#2: just jammin'

The quality of work in this jam was so high! This episode is a bit long, but that's not going to happen very often. We just thought every game warranted a discussion. The work ranges from old pros to first time developers, and really shows the talent and enthusiasm of the Pico-8 community.

Please let me know if you have any feedback, or if you'd like to join me for a future episode!

Tony

4
17 comments


Today I encountered some strange text corruption when updating carts on SPLORE using Pico-8 0.1.6 (OS X 10.9.5). I ended up with this:

Now here's the part that may be tricky to reproduce: I was running Pico-8 on a plane, using the Gogo in-flight wifi...

0 comments


I initially just wanted to display a large text for a title screen... and I ended with this.

Cart #22890 | 2016-06-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

use:
left and right to control the scrolling speed (two ways)
up and down to control the wave frequency

call scan_text() at the beginning of your program : it clears the screen twice
you can add your own effects very easily into put_sintext() - the existing five ones should help

13
5 comments


When I made Nora's Mouse Chase! for p8jam2 last month, it left me unsatisfied. So I started work on my own 2D game engine again. At first I was making it from scratch, but then I realized all the C libraries I had gathered made up basically the same thing as LÖVE anyway, so I switched to using that as the base. There were some other snags and I've had to basically start over a few times, but I'm working out the details as I go.

I don't have anything to show for my work yet, so I don't know why I'm posting... And I certainly don't know why I'm posting it here, of all places. Maybe I just really adore this quiet little corner of the Internet.

Anyway, I've given this project the working name of Nora-Net. The goal? A decentralized online multiplayer game engine and service, capable of supporting at least 100 players per server (although ideally somewhere around 1024 players would be amazing), where the game itself can be edited cooperatively online by admins who can upload new scripts and sprites on the fly and build the world together.

In one sense, the continuing efforts where pico-hotel left off. In another, a decent replacement for BYOND and Second Life, with realtime action gaming in mind. I want Nora-Net to be able to support puzzle games, platformers, and RPGs all just as effortlessly, with a Bitcoin Wallet type of client-side account registration and identification to access server-side save data which servers can share with eachother if set up to allow it.

I want this to be something I can go to as my game engine of choice for all my future projects, an engine capable of virtually any 2D game imaginable, supporting singleplayer, multiplayer, and massively multiplayer, with optimized renderig and networking behind the scenes. I want to run a Mii-like character creation service on it which exports finished character head sprites in a variety of sizes, styles, and poses for other games on the engine to use with their own body sprites to make a unified-yet-customizable avatar for you to take with you everywhere, whether that head is getting tacked on to a space marine or used as a portrait when you win or lose a round of Puzzle & Flower Land 3.

This is too big of a project for me to tackle alone, and I know it. I also have no income and approximately two years left before my life will almost certainly take a turn for worse. But what the hell, let's see where this road takes me anyway. It'll be fun.

2
2 comments


So here it goes.

The project, due to its scope, is currently at concept stage (no actual code has been written yet).

The idea is to create a "universal" emulator for (fantasy or not) microcomputers. EVC would be fully customizable by loading specific modules for things like CPU, GPU and so on that are basically DLLs written to specific specs. Example cores would be included and entirety would be open source.

There are two types of modules that you would be able to write for the EVC: Core and Generic. Core modules are fixed by their role (GPU module, CPU module and so on). This is planned list for the core modules:

  • CPU module
  • GPU module
  • Drive I/O module
  • Peripheral I/O module
  • Sound module
  • System ROM (firmware)

Last one is kinda special as this would be just a regular EVC ROM compatible with the hardware selected for i/o, gpu and cpu and is executed like any program. System ROM will always be loaded at address 0.

The Generic modules are additional extensions that can be loaded for doing specialized things, such as network communication, ram extenders (if maximum is too low) and so on. Up to 3 Generic Modules can be connected at the same time.

Both Core and Generic modules will have read/write access to the EVC's basic RAM which can be set to anywhere betweem 16kb and 2mb.

EVC ROM specification.

Each EVC rom begins with the EVC header which consists of the following:

-Bytes 186,218,85
32bit integer denoting CPU identifier the rom is made for
32bit integer denoting GPU identifier the rom is made for
32bit integer denoting Sound module identifier the rom is made for
32bit integer denoting Disk I/O module identifier the rom is made for
32bit integer denoting Peripheral I/O module identifier the rom is made for
32bit integer denoting Generic Module #1 identifier required (-1 if less than 1 needed)
32bit integer denoting Generic Module #2 identifier required (-1 if less than 2 needed)
32bit integer denoting Generic Module #3 identifier required (-1 if less than 3 needed)

The rest of the ROM is completely arbitrary and rom size isn't limited in any way. It is up to I/O module to interpret it and load properly. In theory, it should be possible to create set of core and extension modules to emulate say, NES, but then every ROM would need to be converted to contain EVC header before standard INES one.

EVC will be written in Free Pascal using Lazarus IDE

That's all I got for now, please poke holes in this design as it's important to get it as good as it can be before any actual work would start.

16 comments


Cart #22888 | 2016-06-14 | Code ▽ | Embed ▽ | No License
2

Very first Pico-8 game.

It's going to be a shoot em up where your bullets have gravity!

2
10 comments


Thinking about it, but unsure whether I should post it there or not.

1
13 comments


so maybe this is impossible, or maybe theres something similar that works, but i can't seem to come up with an idea

for reference, this is relating to https://www.lexaloffle.com/bbs/?tid=3585

so right now, the grid for the maze is a two dimensional array. i'm creating it with all values set at 1 (wall), then manually setting values for blocks as 0 (for walkable areas)

this is fine for the little 8x8 maze i made manually for the WIP, but won't scale very well for 16x16 dungeons with multiple floors, just the legwork/tokens required is awful to think about. so i'm trying to come up with other ideas on ways to do this

what im thinking is, its easy to draw the maps as sprites, but is there some way to like..read the sprites as data into an array? like if i could parse 16x16 worth of sprite so that each pixel is a datapoint in a 16x16 array, that would save me tons of space (and effort), but im not sure if thats actually possible. i cant come up with any way to do it anyway, but if someone knows of a way to make this happen im all ears

(alternatively if someone has an idea of an easier way to handle this im always curious about clever suggestions)

7 comments


Is it possible to get an option in the config file for where to save GIFs and screenshots?

Saving images and gifs really quickly is great but it can fill up the desktop, and it's nice to keep them all in one place. An option in the config file would be great for choosing where they go.

Is there anyone else who would appreciate the option, or is there a simple way to do it already?

1 comment



View on Github.com

You miss built-in lua functions such as ipairs or getmetatable in pico-8? Well, fear no more.

Currently supported Lua "built-in" functions

    getmetatable
    setmetatable
    rawget
    unpack
    ipairs
    table.pack
    table.unpack as an alias to unpack
    table.insert
    table.remove
    table.sort

Tested to imitate their counterparts

Travis-CI is set to test missing.lua against test.lua, which compares results of this library functions with the built-in ones. Well, tests may be incomplete, so do not hesitate to flag a bug to the issue tracker if something goes wrong.

[b]How to use

[ Continue Reading.. ]

4
4 comments




Top    Load More Posts ->