Hello! No Telemarketing speech for this one sorry!
I've started working on another project so I decided to upload this one as is so don't expect much.
You play as a ghost who had a nice party with a big floaty guy (definitely not the king of all cosmos) but ended up making a mess in every single house in the world, you need to clean it all up! ( A game about cleaning! Awesome idea..... right...? )
There is no real objective in the game right now but at least you can roam around and possess and bubble stuff.. I guess? (bubble physics yayyy)
Anyway, I hope you enjoy it and keep being awesome everyone!

Okay, so right now, it's a bunch of design-doodled stuff for the time being; something like a "development wishlist" that I'm hoping to grind myself through soon... and hoping I can squish into PICO's limitations.
MARLO AND FRIENDS
Basically, a SMB "demake" comprised of 4 levels, repeated with some factors changed like enemies/placements, coins and platforming widgets. It follows the typical SMB pattern of "overworld, underworld, scarce ground, fortress," except that the bridge battle at the end will require you to cross it once forwards, once backwards, and a third time across. The "and friends" part is for pallette swaps, switching the focus of the game (and maybe, if enough tokens remain, the end-of-level widget, we'll see):
Marlo (red): Flagpole, clearly.
Zonac (blue): Speedrunning, distance jump at end instead of height.
Dunky (brown): Enemy combos, the DKC2 end-of-level prize-hammer thingy.
Roshi (green): Collectables, flowery-roulette wheel except now it's stars.
Warlo (yellow): Coins!! Slot-machine-card thing from SMB3.
I don't think I'll do much with powerups - just one that makes you big, and if you recollect it, you can do a mid-air trick one time. Marlo gets a double-jump, Zonac gets the Fire Shield-style dash from Sonic 3, Dunky... I haven't decided yet, probably the ground slam, though; Roshi does the ground pound drop, and Warlo... don't know about him yet either. There'll be bouncing starmen too, but only for scoring purposes, no invincible crap in this game!!
[b]ZWORD

x starts a new game
There are some known issues :
- the ball is a 2x2 square but only the upper left pixel is used to detect collisions with the bricks
- hitting x the next seconds after losing a ball resets the game
- bounces on bricks doesn't work as expected in rare cases
- in the original game, hitting particular colors speeds up the ball - not here
Enjoy
As I keep telling people about Pico8, I always relate it back to NES/Game Boy as a way to convey the "retro-ness" of it. But just for my own curiosity, how does Pico8 compare to real 8-bit era consoles?
I'm always looking back at my favorite games for ideas and things I loved, but need to keep reminding myself that Pico8 is not an NES (nor that it should be).
And I guess, do learned Pico8 skills translate to the skills needed for those old machines? Or does Pico8 make it so nice and easy that it's like night and day?
Just for conversation :)

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.
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 |

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?

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!

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?

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!
You can find the episode here!
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
I initially just wanted to display a large text for a title screen... and I ended with this.
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

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.
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)

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?






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