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Cart #23661 | 2016-06-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[UPDATED 22/06/2016]

Picross game with 12 easy (10x10) puzzles and 15 normal (15x15) puzzles.

X to draw
Z to mark
Arrows or mouse to move

[UPDATED 25/06/2016]

Added an option in the pause menu to leave the current puzzle and go back to the level selection screen.

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I'm happy to announce the relaunch of the Pico-8 wiki!

http://pico-8.wikia.com/

I've spent the last few weekends writing articles and reference material for Pico-8, including complete API and command references, a memory map (including format details), a summary of the Lua subset, and tutorials on several subjects. This is very much a rough draft and I still have a list of to-dos, missing articles, more thorough sample code with screenshots, and some stuff I want to reorganize.

But it's a wiki, so you can help! Corrections are welcome at this stage. If you want to discuss a change before making it, hit me up on Slack or use Wikia's messaging feature or just reply here. But don't be shy about changing things directly.

Let me know what you think!

--

Two possible points of controversy I'll mention up front:

  • I tweaked the theme colors so they're reasonably readable, matching the forum site. I'm still a bit concerned that the Pico-8 red is unsuitable for link and header text. One of my monitors apparently doesn't support sub-pixel rendering or something and blurs it all to hell, but I'm not sure how big a problem that is. I tried a bunch of options and all the others seemed to drop the Pico-8 feel of the site. Suggestions welcome.

  • The cos, sin, and atan2 articles currently use a different convention to explain the y-inversion than the official docs do. A quick survey of the Slack group led me to try and explain it as inverting the angle direction and not the sign of sin(). This works until you get to atan2, which requires inverting the dy argument to fit that model. So the choices are counterclockwise with inverted sin() result, or clockwise with inverted atan2() dy argument. Inverting a result seems less problematic than inverting an argument, so I'll probably change it back. (I already have the diagram drawn.) Feedback welcome here as well.

Thanks!

-- Dan

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Cart #23152 | 2016-06-18 | Code ▽ | Embed ▽ | No License
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For all PICO-8 musicians out there: a pico metronome, Piconome.
Licence: cc-by.

This is my first PICO-8/Lua program. Feedback is very welcome ^_^

Piconome doesn’t support polyrhythm. If you want to change it in order to add support of polyrhythm, feel free and please let me know…

Git repository.

Changelog and older carts:


Current (1.1):

  • Title screen.
  • Help screen.
  • More precise adjustment of BPM.
  • SFX banks (try #7 :-) ).

Cart #23090 | 2016-06-18 | Code ▽ | Embed ▽ | No License
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  • Support for beats == 1.

Cart #23086 | 2016-06-17 | Code ▽ | Embed ▽ | No License
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  • Basic stuff. Didn’t support beats == 1.
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Is it possible to take a string and index it or get individual characters from it? Ideally, I would like to convert to/from bytes to ascii characters. It looks like Lua 5.1 supports this in the standard library, but as far as I can tell, Pico-8 doesn't include it.

EDIT: I notice that I can use the # symbol preceding a token to get its length, such as a table or array or string, but I still can't directly index it.

EDIT2: After thoroughly reading the manual as much as possible, it looks like my answer is to use the sub() function.

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Cart #23029 | 2016-06-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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!

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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

[ Continue Reading.. ]

14 comments


Cart #23013 | 2016-06-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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

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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 :)

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Does this mean downloads draw nigh for us humans too?

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

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

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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.. ]

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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
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Cart #23074 | 2016-06-17 | Code ▽ | Embed ▽ | No License
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Cart #22942 | 2016-06-15 | Code ▽ | Embed ▽ | No License
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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.. ]

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Cart #23215 | 2016-06-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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
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"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
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"Now updated with some shiny new graphics, and some infrastructure in place towards multiple songs (only 1 actual song currently)."

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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!

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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

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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

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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
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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

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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.

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