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Hey all,

Perhaps you can help me here. I am writing about "fantasy consoles" and I am trying to give some sort of formal distinction between the concept of "fantasy console" and a"virtual machine". Any input?

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Cart #23353 | 2016-06-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

2 Worms based on .... https://twitter.com/lexaloffle/status/742109814663176192

I am looking for ideas to make this into a game

Any Suggestions?

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I see % all over and have even copied it but have no idea what it means or does...

For example:

local b=13
local a=flr(b/2)%2

I know this is like beginner stuff. The manual says "Same as (x%1) for positive values of x" under the flr() documentation but the % isn't the same as flr() is it?

And then why is it used?

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So I've been playing around with PICO-8 for a few weeks now (I've got an Ultima I style game in progress, but that's slow going!). As part of that development, though, I've been putting together a framework based on the old XNA system of game components and the screen manager demo that was part of the XNA demos.

I decided to put together a simple video poker game to demonstrate/test/troubleshoot the framework, and this is the result of a few hours of playing around.

The idea is that there is are a handful of useful components that can be used to perform various utility functions (button handling, timer, etc) as well as a component called the screenhandler.

The screenhandler's job is to manage game screen objects that compartmentalize any aspect of the game that the user interacts with directly.

Basically, this means that instead of tracking game states throughout the code, I can create self-contained screens and pop them onto the screenhandler's stack. It controls what gets displayed and where input gets directed.

Screens can choose to be drawn (or not) when another screen is above them in the stack. The example here is that when the player pops up the betting window to alter the amount they are betting on a hand, the poker screen is still displayed behind it, even though it is not accepting any input from the player.

I'm using movAX13h's P8Coder, and you can download the .P8C file for the game from my blog at http://www.twentysidedblog.com/pico-poker/

[ Continue Reading.. ]

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Cart #23336 | 2016-06-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Working on a small desert survival simulation game; you get placed in to a procedurally generated desert and have to find water to survive, and find civilization. But beware, there are mirages!

This is my first game, and still under development/refactor as I wrap my head around the API

  • Added thirst bar (find water in 30 seconds or die*)
  • Mirages and Oases (25% chance of finding a mirage)

  • Death not implemented
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(Deleted previous thread b/c it didn't contain the cartridge. ¯_(ツ)_/¯)

Hey Everybody, just thought I'd share with all of you my first real project in awhile.

Currently, it's just a prototype, but I plan on improving graphics (right now, blocks), sound (non-existent), and gameplay (basic). The game will be set aboard a spaceship, where you will have to fend off a legion of monsters/aliens/demons (no decision yet :/) with only your bare fists and some sort of gun.

As you can tell, I have yet to plan most of the game out, but hey, what do you expect from a prototype?

Anywho, let's discuss mechanics. The machine (Gray block with "M" on it) must be fully functional in order for you (the green block) to attack enemies (the red blocks). Problem is, the machine has a tendency to break down. A lot. So, when it does break down, you will need 5 parts in order to repair it. How do you obtain these parts you may ask? Well, I'm so glad I asked. Remember the monsters/aliens/demons I mentioned earlier? They have parts. And, since they're not giving any away, you have to take the parts. Right from their cold, dead hands. That's right. Kill the monsters, get more parts, repair the machine. Repeat until dead/bored/eatenbyagrue.

That's about it. Enjoy!


Controls

Up Arrow - Jump
Side Arrows - Move Left/Right
Z Key - Repair the machine
X Key - Attack enemies (currently melee only, srry :(( )

Cart #23329 | 2016-06-20 | Code ▽ | Embed ▽ | No License

[/#23329#]

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I decided to do a write-up of a little recursive algorithm I made for finding every configuration of a set of blocks in a line. While I was doing that I figured I might as well make a PICO-8 cartridge and do a little rendering.

Left and right to change the rendering size, up and down to scroll. To change the number and size of the blocks, the size of the line and the minimum number of spaces between blocks just change the appropriate values in _init().


Algorithm (full code in cartridge)
[hidden]

function block_char(block_id)
  local chars = "abcdefghij"
  return sub(chars, block_id, block_id)
end

function can_shift(line)
  return sub(line, #line, #line) == "-"
end

-- shifts all blocks of the given id or higher rightwards one cell,
-- leaving all blocks left of that id unchanged
function shift(line, block_id)
  local char = block_char(block_id)
  local pos = 1
  for i = 1, #line do
    if sub(line, i, i) == char then
      pos = i
      break
    end
  end
  local pre = sub(line, 1, pos-1)
  local post = sub(line, pos, #line-1)
  return pre.."-"..post
end

function find_solutions(blocks, length, min_spaces)
  -- build and store the leftmost solution
  local line = ""
  for block_id = 1, #blocks do
    for i = 1, blocks[block_id] do
      line = line..block_char(block_id)
    end
    if block_id ~= #blocks then
      for i = 1, min_spaces do
        line = line.."-"
      end
    end
  end
  if (#line > length) return {}  -- no solutions, can't fit
  while #line < length do
    line = line.."-"
  end
  local solutions = {line}
  find_spreads(solutions, line, 1, #blocks)
  return solutions
end

function find_spreads(solutions, line, block_id, num_blocks)
  local my_line = line
  while can_shift(my_line) do
    if block_id < num_blocks then
      find_spreads(solutions, my_line, block_id + 1, num_blocks)
    end
    my_line = shift(my_line, block_id)
    solutions[#solutions + 1] = my_line
  end
end

blocks = {2, 2, 2}
length = 8
min_spaces = 0
solutions = find_solutions(blocks, length, min_spaces)

[ Continue Reading.. ]

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Cart #23569 | 2016-06-24 | Code ▽ | Embed ▽ | No License
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Cart #23562 | 2016-06-24 | Code ▽ | Embed ▽ | No License
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Cart #23517 | 2016-06-24 | Code ▽ | Embed ▽ | No License
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Cart #23453 | 2016-06-23 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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EDIT: Found a musician! Chris D. is gonna help out with the audio!

Hello PICO-8 musicians,

After two smaller projects, I'm working on something more substantial - a dark fantasy beat'em up for the PICO-8 called The Lair. It looks like this right now (last week of development):

I'm looking for someone to help me with music for the game, which is the one part I'm not comfortable doing on my own. Two-three short tracks would be needed - title screen, battle music, and if we can make it fit, a separate boss battle score. When sfx is taken into account, there should be about 44 slots left for the tracks. The vibe I'm looking for is something reminiscent of old Castlevania titles.

The tracks don't have to all be done by the same person, though - if you'd like to just do one, I'll be more than happy!

If you're interested, post here or contact me at [email protected], if you prefer. It would be great if you could include a sample of previous stuff you've composed (for the PICO or otherwise) :).

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maybe i'm missing something obvious here...is there some way to log into Splore so that your favorites pull from what you favorite here on the bbs? or do you just maintain a seperate favorites on whatever device you have pico8 on?

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Anyone make a Wordpress plugin for Pico8 yet?

If not, I think I might make one...want to get games into my blog.

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Cart #23307 | 2016-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Proof of Concept Test

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What's a strategy or method I can explore for generating random platform levels within a given space?

Say I have a 32x32 square and want there to be a floor but random heights and pits. I want there to be exits on N sides so the player can go to the next square. But some squares will have some sides blocked as a dead end. Like a Metroid level, for example.

I can't use sprite maps, right? I would just be placing objects directly into a coordinate table and then drawing from that every cycle. But how do I populate that array smartly?

My big worry is just making sure there aren't any island squares where the player can't reach or exit.

The issue isn't just creating randomness...I know how to do that but how do you create something that smartly groups together blocks within constraints? Pure random placement doesn't do this, I know.

Just looking for thoughts on how to approach it and/or generate such an thing.

Any insight is appreciated.

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Cart #23277 | 2016-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Howdy folks! This started with the idea, "what if you were on a pool table and had to dodge the balls?" and kind of evolved in a few unexpected directions from there.

You'll need two players for this. Use the main button to grab a ball and throw it. Any ball you grab turns in to your color, and hitting balls of the opponent's color causes you to lose.

This started out as Zep's collision demo, and the ball physics are from NuSan's Combo Pool (though I think I may have gotten a sign wrong somewhere).

Anyway, do enjoy.

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so i'm starting to get near the often mentioned but never explained token limit in my project. and while I think I might fit everything i want into this project, I think I need to keep tokens in mind from the get go of my next project.

so I have some questions:

what is a token? what counts towards the token limit? can i look at my existing code and try to optimize it with token limit in mind? and also do you have any tips & tricks while developing with this in mind?

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Cart #23268 | 2016-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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There is a onehourgamejam every Saturday at 20:00 UTC. Feel free to post your own entries here too!

60th jam (18 June 2016). The theme was Castle.
This was my first 1HGJ. I worked feverishly on the first idea that came into my head: archery. I was in such a rush that I spelled castle wrong in the title graphic! Didn't realise until after submission that you can just hold down fire to win.

Cart #23205 | 2016-06-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #23201 | 2016-06-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #23196 | 2016-06-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A demake of the DOS intro for Ultima V, one of my favourite games of all time. You can watch the original intro here: https://www.youtube.com/watch?v=3XN1mdyvZvM

Holding down Button 1 (Z) will speed up the animation, pressing Button 2 (X) will skip to the next scene; otherwise this is non-interactive.

Turns out that 16x16 sprites blow out the spritesheet pretty quickly, so I had to pack extra sprites into map data and didn't have enough leftover space for fancy logo lettering; but I quite like how the demade titling turned out anyway. Otherwise I've tried to be as faithful to the original as possible, including reverse engineering the in-memory tile animations they used, which was a learning experience. I scored it using Stones rather than the original intro music though, because Stones is kind of the signature tune of the Ultima series.

[ Continue Reading.. ]

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ive been lurking here since preordering a pocketchip, i came across the estimated shipping schedule this morning and promptly bought voxatron after seeing mine is not leaving china till around july 25th

source

if i overlooked another post with this info sorry for the repeat.

i look forward to being part of this community and apologize beforehand for being so clueless as this will be my first experience with any form of coding

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