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At 0x5f10..0x5f1f you can remap the screen palette. You can't change it to something other than PICO-8's native colors, but if you wanted to flash anything yellow you could do this in your draw:

    poke(0x5f1a, flash and 7 or 10)
    flash = not flash

This is handy if you need to cycle colors on parts of your screen that you can't afford to redraw.

It also might be handy for avoiding a lookup table if you were writing a demo that drew a grayscale image, because you could do this:

    poke(0x5f10, 0)  --black
    poke(0x5f11, 5)  --dark gray
    poke(0x5f12, 13) --gunmetal gray
    poke(0x5f13, 6)  --light gray
    poke(0x5f14, 7)  --white
    :
    :
    pset(x, y, intensity0to4)

Or similarly for large rainbow ramps like you'd use for fractals. No lookup table needed.

I hope this is okay to use. Zep? :)

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8 comments


Cart #23829 | 2016-06-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


Just a lil' dragon curve with a nice transition thing.
It's not interactive or anything, but it looks kinda nice.

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0 comments



better etchasketch! ~118 characters (110 w/o clear-screen or random color)

cls()
x=0 y=0
while 1 do
if(btn(0)) x-=1
if(btn(1)) x+=1
if(btn(2)) y-=1
if(btn(3)) y+=1
pset(x,y,7+rnd(9))
flip()
end
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391 comments


This thread has moved to the completed version:
Underwatch v1.0

Any resemblance to existing copyrighted material is purely coincidental and unintentional.


Version 0.14

  • Balanced Robogirl's health and armor values
  • Added ability to open menu while respawning
  • Reworked Zinra Map
  • Reworked Cloud City Map
  • Adjusted flying character flight velocity

Version 0.13

  • Optimized to reduce tokens
  • Improved projectile physics
  • Improved performance slightly
  • Constrained camera to map area
  • Adjusted camera offset to center player on screen
  • Rearranged main menu
  • Prevented AI from selecting same character as player
  • Added healing indicator
  • AI entities now respawn as same character
  • Added parallax bg

Version 0.12

  • Balanced character stats
  • Added 2 characters
  • Improved Zinra map
  • Added weapon knockback functionality
  • Began implementing new map

Version 0.11

  • Corrected bug allowing grace to heal shields
  • Improved performance
  • Improved ai behavior
  • Updated Factory Map
  • Adjusted wall bounce

Version 0.10

  • Added splash screen
  • Added game settings menu and variables
  • Reduced token count
  • Added game gui element
  • Added respawn time and graphics
  • Implemmented projectile animation functionality
  • Added shield bar gui element
  • Began implementing sound effects

Version 0.9
-Added GUI
-Added Map selection
-Reduced token count
-Added score screen / Game win behavior
-Began second map

Version 0.8
-Improved map design
-Added objective functionality
-Improved AI
-Added limitations to shields
-Added projectile explosion functionality
-Added team spawn point behavior
-Balanced character stats

Version 0.7
-Began first map design
-Added ladder functionality

Version 0.6
-Added robogirl and harvester
-Added temporary display to indicate your team and character

Version 0.5
-Initial Upload

[ Continue Reading.. ]

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11 comments



I'm thinking about making a vector graphics 3d game for the PICO-8 so I coded up a little demo. The 11 lines refers to the _DRAW() function for the pedants out there. :)

This is probably terrible in some way as I don't know much about 3d rendering, I just worked out the equations from a little background knowledge and some trig. Seems to work ok as long as you don't pass through the viewing plane (possibly the wrong term for what I'm thinking of).

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1 comment


Cart #23796 | 2016-06-28 | Code ▽ | Embed ▽ | No License
1

The first game I made, straight from Picozine #1.
http://100daysofpico8.tumblr.com

1
0 comments


if i use the export command to generate html/js, the cart will run, but its _update60 will be completely ignored, so only _draw will be called unless _update is also defined.

13 comments


Hello, world !

I've made a Sublime Text package to support and speed up PICO-8 development.

The package includes:

  • .p8 language definition (by Overkill).
  • Syntax highlighting (by Overkill).
  • PICO-8 .ttf font (by RhythmLynx).
  • Cartridge runner to launch your cart right from Sublime Text.
  • Code completion based on the PICO-8 API.
  • Code snippets.

If you have Package Control installed, just follow this instructions to get it:

  1. Open the command palette with "ctrl+shift+p" ("cmd+shift+p" in OSX).
  2. Run "Package Control: Install Package" command.
  3. Search for "PICO-8" and install it.
  4. Restart Sublime Text (if required).

Click here to see further installation instructions !

[ Continue Reading.. ]

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36 comments


Cart #23766 | 2016-06-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

The classical fire effect found in lots of demos.

Pico is not really adapted for such an effect as pget will take the real color palette number and working, even on 64x64 buffer pixel per pixel is a really slow process.

Anyway, the rendered effet is not too bad 'even with only 7 colours used in the palette :D)

Enjoy!

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1 comment


I have a question on the pico-8 palette. Sometimes I observed the behavior, that some colors changes on the pico-8 palette, when messing around with .png's.

For example, if I save screenshot directly from pico-8 and open it in an editor, that red, i.e. is sometimes displayed at R 251, G 0, B 61.

When I open the official pico-8 palette in one editor (in that case PikoPixel, OS-X), than red is again R 251, G 0, B 61. If I open the same file in another editor (Pyxel Edit, OS-X), then red becomes R 255, G 0, B 77. If I import the same image as palette in Pyxel Edit, red again becomes R 251, G 0, B 61.

Is someone able to explain this behavior? Or had similar observations and can help by adding use-cases?

2 comments


I wrote a little tool, that converts 128x128 .png images to native .p8 code. It does not import the image to mapdata, (like https://www.lexaloffle.com/bbs/?tid=2715), but converts it to native code.

https://github.com/nodepond/pic2pico/

Currently only exact matching colors are transfered into code.

This tool might be useful, if you want a background, but also have sprites for i.e. displaying text. Of of the next features might be some compressing of image data, to show even more images.

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2 comments


I know it's best to put your games "everywhere" but I really don't really want to spend all that time to re-post things 50 different places. So where do you think is the best place to post and share Pico-8 games?

Itch.io seems to be the go-to spot as promoted even here by Pico8 but I know of Kongregate and probably others too.

I've never really bothered to share anything I've made outside my own blogs and stuff (never really had stuff worth sharing) so just wondering what people's experiences are with promotional sites, etc.

1 comment


Hey guys!
So, I've never coded in my entire life. A few weeks ago I found out about PICO-8, and all I wanted was to learn how to write code so I could make my own games. So now I'm doing just that. These coming 100 days, I will be trying to get a grasp of coding. Not by reading it or watching video’s about it, but by actually start to code as quickly as possible, and learn from my mistakes.

I made a tumblr where I will be posting daily updates how my adventure is going. I mostly created the tumblr to keep myself motivated, but I would love to get some input about my coding from you guys. The tumblr is http://100daysofpico8.tumblr.com, and I just posted about my first session with it, and figuring out the file system (I know, riveting stuff, but even that is new for me.)
I hope you guys will join me in my adventure, and laugh at my mistakes as I hopefully will after these 100 days. Thanks!

2 comments


Cart #23744 | 2016-06-27 | Code ▽ | Embed ▽ | No License
12

So this is just a little hack making use of the new 60Hz mode introduced in recenlty released 0.1.8

It uses 60Hz interlace to display 32 colours on pico-8. The downside is that the HTML build will only show one of the two images, so please view this on a 'real' pico-8 :)

Of course one can get a lot more than 32 colours using this method, but I opted to keep it simple and just use extra 16 colours that are halfway between the default ones. This also made it easier to write a custom export script that would convert a 32 col image to two pico-8 images.

Enjoy :)

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9 comments


Cart #28759 | 2016-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

update: 30/60Hz (through pause menu), minor graphic changes

Cart #23741 | 2016-06-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

here's a cart to test user inputs

useful to check your gamepads configuration, keyboard jamming etc.
shows the first two players on start, you can select other players through the pause menu.

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3 comments


Hello PICO-Sphere.

We had a game jam last week at the design faculty of the TH Nuremberg. A room full of design students were given a Jelpy cart (extended with various new tricks) and created graphics, levels and sound over five days. Here is the result, 8 sweet jump’n’runs, playable in the browser:

http://d.th-nuernberg.de/pico8/

p.s.: Is it ok to post this in the Cartridges forum?

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0 comments


Holding alt and pressing left or right to tab through the different editors will also move the code editor cursor left/right.
Can be somewhat annoying when you're looking at sprite indexes and going back and forth rapidly.

0 comments


Cart #23709 | 2016-06-26 | Code ▽ | Embed ▽ | No License
26


Hello.

4-beat is a little proof-of-concept drum machine. I was trying out some beat syncing ideas by writing into the sfx data while the music player is running. No features, only 2 speeds :), but more in sync that my previous version.

Some extra controls are:

X+Up/Down = Change tempo. (only fast and slow)
X+Left/Right = Change shuffle rhythm.

Oh, you can only play 4 drum sounds on each beat obviously. :)

thanks, 4mat

26
6 comments


Wizardish - A First-Person Grid-Based Dungeon Crawler! (or Wizardish for those who like to be brief), created by Eduardolicious, is exactly what it says on the tin: a dungeon crawler, in first-person, that is grid-based.

But wait a second, what's this? First Person!?! On the Pico-8??? AWESOME!

Yes, Wizardish, in the vein of early RPGs like Ultima and, well, Wizardry, is a first-person dungeon crawling game where you down potions to regain health and fight monsters straight out of a tabletop RPG. Sounds great, right? Well, let's dive in and find out if Wizardish lives up to the task.

Well, for one, the music is epic. The song, titled Castle Ruins, composed by 0xabad1dea fits the dungeon-crawling DnD-style perfectly. It's foreboding, but adventurous. However, the track is short, and loops fairly often, and thus can become somewhat repetitive after a couple minutes.

Speaking of repetitive, this game is a hardcore tribute to it's inspirations, and not just in sound design, which (save the music) is minimalistic at best, but also in graphic design. The walls are represented by simple lines, with scenes differentiated only by the placement of these lines. There are no textures in the environment, save treasures and goblins.

Regardless, this is a Pico-8 game [b][i]in 3d!

[ Continue Reading.. ]

1
0 comments


Wizardish - A First-Person Grid-Based Dungeon Crawler! (or Wizardish for those who like to be brief), created by Eduardolicious, is exactly what it says on the tin: a dungeon crawler, in first-person, that is grid-based.

But wait a second, what's this? First Person!?! On the Pico-8??? AWESOME!

Yes, Wizardish, in the vein of early RPGs like Ultima and, well, Wizardry, is a first-person dungeon crawling game where you down potions to regain health and fight monsters straight out of a tabletop RPG. Sounds great, right? Well, let's dive in and find out if Wizardish lives up to the task.

Well, for one, the music is epic. The song, titled Castle Ruins, composed by 0xabad1dea fits the dungeon-crawling DnD-style perfectly. It's foreboding, but adventurous. However, the track is short, and loops fairly often, and thus can become somewhat repetitive after a couple minutes.

Speaking of repetitive, this game is a hardcore tribute to it's inspirations, and not just in sound design, which (save the music) is minimalistic at best, but also in graphic design. The walls are represented by simple lines, with scenes differentiated only by the placement of these lines. There are no textures in the environment, save treasures and goblins.

Regardless, this is a Pico-8 game [b][i]in 3d!

[ Continue Reading.. ]

1
0 comments




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