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Version 2 with more funny effect:

Cart #24427 | 2016-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Original version:

Cart #24424 | 2016-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Yet another music visualiser, using the Woo demo music by ZEP

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extremely simple and silly FM pair waveform visualizer

left/right to control the "frequency" of the carrier (green wave)
up/down to control the "frequency" of the modulator (white wave)
orange waveform is resultant output waveform

wish i could program the synth too :(

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Cart #24326 | 2016-07-02 | Code ▽ | Embed ▽ | No License
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I was thinking about the current #tweetjam #tweetcart and wanted to do something fun an interactive, and though about a logo interpreter, i've made one then i've started to work on making it the shorter as possible, this is the current size it's about 200 chars, but I'm sure it can be done smaller.

How to use:

Left/Right select the logo command:

FW : Forward
TL : Turn Left
TR : Turn Right

Up/Down select the value for the current command, in degres for the rotation (TL/TR) and in pixel for moving (FW)

The top row is used to display the current command:

"A>CC VV"

where A is the current angle rotation (0 is going to the top, 90 to the right, etc..) CC is the currently selected command, and VV the command value.

To "run" the command BTN 4 (Z) is to be used!

This version is a really small subset of the Logo language, and is not interpreted as logo is of course, without a real keyboard it would be really difficult to do something better..

I will post a longer version that support most of the logo turtle commands but not as a language, only as a direct command mode.

Have fun!

It's not the code in the cart, but I've trimed it a bit, it was 346 chars it's now 314! \o/
But this one ditch the left button so you can only select in order FW → TL → TR → FW → ...

z={"fw","tl","tr"} s=1 v=0 a=0 x=64 y=64 cls() function _draw()
if(btnp(1))s+=1 s=s%3+1
if(btn(2)and v<360)v+=0.5
if(btn(3)and v>0)v-=0.5
if btnp(4)then f=sin(-a/360)*v g=-cos(a/360)*v
if(s==1)line(x,y,x+f,y+g)x+=f y+=g
if(s==2)a-=v
if(s==3)a+=v
end a%=360 rectfill(0,0,128,8,0)print(a..">"..z[s].." "..v,0,0,7)end

[ Continue Reading.. ]

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Cart #24355 | 2016-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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L-System for generating fractal structures like the Dragon Curve. Uses map, gfx_props, song
and sfx memory. No reason it couldn't be extended into user data. It generates the 11th iteration of a dragon curve, but has commented out code to generate a moore curve. Since it overflows into song data, you can hear music generated by the curve. Takes a few seconds to generate before it starts drawing.

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Speaking of strings, I just saw one of zep's tweets that had this in it:

?"MUSIC"

Did anyone else know that this is shorthand for PRINT("MUSIC")? I don't think it's standard Lua. It's more a BASIC thing. It's not in the manual.

I could shorten my Pi-Ko-Pon game a bit with this...

Edit: Well, maybe. It has to be by itself on a line, and it has to be at the start of the line. Still, useful for printing vars at the prompt:

> STR="THIS IS HANDY"
> ?STR
"THIS IS HANDY"
>

Worth noting: It calls PRINT(), so if you've overridden PRINT(), your routine will get called when you use the ? operator.

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With no library support for PICO-8 Lua, strings become somewhat cumbersome to manipulate. Technically, I can do everything I need if I'm willing to dedicate far too many tokens to tables and support routines, but it seems like it's an unnecessary impediment to making textual apps, which probably already have space issues.

I think if we had a few things that I'm actually going to draw from BASIC, it would make string handling much simpler:

CHR(n) would return a single-char string with (presumably ASCII or UCS-8, but possibly UCS-16) character n (0-255 for ASCII/UCS-8 or 0-65535 for UCS-16). It should probably return a blank string for illegal characters (or mod n by the range), and NIL if passed nothing.

ASC(c) (or maybe UCS(c)) would complement CHR(n), taking a string and returning the character value of the first character in the string. If passed a blank string, it should probably return something descriptive like -1 or NIL. Likewise it should return NIL if passed nothing.

[ Continue Reading.. ]

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And so i have taken my first baby steps into the magical land of headaches, bugs, and frustrations known as game development. So here i offer up my alternate palate Squashy. I'm surprised at what i learned and now quite excited to learn more! <3

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by wan
Cart #24253 | 2016-07-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Game made in 1 hour for the One Hour Game Jam.
The theme for this week was "Do it quickly".

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Cart #24249 | 2016-07-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Defend the Earth from a natural disaster: waves of asteroids are on a collision course and it is up to you to stop them! Space Guardian is reminiscent of classic arcade games like Space Invaders and Asteroids. What's your high score?

This is a port of my ludum dare 31 entry which you can play here. I might come back and add sound later.

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Cart #24235 | 2016-07-02 | Code ▽ | Embed ▽ | No License
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Hit enemies with your arms.

cursor keys: Move
x: Start

TODO:

  • make it fun
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Small mod to Celeste for SecksWrecks' SGDQ run. It modifies the game so that if you complete a level without getting the strawberry, the level resets, just in case, since the run will be streamed live.

Posting it here so it can be found on splore, in case of technical problems.

Changes are here: https://gist.github.com/justinj/7b19cc0ef66f729eb60cc957cedc020e

EDIT: He ended up using the vanilla version of Celeste instead of this!

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Cart #24198 | 2016-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A very basic test to get to grips with the editor.

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Cart #24182 | 2016-07-01 | Code ▽ | Embed ▽ | No License
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mod of @justinjaffray's original hack made for me to practice individual levels with with slight edits to suit me.

E toggles loop mode
S and F scroll warp target level and D warps

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I am working on my first ever game, a gltich themed breakout, based on the Squashy from Pico8 Zine#1 and I am now working on making the glitch effects that will be part of the gameplay. What I have now is a way to add a static noise through pget and pset and this kinda corrupted VHS by using random values over x06000 with memcpy.

Memcpy is great for making random glitch effects. But what if we want to, for example, take something from a particular part of the screen and paste it another place we have chosen. Right now I am just doing a trial and error of values and if I get close, I call it a day... but I think there has to be a better way.

Basically, I am wondering if there is a way to find exact memory address of particular screen coordinates? Some kind of a map perhaps of x,y coordinates and memory values? Or even better... a formula that we can use to input x,y of source and destination that would return the memory values we can use memcpy on.

I am pretty sure that there has to be a some kind of underlying math that translates one to the other, but I am a noob, so don't even know where to start trying to back-engineer it.

Would such a map be possible, or would the memory values change depending on color of each pixel for example?

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NEW!!! BRAND NEW GAME FROM MYTHRIL STUDIOS!

Hi. My name is Rudlin. I'm the CEO/Lead Executive/Head Writer/Head Designer... of Mythril Studios. You get the point. I'm working alone.

About a week and a half ago, I released a prototype for a new game I was working on, set aboard a spaceship. It was to be a survival game, with waves of enemies coming at you from all directions. And the prototype, to me at least, was quite fun, and showed a lot of potential.

However, as I was browsing the Pico-8 BBS, I began to notice a trend. All the programs currently being released for this system are either short, "arcadey" games, or they are little experimental demoscene-type stuff. And while that's all well and good, the truth of the matter is I want a game that really shows off the Pico-8. Something that really pushes the system above and beyond what anyone thinks is possible. And, since at the time I didn't see anyone else doing anything like that, I decided I would be the one to do it.

Now, I am by no means a very skilled, or very experienced game developer. Sure, I've made a few short games, and most of them on other platforms, but I do have one thing going for me: history.

I am huge on studying video game history.

I have played the games of the past, I have studied everything about them, their sound, their graphics, their gameplay. I understand what makes these games tick, and can apply that to this project.

And what is the project, you may ask?

[b]

[ Continue Reading.. ]

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Cart #24113 | 2016-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I was on the Pico 8 Slack channel and it was brought to my attention that Pico 8 does adorable special characters. I don't know if it's documented anywhere so I made a little cart to show them off. Who needs sprites and tiles when you have ASCII characters? :D

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Interesting discovery today: Because the latest version of pico8 supports more punctuation characters, it's now possible to encode binary strings as base64!

I prototyped this on pico8 0.1.8. By using this we can slightly improve the size of encoding binary data in text form, it's 1.33333x bigger compared to hex's 2x size. Granted, pico8 does some compression to the code, so not sure if the added entropy of packing things closer together will work in everyone's favor, but this is worth a shot. It won't be standard base64, because there's no distinction between uppercase and lowercase, but there's enough special characters to make up a custom 64-character dictionary for the encoding.

-- Set up the encoding/decoding lookup tables.
b64d={['']=0}b64e={}b64c='0123456789abcdefghijklmnopqrstuvwxyz-_+[]{}|:;=.<>?/~`!@#$%^&*()'
for i=1,#b64c do
local c=sub(b64c,i,i)
b64e[i-1]=c
b64d[c]=i-1
end

-- encodes a table containing 8-bit numbers (binary data) into a base64 string
function encode(t)
local s,e='',b64e
for i=1,flr(#t/3)*3,3 do
s=s..e[flr(t[i]/4)]..e[bor(t[i]%4*16,flr(t[i+1]/16))]..e[bor(t[i+1]%16*4,flr(t[i+2]/64))]..e[t[i+2]%64]
end
if(#t%3==1)s=s..e[flr(t[#t]/4)]..e[t[#t]%4*16]
if(#t%3==2)s=s..e[flr(t[#t-1]/4)]..e[bor(t[#t-1]%4*16,flr(t[#t]/16))]..e[t[#t]%16*4]
return s
end

-- decodes a base64 string into a table of numbers
function decode(s)
local t,d={},b64d
for i=1,#s,4 do
local x,y,z,w=sub(s,i,i),sub(s,i+1,i+1),sub(s,i+2,i+2),sub(s,i+3,i+3)
add(t,bor(d[x]*4,flr(d[y]/16)))
if(#z>0)add(t,bor(d[y]%16*16,flr(d[z]/4)))
if(#w>0)add(t,bor(d[z]%4*64,d[w]))
end
return t
end

-- testing it out
for i in all(decode(encode{1,2,3,4,5}))do
print(i)
end

[ Continue Reading.. ]

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4 comments


Cart #24022 | 2016-06-30 | Code ▽ | Embed ▽ | No License
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Unfinished submission for Star Trek Jam using Pico-8. Based on Oregon Trail.

First Pico-8 game —first game ever really. First game jam. Bit off more than I had time to chew! Looks pretty good, learned a lot. I will post the finished version when it is available.​

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Made this for Sophie Houlden's Star Trek Jam! It's just about playable, although there's plenty I'd like to change or add.

INSTRUCTIONS:

Map view:
Left/Right - select a planet
Z - travel to planet (this will cost the number of fuel displayed above the selected planet), or will beam you down to the planet if you have selected the same planet your ship is parked at
X - warp. If you have at least one green warp crystal, you can warp to the next system with X
Up - go to your ship's loadout. Swap your tools here or refill them
[having a drill is very useful for collecting crystals, it needs to be kept topped up]
The red matter will destabilise the current system, so don't spend too long in any system!

[ Continue Reading.. ]

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Cart #24007 | 2016-06-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A chain reaction type game where you attempt to destroy nearly all the particles in the level.

Controls: Arrows to move, z to explode.

This is a demo, playable and (IMO) fun but it needs some polishing, most notably in the difficulty/progression. Adding more features to vary the levels would probably be a good idea.

Known bugs: Levels from about 8+ are not great, level 11+ is broken...

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