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Cart #25226 | 2016-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My very first PICO-8 project. It's a drum machine! Turns out little PICO isn't very good at keeping a beat, but it's kinda cute that he tries his hardest anyway :)

This is v0.1, more updates will come soon as I continue to learn. Enjoy! ^.^

Updates
0.1 - Original Upload
0.11 - Fixed pattern length being able to underflow. Whoops!

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Hello,

i got a gamepad from ebay but the two middle buttons (select & start) want work in PICO-8

Somebody have a idea how to get it work?

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Cart #25293 | 2016-07-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #25205 | 2016-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So, I just found out while making my space invaders clone that the way I do waiting in Hackers (the rpg) could be extremely simplified, and will require mass redesign if I want to improve token count. Shit.

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Writing this after seeing Alone in Pico feels like being the band that plays right after the Beatles. It is friggin amazing. Here's the game: https://www.lexaloffle.com/bbs/?tid=3792 and here's my reaction right after playing it: https://www.youtube.com/watch?v=gXN1yxax448

Yeah, it's good. So, what am I up to then?

Well, the Most Amazing RPG On The Pico-8(TM) is going good. currently working on the overworld (what I'm currently dubbing "Cyberspace"). This world is where a good portion of the game will take place. It's a little camera-shy at the moment, though, so I think I'll show it off when it looks a bit more presentable. Recently, and unfortunately however, I've gotten into a bit of a funk in regards to the game. So, in the mean time, I've started a space invaders clone, just to see how quickly I can do it. Groundbreaking stuff, eh? :P

Anyways, that's about all that's up with me in regards to the Pico-8, so I guess this is where the post ends. more will (hopefully) follow in the near future. Live long and prosper.

-Rudlin, 2016

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Yo!
My first wip cartridge.
Enjoy! :)

Cart #25119 | 2016-07-11 | Code ▽ | Embed ▽ | No License
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I noticed that this:

x=-1

Costs one more token+cycle than this:

x=1

Which indicates that negative literals are never stored, instead being positive with a unary negation operator added.

Is this really as-intended or is it a parser bug? Regular Lua bytecode seems capable of storing signed values.

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Plan :

  1. Inception
  2. Gameplay
  3. How to render 3D meshes in Pico 8
  4. Pre-rendered magic
  5. Extracting meshes from Alone in the Dark
  6. Character animation
  7. Memory layout, packing and ram management
  8. Camera placement, tools
  9. Interactions, objects animations, sounds
  10. Optimization
  11. Triangle strips
  12. Future

Disclaimer : my english skills are a bit low and I wrote that post a litlle too fast ...

The final project can be found here

1. Inception

The idea of making a Pico 8 demake of the classic cult game Alone In The Dark started at Halloween 2015. I was searching for a mockup to do using Pico 8 color palette, and Alone in the Dark seemed a pretty good fit. After looking at it, the original is a lot more detailed than what would be possible in Pico 8. Getting from like VGA 256 colors to 128x128 16 colors would not be easy. But the mesh complexity in Alone in the Dark seemed doable in Pico 8. I had just finished a small 3D demo in Pico 8 so I knew that I could probably draw the character at 30 fps and pre-render the background.

The mockup that started everything :

[ Continue Reading.. ]

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Cart #25089 | 2016-07-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First attempt at a cart using P8.

0.2 Update - fixed the farting fish issue!

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With that new update that makes pico-8 impossible to read .png files instead of .p8.png files now my whole cartridge folder is useless!

I renamed all 98 carts in that folder to the game's name and now with that new update none of them appears in splore mode! Ive tried changing the file extension to .p8.png and even just .p8 with no results at all. It was such a blast playing pico-8 on my bigscreen TV with the steam link but i guess thats over now because there's no way in hell im redownloading each and every 98 carts.

Im sure there was a reason, but personally im pretty pissed.

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Cart #25037 | 2016-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello!

I've been playing with Pico-8 for a few days now and love it! Here's my first effort.

The aim of the game is to get the two knights to the big trapdoor (with the key) to escape the level. You control both knights at the same time. The right knight follows your keypresses as you would expect, but the blue knight does the opposite.

I've learnt a lot about Pico-8 while writing this game... mostly what not to do next time. For sure the code could easily be refactored and a lot of duplication removed but thats for another day.

Anyway I hope it gives you a few minutes fun.

Cheers,

RKK.

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Cart #57138 | 2018-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Re-familiarizing myself with PICO-8 :)

Rewrite of the old version for PICO-8, written with some better practices that allow me to do things like have a title screen and a win screen. Except the win screen doesn't seem to work for some reason :(

I also added an actual tutorial instead of just throwing you in to the final level. Still need to add some more levels before I'd consider it finished though.

Cart #25025 | 2016-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Just bought a copy of Voxatron (and PICO-8 with it!) after musing over it as I wait on my PocketC.H.I.P. to arrive (fingers crossed for August)

Anyway, I am a Pixel artist and animator at heart (my heavily My Little Pony based DeviantArt page HERE ) that had been using Stencyl for sometime and decided I needed a breath of fresh air ;)

Hope to be talking a lot with you guys as I learn the ropes of this new environment :)

Oh, and any help or guidance of any sort would be greatly appreciated!

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Cart #24992 | 2016-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'm officially putting up this "hack" of the original Squashy code from PicoZine 1. We all have to start somewhere, right? I've replaced the basic ball and paddle with full sprites and added a map to show stars instead of just the flat green background. The reason I am versioning this not quite at 1.0 is that I really want to get the Game Over screen proper instead of just looping back to the splash screen. Other than that, it's completely playable!

Z to start
Left and Right arrows to move

1pt for getting a wall bounce
10pts for not losing a ball

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@zep:

Any chance we could get additional host interaction when we're in devkit mode? I like the idea of having a devkit mode, honestly, although right now it only enables the mouse.

With real devkits, you always have a lot more options for debugging and so on than you do with a retail console, so it's almost like it's less immersion-breaking to have it work the same way. :)

What got me thinking was a desire for clipboard support from Lua. It would be nice if we could programmatically fill or read the real OS clipboard. That way we could generate code or string tables, for instance, without needing to write external tools. External tools are a whole can of worms, needing to read/write .p8 files properly, not being easily portable+shared with other devs, etc.

Simple clipboard support would provide a nice way to keep working inside the machine itself, AND in a portable, shareable way. We could probably get by with very little, e.g. only textual clippings, and a very limited API:

    s=getclipboard() -- nil if nothing there
    setclipboard(s)  -- pass nil to clear it

[ Continue Reading.. ]

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I haven't played too much with lua, did some love2d a few years back, but I forgot all of it pretty much.
Right now I'm simulating classes like this;

function make_obj()
	e = {x = 10, y=10, sprite=1

		draw=function()
			--draw 
		end,

		update=function()

		end
	}
end

I was wondering if some form of inherritance is possible, something like this;

function make_animated_obj()
	e = make_obj(); --base class values
	e.animspeed = 10
	e.sprites = {1,2,3,4}

	e.draw=function()
		--override completely with new rendering for animaions	
	end,

		update=function()
			base.update() --csll original e's update function first
			--do additional stuff
		end
	}
end

Or perhaps there is an entirely different way from how I'm simulating classes in the first place, I'd also like to see that.
Thanks!

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Cart #24934 | 2016-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A game about fencing and castle, with trolls.

Press the letter keys to attack the trolls, and the arrows to dodge. Post your scores :)

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I don't know if this is possible or if I categorized it correctly.

Basically, I need to make a person move, but not be controlled by the player and not be an enemy. Is there a way to make a character move by itself in-game? I think I saw this once, but I could be wrong.

Also, is there an easier way to do text/speech than positioning each letter perfectly?

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Found out about PICO-8 just the other day. Did allot of assembly programming on the C64 in the old good days. Thought I would give this "Fantasy console" a try. Since i never written a line in LUA before I was thrilled over how easy it is to understand the basic idea about programming for this machine. Yesterday I spent abou 5 hours (1 hour on read thru the forums and the manual) and then the rest of the time to write a simple demo for PICO-8. It's a a convertion of a BASIC demo i wrote in 2010 for the C64.

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Cart #25149 | 2016-07-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"A suspicious suicide. A chilling curse. A malevolent power. And a wicked dark secret. This is Derceto ...
Choose between Emily Hartwood and Edward Carnby to explore this virtual adventure game inspired by the work of H.P.Lovecraft."

Controls : Arrow keys to move, 'c' or 'v' to interact
Music can be turned off in the menu ('enter' key)

I wrote a (long) post-mortem of this project : here
This is a small "demake" of Alone in the Dark. You can explore and find your way out of the top two floor of the mansion. I tried to keep it close to the original, but there is no fight (if you see an enemy you will die) and the interaction system is simpler. The 3D meshes of the characters are ripped from the original game.

[ Continue Reading.. ]

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