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This game is actually complete, I just don't feel like it deserves to be considered a proper "cartridge".

It's barebones space invaders, with bunnies.

Have fun, I guess.

Cart #25286 | 2016-07-14 | Code ▽ | Embed ▽ | No License
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In order to help me focus on getting things done, I've decided to start Twitch streaming when I'm working on my game. It allows me to sit and tackle a chunk of code while listening to good music and feeding my extroversion all at once.

If you want to join in, here's where I'll be doing it, usually in the evenings CST. https://www.twitch.tv/xenophyn

Do you stream? Players, devs, etc. Toss your link in the thread and we can support each other!

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Cart #25285 | 2016-07-14 | Code ▽ | Embed ▽ | No License
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Cart #25283 | 2016-07-14 | Code ▽ | Embed ▽ | No License
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Cart #25279 | 2016-07-14 | Code ▽ | Embed ▽ | No License
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Hey, guys. I'm new here, and decided to make a quick game.

I had some fun making this, and still have plans to work on it, but I'm drawing a blank on ideas.

If you have any ideas that wouldn't be too difficult to do please let me know!

by the way the game is two player only.

update 2:
changed the name
changed how to kill - It was using the Dive Attack, and now it's by the AfterImages.
added moving platform - no foreseeable way to get players to move with platform cause of how it's coded.
other things.

update 1: added music and sound effects, fixed the 1 off pixel ground bug, and the non-random spawn at start bug.

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Just need to put this somewhere, since this always causes a problem when I'm making a game.

To create a table of interactive (that is, something the player can interact with) enemies in my space invaders clone, here's what I do:

1st: In the _init function, create a table, and add the appropriate enemy sprites to it (I iterate over each sprite use 2 "for" loops, one for the in-game y-coord, the other for the in-game x-coord, in that order). Set every sprite's table value to "true".

2nd: In the _update function, create a hitbox in the form of an if statement (if player's projectile hits enemy's boundary). To account for every enemy, use the same "for" loops as described above, in the same order, and add the appropriate values to the x and y coords of the enemy in-game. In the body of the if statement, state that the missile did indeed impact an enemy (done in the form of a boolean value).

3rd: Again in the _update function, check for the boolean value stated above. If true, then set the appropriate enemy sprite's table value to "false", as well as reset the boolean value, and despawn the missile, again with the appropriate boolean.

[ Continue Reading.. ]

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I'm looking at all these games and demoscene-type creations on the board, and I'm feeling really demotivated, because all these things are better than anything I could ever hope to achieve, even the demoscene stuff. Does anyone else feel like this?

EDIT: Thanks everyone who responded so far, this has been very uplifting. Once again, good luck out there.

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I can't do it.

I can't build the game I want to with my current level of skill. The Most Amazing RPG On The Pico-8(TM) has to be put on hold until I am skilled enough to come back to it. For now, I'll stick to smaller projects, in an attempt to build up my skill. My apologies, and good luck.

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Cart #25243 | 2016-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi, I'm Donald and this is my first Pico-8 "cartridge"! I work at Explo, and during the summer at Explo, we like to dance the Numa!

Thanks Keiya for pointing out that my link to the YouTube video is insufficient credit to the original artists! The "Numa" song on which my chiptune tribute is based is titled "Dragostea Din Tei" and is by a Moldavian group, singing in Romanian, named "O-Zone".

The "0.1" version of this cartridge is all about transcribing the Numa Numa song to Pico-8 chiptunes. The little dancers just make it more fun to play along while you're listening :) However, we have grand plans at Explo to use this as the seed of a much more interesting game wherein you learn how to dance the Numa the Explo way.

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Cart #25239 | 2016-07-13 | Code ▽ | Embed ▽ | No License
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http://motions.work/motion/307

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that would go a long way towards accessibilty for all kinds of people.

bonus suggestion: ship pico-8 with gamecontrollerdb.txt from https://github.com/gabomdq/SDL_GameControllerDB
that's instant play for most non-xinput game controllers.

edit1: it just occured to me that the four action buttons are already mapped like this.
edit2: picture updated for clarity

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Hi all I'm new here. I having fun with Pico-8 so far but I am having an issue that bugs me.

I'm trying to tell my Pico-8 to use a different home directory but every time I start Pico-8 using the -home flag I get an error that it could not load the directory I'm specifying.

My goal is to get Pico-8 to run completely (carts/settings/etc.) from my Google Drive folder so I can switch back and forth from my desktop and my laptop with no problems.

Any ideas?

  • Aerlock
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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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