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UPDATE!

PX8 has been replaced by PX9: https://www.lexaloffle.com/bbs/?tid=34058

But I'll leave this here for reference, and for existing projects using PX8.


Cart #25919 | 2016-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a library mostly for compressing graphics and maps, but can also be adapted to compress sfx. It is designed for data-heavy carts and requires around 450 tokens for decompression, although this can be reduced if needed by removing remap(), hard-coding parameters, and/or removing predicted spans at the cost of compression performance. If someone wants a smaller/weaker version, let me know!

To use it, compress a 2D rectangle to an address in memory, and supply a function for fetching the source values (normally SGET or MGET). For map data, you probably want to set p.cbits to something like 4 first.

[ Continue Reading.. ]

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Making Exhaust Look Good

Using a straight up sprite for an exhaust trail didn't look that cool to me. Similar space shooter games have different ways of animating fire/exhaust coming out of a ship, but I really like the "sparkly" effect in games like Cave Berries when the eye laser hits something.

Brief flashes of bright pixels are surprisingly satisfying...

Sidebar... a little Refactoring

Before we jump into exhaust awesomeness I want to send a big thanks to @morningtoast and @Connorses for some great feedback on my last post. morningtoast suggested to assign "attributes" to a Lua Table when it's declared very similar to JavaScript, Ruby, etc. So the hero statement becomes:

hero = {
  x = 58,
  y = 100,
  sprite = 0,
}

[ Continue Reading.. ]

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Cart #25911 | 2016-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


i make one fun gold machine.

3 comments


Cart #25888 | 2016-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is a model version of Pallet Town from Pokemon Red/Blue/Yellow using a 4-color palette.

The tile-based movement engine comes from the PICOZINE #5 movement article I've written.

Currently nothing is animated, so it looks a little dead.

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Greetings! I've begun work on a small platforming engine, with a character that bears a striking resemblance to the main character of a famous game franchise.

Update August 3rd, 2016

-Changed sprites, added some flashiness to intro

-Added the ability to shoot. Up to three shots can be on the screen at the same time.

Jumping sound is in!

-Some other tweaks that I can't remember right now

Update July 31st, 2016

-Added intro animation/fanfare (I'll come up with my own music for it later)
Thanks to Tyroney for allowing me to use the code he wrote for that!
-designated channel 1 for sound effects (this is more of a thing for me to remember than actually being coded in)

-Started some background music

[u]Update July 28th, 2016 #1

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Hi, I have a Raspberry Pi Zero and a PiTFT and I was wonder if there was a way to run pico8 through the PiTFT instead of through the HDMI cable.

Thanks.

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A tiny thing: when you start Pico-8 fresh, the empty cart has a white "x" drawn in sprite 0. After "reboot", the cart space is empty but the white "x" isn't there.

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Cart #25865 | 2016-07-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

The start of a Pico-8 adaptation of a text-based python game I made.
As of now, this is movement only without collisions.

Sprites have been made for British and French (warships, merchantmen), as well as pirates, xebec, and ports.

Features to be ported:
Random events.
Ship upgrades and management.
Crew management and training.
Combat/pursuit
Missions.

Features not yet implemented:
More interactive ship battles (currently pokemon-esque, choose your move)
boarding actions.
fleets/ squadrons/ battles with more than two ships.

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Cart #25856 | 2016-07-25 | Code ▽ | Embed ▽ | No License
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Hi all,
This is my first PICO-8 submission and, probably, my first ever (completed) game! :)

SLACKER is a tribute to classic "stacking" game that many of us wasted lots of time (and money) playing down the arcade. However, unlike the real one, this game is NOT rigged... (but it IS hard!) ;)
I've even included four possible prizes to select from, should you reach the top!
(who's gonna be the first to "catch 'em all" - no cheating!) ;)

Hope you enjoy it - I spent WAY too long on what was supposed to be a "quick game to learn PICO-8"

Updates in v1.2:
• Now supports 60fps (thanks to @zep for adding it to PICO-8 v0.1.9)
• Also made it a tad easier (was too difficult before - not sure it was really 'beatable'!)



Controls:
Z/X - Place Block(s) / Select Prize
Arrows - (not used)

--- Release History
1.2: Now supports 60fps and also made it a tad easier (was too difficult before!)
1.1: Removed exploit that made game much easier + added screen shake when prize drops
1.0: First version

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This program

print(fget(1,3))
fset(1,3,false)
print(fget(1,3))

returns this output:
>false
>true

Simply put, fset sets bits to true and never false. Am I horribly misunderstanding the fset function, or is it a bug? -_-

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2 comments


Cart #25876 | 2016-07-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
20

Version 1.1 is now available!

Patch Notes 1.1

  • Slight edit to the mine on the title screen
  • Mouse support is now implemented
  • Left click or move the mouse to enable mouse controls
  • You can switch back to keyboard controls by pressing any of the usual buttons

Some finer details (like displaying the shocked face when clicking) are missing, but will be addressed in the next update.

EDIT: Known bug/glitch when right clicking on the web player, leading to the appearance of a "both pressed" message.

Cart #25835 | 2016-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
20

[ Continue Reading.. ]

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Cart #25828 | 2016-07-24 | Code ▽ | Embed ▽ | No License
1

[ Work in Progress ]

Use arrows to move Dr. Chant around.

Grab all the dino eggs and don't mess with T-Rex!

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Cart #25823 | 2016-07-24 | Code ▽ | Embed ▽ | No License
4


This is a little project by Jonas and Lucas.
The game's about Lucas, who has to go around the Dad Islands and collect special tools and items to get to the scary castle island.
It's not done yet, but it has the basics.
Controls:
-In-game:
-Arrows- Move
-Z- Open menu
-X- Use item
-Menu:
-Left/Right- Highlight items
-Up- Switch menu
-Z- Close Menu

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Cart #25818 | 2016-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

There are still some annoying bugs:

  • Anchors are sometimes overlapping, making them impossible to move
  • I'm not sure all the puzzles have a valid solution
  • There is an easy way to cheat
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Cart #49385 | 2018-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I rewrote overall because over limit for export PNG format.
-stage re-design
-tokens diet
-"lost" sign when escaped
-combo system renew
-stage flags

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Cart #25805 | 2016-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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just experimenting with the tracker and some demoscene-type shizzz (ignore this post)

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Cart #25803 | 2016-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #25892 | 2016-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'm a huge fan of the DooM franchise, so I decided to make the music from Episode 1 Mission 1 of The Ultimate Doom in the Pico-8 tracker (at Doom's gate) and episode 1 mission 8 (Sign of Evil).

I've also included 8x8 sprites of all of the enemies and a few of the decorations in the cart.

Happy listening!

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Cart #25790 | 2016-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I seem to have gotten myself into a bad habit of programming Picross, Minesweeper, and maze generators when I get bored. lol

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Hey there! Over the past couple days I've been playing around with PICO-8's GPIO stuff and put together a simple Twitter client. There seemed to be a decent amount of interest in how I got this to work, so I thought I'd share a quick write-up to give others a potential starting point for using GPIO.

Check out P8T over on itch.io or grab the source on GitHub.

This is more of a proof-of-concept than an actual attempt at making a good Twitter client, but hopefully it's good enough for educational purposes!

GPIO
I only discovered PICO-8's GPIO support yesterday. As near as I can tell, the GPIO is meant to represent pins on physical hardware so that PICO-8 apps could use accelerometers, LEDs, etc. on a Raspberry PI or PocketCHIP. I don't know how far along the development is on the hardware side, but in v0.1.7 JavaScript support was added to GPIO in the web player, which essentially gives us 128 bytes of browser/cart shared memory! Using this memory is super easy too:

[ Continue Reading.. ]

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