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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PX8 has been replaced by PX9: https://www.lexaloffle.com/bbs/?tid=34058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
47

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.

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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,
}

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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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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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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

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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:

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Cart #25748 | 2016-07-23 | Code ▽ | Embed ▽ | No License
97

CONTROLS
+==================+
Z - shoot
X - change monster fusion
Left/Right - move

MONSTER HULL
+==================+
You embark on an epic space battle, with 2 Hull Monsters at your disposal. As the Hook into your ships core, it trembles and shifts gaining aspects of the monsters spirit, and changing its abilities.

As a particular monster gets stronger through continued use, your ship will gain permanent enhancements based on that monsters attribute. Jakrabit will increase Hull Power, Heartwal will increase power, and who knows what other monsters you will discover along the way!

PROMO CARDS
+==================+

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A PICO-8 social game that revolves around the two things PICO-8 lovers love to do:

-Making PICO games
-Playing PICO games (ala "Splore"?)

Now, granted... there should be a fun game within this itself, too. So, you're a Pico in some PicoSpace that you can deck out (a general Pico theme, maybe a Migli/Celeste/Classic Arcade/couple other themed sets of assets?), maybe a set of background tracks you can buy as singles and swap to in your pad - which will become the default BGM there... or on the go, with headphones (to overwrite the in-game track with the one of your choice)... and the two meaty parts of the game: going to the "Splorecade" to run an arcade-simulator version of Splore, and the Game Store, which lets you "buy" (IE: download) P8.PNG carts to run on your home Pico-88 system, or later your portable PicoBabe system!

Now, how do we make this social? How do we make feedback to each other with this, and/or share our PicoSpaces with each other? I know we can save a few simple strings like "what we're working on," "a game we played recently and really like" - or maybe we can just check our hearts/stars database here through the internet to get that data on the fly! Or what kinds of things we're have trouble with, so we can get/give development advice to one another. Also, there should be some way to play in each other's PicoSpace too, so we can leave each other notes and so forth.

Talk with me here. What do you think we could pull off, like this?

"Feature Creep Talk:"

I'd like to pull off customizable fighting~platforming movesets and powerups; so internal minigame segments can be like little competitive platformer games, fighting games, simplified beat'em ups (think GaiAttack from Retro Game Crunch), and side-scrolling shmups. Some kind of in-game puzzle or pinball game may be cool too (especially because the pinball elements can coincide with platforming somewhat), but that might be getting into "too crazy" boundaries, given "tokens vs. scope" and all.

"GaiAttack" here:

[youtube]a2dlB2EAgNQ

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