This is my little autojumper "Floomy" bouncing its way to the top.
It features endless random platforms, pickups, deadly obstacles and highscores. My highest score is around 5200 at the moment. Can you beat it?

I was looking at some of the tweet jam carts and noticed some of them use srand() in the loop, so srand() is called A LOT to generate whatever...
I took one of those carts and am firing rnd() when the user presses a button, hoping to get a new random number each button press...but that doesn't seem to be happening.
Without a lot of debugging otherwise, it seems like rnd() spits out the same number each time (ie, not so random)
I figure this is happening because srand() is running almost constantly in the tweet code. Just for shits, I took out the srand() and that solved the rnd() problem but then totally messes up the tweet jam cart.
So I guess I need to find a way to generate a random number that doesn't involved rnd()...? Or find something that avoid having to use srand() so then rnd() will work as expected...?
Just seems like rnd() and srand() is flakey...not sure what to do and/or try.
Any thoughts or insight is appreciated.
I started this as a tweetjam contribution weeks ago, failed miserably, decided to make a full cart instead, didn't achieve the proper effect anyway, and let it dry on my hd...
then fms_cat posted POKE-8
and I felt compelled to give it another go, so here it is !
one cart off my backlog ;)

Now that O/X button glyphs were added in 0.1.7 I just had a crazy idea: what if the glyphs could be customized to be displayed differently on your PICO-8 so that they could look like the buttons on whatever controller you are using? (or whatever keyboard keys you are using)
I realize that the O and X on the current glyphs are only 3x3 and that's not a lot of room to work with...anyway, thought I'd throw the idea out there just in case :)
have a great day!
-kittenm4ster

This maybe not new for some users, but I did search the forums and I didn't found any post about this, so...
ANSI escape codes do work on Pico-8!
when using printh()
Let me explain. ANSI escape codes are sets of commands to use in terminals to "control the formatting, color, and other output options on video text terminals".
Yes. And what? (you say)
It means a lot! Look at this piece of code. It clears the screen on _init(). And it sets text to green, then resets it to the default color afterwards. (PSST... It may be useful for debugging purposes!)
function _init()
init_console()
printh("what is this? color??")
end
function init_console()
-- note: ansi escape codes
-- are case-sensitive.
-- note: printh still adds a
-- new line each time you
-- call it, even if it only
-- contains escape codes.
-- clear the screen
-- ("\27" is esc char)
-- ("\74" is capital j)
a_clear = "\27[2\74"
-- reset the cursor top left
-- ("\72" is capital h)
a_cur_tl = "\27[1;1\72"
-- set to green
a_col_gr = "\27[32m"
-- reset color to default
a_col_df = "\27[39;49m"
-- let's print some text
printh(
a_clear ..
a_cur_tl ..
a_col_gr ..
"==> console initialized..." ..
a_col_df
)
end
|

Hi,
I've been dabbling in Pico-8 since yesterday and am loving it so far! However, I have come up against a really frustrating problem and have spent hours trying to figure out why my code doesnt work. I keep getting a
"then" expected near "=" error up, for the line highlighted in the code below. Any ideas of why this isn't working would be very much appreciated!!!
All the best,
Paul.
player = {}
player.x = 5
player.y = 5
player.sprite = 0
player.speed = 2
crab = {}
crab.x = 50
crab.y = 50
crab.sprite = 9
crab.ran = 1
function mover()
player.moving = true
player.sprite += 1
if player.sprite > 4 then
player.sprite = 0
end
end
function movel()
player.moving = true
player.sprite -= 1
if player.sprite <4 then
player.sprite = 8
end
end
function crabmov()
crab.ran = flr(rnd(2))
if crab.ran = 0 then <------------------
crab.x -= 1
end
if crab.ran = 1 then
crab.x += 1

hello,
"I Have Created 50 Games in 2014". Well, certainly not me :)
But this clever guy (abagames):
http://www.asahi-net.or.jp/~cs8k-cyu/blog/2014/12/12/games-in-2014/
I think several good concept could be ported to new pico-8 games (sources are provided for the game mecanisms)
- Added achievements
- Bugfixes
CLIMB HIGHER AND HIGHER!!! WHAT COULD BE UP THERE? NOBODY KNOWS... DO YOU THINK YOU CAN CLIMB HIGHER THAN THE OTHERS?
Left and right arrows (or left and right directions on D-pad) let you move left and right.
'Z' (or the o button) lets you jump, double jump, wall jump, dive and if you're close enough to a ball, platformize that ball.
This game is a sort of draft for the fuller HIGHER CLIMB which will be out in Winter 2016! Stay tuned for that by following me on Twitter!
I did a spaceshooter and documented the process in 16 gifs.
See an overview of all 16 gifs at once. And start each gif as a step by step tutorial.


OVERVIEW
Alpha Strike is a shoot-em-up in the classic NES style. Shoot your way through 5 levels, destroy everything that moves and save the world from danger!
CONTROLS
D-pad / arrows - movement
(X) / X - shoot bullets
Every 10000 points net you an extra life.
Collect powerups to enhance your weapon.
When you die, you lose your weapon.
When you get a game over, you can use one of the 2 continues.
CHEAT CODES
Use only if you want to ruin your fun!

Switching between windowed mode and fullscreen seems to be broken in 0.1.8 under Linux, or Ubuntu at least. I have tried on both Ubuntu 14.04 and 16.04 (two different computers, but both are laptops with Intel integrated graphics).
Here's what happens: pressing Alt + Enter doesn't switch between fullscreen and windowed mode reliably. Instead, it makes the screen do a weird flashy thing almost as if it switched to fullscreen for an instant and then switched back to windowed mode. If I try pushing it over and over again, eventually sometimes it will go into fullscreen mode. From there I have just as much trouble getting it back into windowed mode.
it seems to happen the same regardless of which fullscreen_method I use in config.txt
EDIT: issue still present in 0.1.9 fyi

FIRE!!!
When I hear the word FIRE (all caps necessary) I always think of Captain Kirk at the end of Undiscovered Country:
And it's now time to make our hero ship fire it's own weapons. In this case we'll start with lasers and go from there. Thinking to have some type of bomb/missile to add a little extra kick to our plucky hero.
Plucky, ya definitely plucky!
Adding the Sprite
In this case the sprite is borrowed again from Cave Berries. Except the color is going to be changed up to green and dark_green.
I created a simple alternating green/dark_green pattern on the edge of the 8x8 sprite position. This will match up with the "top" of the hero ship's "laser pylons".
[h2][b]Finding Help
Hey there, this is a game made by Ian and I for the "A Game By It's Cover" jam.
Play it on itch.io
Changelog
2016-08-21: fixed PocketCHIP crash (with help from @morningtoast)
2016-08-15: updated menu navigation
2016-08-12: fixed random palette bugs






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