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Cart #26598 | 2016-08-06 | Embed ▽ | License: CC4-BY-NC-SA
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Yo, i purchased Pico-8 a few days ago, and i made a little game.
The problem is: When i wan't to submit this game to the BBS, i am redirected to a simple HTML page where is wrote: "Server Error: let us know what happened".
I tried some tricks like creating a new account, use another computer, but not with another Wi-fi connexion yet.
Does anyone can help me?
Thanks
PS: I am french and my english isn't very good : \

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Cart #26593 | 2016-08-06 | Code ▽ | Embed ▽ | No License
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Thought I might as well put up my WIP on today, Metroid's 30th anniversary. PICOROID is an endeavor of mine to try and replicate the original FDS game as much as possible, though i recognize it'd be quite an endeavor to try and fit all the coding within the token limits, so I suppose i should call this a tech demo more than anything. I started this up on May 30th and been working on it on and off since then. This definitely isn't a stopping point, my goal before I take a break from this is to get the entirety of Brinstar in a playable form, with all the mechanics that come along with it. Currently, you can 'progress' to bombs, but the elevator rooms and the bridge room to Tourian will crash it, along with anything up near Varia. Ice beam should be in here too? Maybe? I can't quite remember at this point. Enemies have quite a few bugs with them (notably, wavers are complete broken), but overall it should be playable. 100% at this point would be morph ball, bombs, 5 missiles, 2 E-tanks, and 'Ice Beam'.

Looking forward, I'd like to make enemies killable, freezable, and usable as platforms, and then add in the rest of the rooms, make more sound effects (damage for player and enemies, FDS door sound, low health beeping), then finally put in a menu and add in death. After that, disable the system pause button whenever ingame and use THAT for missile swap while adding upwards aiming to the up button. Assets-wise everything i need is already in the cart, and everything i couldn't fit in for other areas in an auxiliary cart, the only real barrier here is the token limit. All room data and enemy data is as compressed as I could make it, improving upon he compression used by the actual NES release in a byte-to-byte comparison by a bit.

Periodic progress videos can be found on my channel.

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My PICO-8 tribute to one of the best games I've ever played... THE LAST OF US

(The original game music was done by Gustavo Santaolalla)

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Cart #26579 | 2016-08-06 | Code ▽ | Embed ▽ | No License
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Welcome to MATCHY MATCHY, the puzzle game of animal love.

CONTROLS:

O - confirm selection (in menus), make a match (in game), quit game (in pause menu)
X - back (in menus), pause game (in game), resume game (in pause menu)
CURSORS - select options (in menus), move cursor (in game)

HOW TO PLAY:

Connect pairs ( or more ) of matching animals to solve puzzles, get points, and make love not war.
To make a match, move the cursor so that at least 2 matching animals are directly above, below or to the side of the cursor, then press O (Z on keyboard). Matching more than 2 animals yields more points:

Pair ( 2 of a kind ) = 10 pts
Love triangle ( 3 of a kind ) = 20 pts
Double date ( 2 pairs ) = 30 pts
Love rectangle ( 4 of a kind ) = 40 pts

GAME MODES:

There are two modes, the relaxed PUZZLE mode and the hectic TIME ATTACK mode.

PUZZLE mode - The aim is to try to clear all the pieces form the board so that no animal is left behind. You don't have to clear the entire board to unlock the next level, though. There are 35 levels in total. Can you clear them all? This mode encourages forward thinking and careful planning. Beware of making Love Triangles as this might leave an odd number of animals behind.

TIME ATTACK mode - The aim is to play as long as possible and get the highest score. As you play, new pieces are added to the board, faster and faster. If you run out of valid moves, several pieces will get added to the board at once! Also any wrong move will be punished by an extra piece.
When you clear enough of the board with no moves left, you will level up. Levelling will generate a new board and slow down the timer a bit. The game is over when you run out of space on the board. This mode encourages quick thinking and changing strategy on the fly.

[i]DISCLAIMER:

The author deeply regrets that due to gameplay considerations MATCHY MATCHY is not representative of inter-species love. The author acknowledges that love knows no limits and no man, animal, machine, deity or other entity should attempt to impose such limits.

[ Continue Reading.. ]

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Cart #26576 | 2016-08-06 | Code ▽ | Embed ▽ | No License
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You are stuck on planet cheese. You could slice your way out if only you had a slicer. Luckily you have a slicer detector...

Use the slicer detector (X) to pinpoint the location of the slicer. Thrust with either up or O (whichever you use first) and fire the horizontal course correction engines with the left and right buttons.

You need to refuel every now and then. The cheese of Planet Cheese can be processed and turned into rocket fuel. Land safely on both foot pads at a low velocity to process cheese.

UPDATE (V2):

  • Camera locked on player; no easing. This makes precise navigation easier. This also makes the camera lock mode useless, so it has been removed.
  • Collision detection has been improved, and the vertical velocity threshold for safe landing has been increased to 1.5 pixels per frame. The safe landing threshold is now also consistent and you can't randomly land safely at greater velocities.
  • For a safe landing, both foot pads no longer need to be completely on the ground. As long as they both touch, it's fine, making landing easier on smaller surfaces.
  • The player can now thrust with either up or O, depending on which is used first, making it more joypad/digital stick friendly.
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I've tried to dissect several tweet jam carts but have failed to figure how to move something along a wave pattern.

I want to move a circle between two x/y points in a wave. I know I have to use sin() and cos() but just don't know how to apply them, or to what.

I've done some Googling and even bought myself a "Trig for Dummies" book, so I'm slowly (very slowly) trying to learn math I've never been exposed to. I'm 20+ years removed from my last math class so it's frustrating but I'm motivated.

My specific purpose is bullet patterns but I know once the match clicks, I can use it in all sorts of place and make cool stuff like the rest of y'all.

If there's a simple snippet someone can share that I can look at and dissect it, I would appreciate it. Or any other links/resources they know of.

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Cart #26543 | 2016-08-05 | Embed ▽ | License: CC4-BY-NC-SA
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best game ever <3

(\-/)

(='.'=)
(")-(")o

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Cart #26538 | 2016-08-05 | Embed ▽ | License: CC4-BY-NC-SA
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Have fun with this custom map.

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Cart #26536 | 2016-08-05 | Embed ▽ | License: CC4-BY-NC-SA

I am not going to write anything here...

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I'm adapting the physics from the Sonic Physics Guide on Sonic Retro into PICO-8 and it's going pretty alright but my character keeps sinking into platforms?

Here's the code:

--platformer stuff
--physics model taken from
--sonicretro.org/sonic_physics_guide

--todo!
--wall collisions

function sign(x)
	if(x<0) return -1
	if(x==0) return 0
	if(x>0) return 1
end

function floor()
	local v=mget(flr((x+4)/8),flr((y+8)/8))
	return fget(v,0)
end

function _init()
	--basic stuff
	x=58				--player x
	y=58				--player y
	d=false	--direction:f=r,t=l

	--physics stuff
	xsp=0			--horizontal speed
	ysp=0 		--vertical speed
	jsp=5			--jump speed
	acc=0.1 --accelerate
	dec=1 		--decelerate
	frc=0.2 --friction
	top=2.5	--top speed
	grv=0.5	--gravity
	cj=true	--can jump? (flag)
	j=false	--jumping? (flag)

	--camera stuff
	cx=58 		--camera x offset
	cy=78			--camera y offset
	dx=58			--default x offset
	dy=78			--default y offset
	csf=2			--camera speed while fall
	csl=4			--camera speed on landing
end

function _update()
	if floor() then
		--back on land
		ysp=0
		--pans the camera back up
		cy+=csl
		if(cy>dy) cy=dy
		cj=true
	else
		--in the air!
		ysp+=grv
		--pans the camera downward
		cy-=csf
		if(cy<20) cy=20
		cj=false
	end

	--if can jump,allow jump!!!!
	if cj then
		if btn(4) then
			ysp=-jsp
		end
	end

	--left and right movement
	if btn(0) then
		--left button
		if xsp>0 then
			xsp-=dec
		elseif xsp>-top then
			xsp-=acc
		end
		d=true
	elseif btn(1) then
		--right button
		if xsp<0 then
			xsp+=dec
		elseif xsp<top then
			xsp+=acc
		end
		d=false
	else
		xsp=xsp-min(abs(xsp),frc)*sign(xsp)
	end

	--adds restart button in pause
	--menu
	menuitem(1,"restart",function() _init() end)

	x%=128
	x+=xsp
	y+=ysp
end

function _draw()
	cls()
	map(0,0)
	--camera(x-cx,y-cy)
	spr(0,x,y,1,1,d)
end
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Cart #26557 | 2016-08-06 | Code ▽ | Embed ▽ | No License
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My first effort with the Pico-8. I hope you enjoy it.

update:
v1.1. I added Morning Toast's recommendation. So instead of saying "items found" or "secrets found" it says how many out of how many you've found. I also made a slight change to make ending "A" a little more obvious (but not by much) and optimized a little bit bit of the code.
I'm glad everyone seems to be enjoying it. Thanks everyone! "Quack!"

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I got bored, so have this.

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I'm a linux user who is running this in windowed mode. My system resolution is 1600x1200 so it opens a pretty small window in the middle of the screen. I can change the window size in the config, but that only changes the size of the window itself instead of enlarging the contents they simply stay the same size inside the bigger window.

I can grab a corner and drag it to a good size (about twice as big) but then when I restart it's back to the original size.

Is there a way to enlarge the entire window and contents by about X2?

Thanks
Jeff

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Pico 8 is an amazing "fantasy console" it really is the timple things that can do the most!

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I was wondering how I would go about making some flashing text for a game-over screen that reads "press z to try again". I tried using modulo however when I attempted this it would display the text for one frame and then show (about) 30 empty frames.

Any help on a simple and effective method would be greatly appreciated.

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Cart #26520 | 2016-08-05 | Code ▽ | Embed ▽ | No License

This is a cover of the spyhunter theme for NES. This project was made for Shadowbyte's spy hunter port. Let me know what you think in the comment thread.

I've got as much done as I'm gonna handle with this one. The solo part might not be that great, but I've been spending to much time on that one trying to get it right so I just left it as is. Shadowbyte, good luck on your pico 8 port of spyhunter and using my cover for it n watnot. (psst I left a message for you in the code ;)

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Space Rocks

Adding asteroids to the mix seems like a good idea. They don't have bullets (hopefully) so they should be relatively easy to have float down the screen. Then again maybe they'll come into the the scene from any angle... haven't really decided on that part yet.

I think using the same type of object with an update method and an "array" of objects as we used with the bullets/lasers should work for asteroids too.

Creating Asteroids

Whip up a astroidconstruct function super similar to the bulletconstruct function:

asteroidconstruct = function()
  local obj = {}

  -- only come in from random top area.
  x = flr(rnd(127))

  -- set the direction randomly left, right, or center
  xs = {0, 1, 2}
  rnd_x = xs[flr(rnd(3)) + 1]
  if(rnd_x == 2)then rnd_x = -1 end
  text = rnd_x
  obj.dir = rnd_x

  obj.position = {x=x, y=0}
  -- obj.position = {x=52, y=52}
  obj.sprite = 17
  obj.update = function(this)
    this.position.y += 1
    this.position.x += obj.dir

    -- remove it when it goes off screen
    if(this.position.y>127)then del(asteroids, this)end
  end
  return obj
end

[ Continue Reading.. ]

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I'm quite new to Pico-8 and video game programming and so started out by making a simple ping pong like game. I can't seem to figure out how to make my ball collide with the side of the paddle however which leads to the ball getting stuck inside the paddle, bouncing up and down, or just passing through the paddle.

Ideally I'd like the ball's x and y velocity to reverse when it hits the sides of the paddle.

Thanks in advance for any help!

'p' is my paddle object
'b' is my ball object
p.w is the paddle width
p.h is the paddle height

 --ball wall collision
 if b.x>=128 then b.dx*=-1 end
 if b.x<=0 then b.dx*=-1 end

 --ball paddle collision top
 if b.x>=p.x and b.x<=p.x+p.w and
 flr(b.y)==p.y-b.size then
   b.dy*=-1
 end
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