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Cart #27232 | 2016-08-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A few months back, I started this cart and then basically abandoned it after I realized I was quickly approaching the token limit (~1500 left). There are a lot of ideas in this WIP, and it was a pretty good learning experience. I almost made a proper game in the process.

If anyone thinks completion is worthwhile, I'd welcome suggestions for a purpose behind the gameplay. That was one thing I never really got around to! :3

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Cart #37710 | 2017-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So I recently rediscovered the magic that is Puyo Puyo! However, I'm absolutely terrible at it. I'm a pretty slow thinker and can never analyse the situation quickly enough to predict the fall of blocks and construct large chains.

So, I wrote this little training tool that allows you to play Puyo in single-player as slowly as you like! You can spend an infinite amount of time deliberating each move, and even go upwards.

Threw in some sfx and autotiling for fun :)

[update 2017-02-22]

  • configurable rotation controls, mainly for those using the web player on mobile devices

[update 2016-08-13]

  • the 13th row (outside the top of the board) is now treated correctly

[ Continue Reading.. ]

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Cart #30826 | 2016-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A little math puzzle for my first Pico-8 game.

Instructions (see also the in-game demo):
Pop pairs of numbers to gain points. When you pop numbers, you'll gain their units-digit of their sum, e.g:
3 + 5 = +8 points
7 + 7 = +4 points (because 7 + 7 is 14)
9 + 3 = +2 points (because 9 + 3 is 12)
after which, the popped pair is replaced with the result, and a new number is added onto the end. (It'll make sense after you've played.)

As a special bonus, if you would gain 0 points from a move (e.g. 0 + 0 or 8 + 2), you'll instead gain an extra turn.

CHANGELOG:
1.0 [2016-10-13]

  • state of the art G

[color=#ffaabb] [ Continue Reading.. ]

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Cart #27400 | 2016-08-26 | Code ▽ | Embed ▽ | No License
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It's playable (barely). Use "X" to enter morse code. Avoid hazards. Reach the shore.
TO DO: Much. Next up is to have the ship split into life boats on hitting a hazard. Then lifeboats degenerate to individual survivors on the next hazard hit.

Also up at ITCH.IO here https://acepek.itch.io/sos

concept art

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Cart #32347 | 2016-11-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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X to jump, Z to run / eat

How long can you last in Late Cretaceous Madagascar?

You play as Masiakasaurs knopfleri, a small theropod with a nasty bite. Make sure to stay hydrated, keep fed, and get your rest. Catch fish and small mammals, or feast on unattended carrion. But watch out for feisty Rahonavii, and surly Majungasaurs.

[ Continue Reading.. ]

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Cart #27183 | 2016-08-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The world is a mess.
Things are terrible.
Nonsense is all over the place.
And all is well.

An experiment produced for OneButtonJam!

Using principles from Tracery, work of Kate Compton!

Press 'Z' (or the 'A' button on a gamepad) to keep playing.

The cart is also over on Itch.io, where you can rate it if you've entered the jam too, or support it if you want to make me even more happy to have made it!

[ Continue Reading.. ]

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Hey everybody,

I was sad that gamepads don't work in PICO-8 games exported for the browser. Fortunately, you can control PICO's inputs from JS, so I created a drop-in script that uses the HTML5 Gamepad API to add this :).

Github: https://github.com/krajzeg/pico8gamepad/
Direct download for JS: https://github.com/krajzeg/pico8gamepad/raw/master/pico8gamepad.js

Just drop this script in the same directory as your HTML page, add "<script src="pico8gamepad.js"></script>" somewhere above the 'yourgame.js' line, and done!

EDIT: Now updated with pause support and multiplayer support as per ultrabrite's edits in this thread :)

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Snake 1.3! - Rainbow Snakes!
Fixed some bugs and changed the snake into a ummm...rainbow snake. May add some BG music and a lose condition in the future.

Changelog:
-Revamped the color mechanic to make it a RAINBOW SNAKE
-Added in the ability to change the length of color stripes on the snake
-'Fixed' the bug that made the segments out of line with the head
-Added white outlines to the snake head and pellets to make location clearer for the player
-Added dithering effect to each segment that makes them look fuzzy and blend together

Controls:
-Arrow Keys to move
-'X' to change color stripe length

Cart #27407 | 2016-08-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Snake 1.2! - A...game...?
I've gone ahead and added in some simple gameplay elements to make it more of a game than a web toy now however you cannot lose or win at the moment...only score. Suggestions on how I could improve or change the game (and possibly add a lose condition) are very welcome!

[b]Changelog:

[ Continue Reading.. ]

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Cart #27169 | 2016-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first Pico-8 cartridge made for One Button Jam 2016.

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Cart #27161 | 2016-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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created by @jctwood for one button jam

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Hi everyone,

I've created over 1000 tracks of music and sound effects that you are welcome to use in your games. All I ask is to be attributed as indicated on my homepage:

http://soundimage.org/

I sincerely hope my tracks are helpful. Any and all constructive feedback is welcome and always appreciated. :-)

All the best,

Eric

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As of 0.1.7 the GPIO feature is advertised as in development and involves the memory region 0x5f80-0x5fff (128 bytes). In the web player, this memory region can be accessed by external JavaScript by defining the window global pico8_gpio = new Array(128). Does the RaspPi build do anything with actual RaspPi GPIO pins yet? Does the bundled PocketCHIP version do anything with GPIO? (I get my PocketCHIP on Monday.)

I wrote a two-way memory mapper to watch this region and set values as I messed with stuff and didn't get very far. There are some necessary features, such as setting pin modes, that are either missing or encoded in an undocumented way in the memory region. I don't see any activity in either direction if I set pin modes outside of Pico-8 either. I verified my set-up with regular GPIO test code. I also took a quick guess based on the strings tool that Pico-8 was using a GPIO driver with C functions such as gpio_write(), and I tried setting debugger breakpoints and saw no hits, but I'm not confident I did that correctly so that's not conclusive. (Reverse engineering newb. :) )

Any official word? Has anyone had success reverse engineering in this area? Any reverse engineering tips or suggestions?

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Cart #27129 | 2016-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A quick demo for particles that follow the cursor.
Press X to generate both types of particles.
Press O to reset back to the middle.

You can change the colors of the particles (as well as the side) in the declarations before they're added to the list of particles.

Hopefully someone finds this helpful in generating particles of your own :)

Let me know if you'd like to see a similar demo!
Let me know if you could suggest anything for optimization!

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I know that there's a LUA engine for PSP. Is it possible to port Pico-8 to the PSP? This would be awesome! I think the main question is if the PSP is fast enough to run Pico-8.

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How can I verify that Pico-8 is running at full speed? I installed it on my netbook and I think I witnessed some slow-down. How do I tell if it is running at the intended speed?

Most emulators have an fps or percentage fps display. If it displays 100%, you know you are experiencing the speed of the original console.

That brings me to another point: Obviously some games are more CPU intensive than others. Does the Pico-8 specs specify a CPU clock or max CPU speed? I am asking because it would be nice to verify that my netbook's Atom chip is fast enough to run ANY possible future Pico-8 game, or to verify what machine I should purchase to ensure full speed Pico-8 compatibility.

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Cart #27177 | 2016-08-21 | Code ▽ | Embed ▽ | No License
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Updated to VERSION 1.1

Version 1.0 was too easy. Maybe this is too hard? Or maybe I'm just not good enough.

Tweaked difficulty, star colours, and faster wave transitions.

Original blurb..

We lived in peace for thousands of years, until they came.

Aggressive beyond reason and sporting a dubious dress sense, they attacked in droves; we pushed them back, but they kept coming. Eventually they were down to their last ship.

Still it comes at us, attempting to exterminate us for unknown reasons. Seemingly unable to take a hint.

You are that ship. Leave your morals at the door and destroy those poor aliens for no logical reason.

Controls .. usual sort of thing, you'll figure it out

I finally grabbed pico-8 a few weeks ago, just before I went on holiday, so jammed away at this in the evenings. Would have been finished quicker but I just kept iterating over it until I was happy.

I am finally free now and can get back to my larger project ..

No doubt this has bugs - there's about 20 waves, at which point it loops back to wave 1. Balancing may be a little off and it could do with fleshing out a bit more, but as a summer project it'll do :)

BTW: the cartridge should support 60fps and it's much nicer to play like this, so recommend playing it direct rather than via HTML

NB. The code is .. well, it is what it is :) I just kept piling stuff in there and it could be extensively improved and cleaned up (for example there are three different functions that create smokey stuff). So take it with a pinch of salt. There's a bit of slow down on some of the busy levels which could probably be optimised by making sure not to create more blobby things over a certain threshold, but it always seems to remain playable.

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Cart #27103 | 2016-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is my first terrible game, copied from PicoZine #1. Nothing to see here.

Now with cruddy music!

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After almost 4 months, I finally received my PocketCHIP today, as it looks like lots of you are recently.

Following the quick setup, I booted up Pico-8 without any problems and started loading up games.

Wow.

What a difference a keyboard can make, huh?

But before that...all our games look awesome on the PCHIP display, it's pretty sharp. All the games I loaded seemed to play fine without any bugs or crashes...at least so far.

Now about that keyboard. Eesh. All the rumors and early reports were true, it's less than great for playing games. So much so that it really has me thinking about how to target my games.

Sure, the PCHIP is just another device but taking in consideration the keyboard when designing/making a game will be difficult. You can't really bank on people having case mods or anything like that. You have to assume anyone with a PCHIP has the off-the-shelf variety and I now see that comes with some serious considerations.

Like I said, all our games play fine but even the "simple" games with minimal controls feel clunky with that keyboard. And for games where you have to hit Z+X to do anything, talk about inconvenient.

Now, given that the PocketCHIP is somewhat of a luxury device with a very limited audience (IMO), making Pico-8 games without taking it into mind is probably safe. Most people will likely play in a web browser so the normal keyboard is a safe bet...but given PCHIPs are landing in mailboxes now, that means more Pico-8 players looking at our games and I know I want mine to feel playable. So I'm kinda bummed but also just try to look at it as another creative solution to overcome with our games.

This is all just first hours of use so some of it is probably pretty rash but hey, that's how I'm feeling right now. But either way, the PocketCHIP seems like a very fun device to play so skies the limit otherwise.

What do the rest of y'all think about this thing?

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Update 1.5! - Music, Mines and Mayhem!

I've been working hard lately on some of my current projects and finally got around to updating Space Delivery! This time round I've added in enemy mines that you need to dodge whilst collecting and delivering packages around the map. On top of this, the player can now get a GAME OVER screen when they die and strive to beat that high-score! I've also worked on ironing out lots of bugs and improving the overall graphical fidelity of the game.

Feedback:
As always, community feedback is much appreciated and has a big impact on the final result. Any suggestions, constructive criticism (or just criticism) about the game are more than welcome!

Changelog:
-Added bad music
-Added a deadly space mine enemy
-Added a game over screen
-Added high-score functionality
-Added a black border around text for better readability
-Added a particle system for creating explosions + smoke
-Added SCREENSHAKE

[ Continue Reading.. ]

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