WARNING: Flashing images
My Ludum Dare 36 submission on the theme of Ancient Technology.
Ludum Dare submission link:
http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=95862
A Matrix-like raining code animation made with m7kenji's Japanese KANA Font
https://www.lexaloffle.com/bbs/?tid=27548

Hi all,
just getting my feet wet with pico-8 even if I've programmed quite extensively over the years. So far I'm having a blast!
Now to the question:
Is it safe to remove elements from a table while traversing it?
foreach(actor,update_actor) ... function update_actor(a) if(a.dead) delete(actor,a) end |
Or does the above skip elements?
Other option would be to mark elements for deletion and then make a delete sweep post the update calls.
Thanks!

It has been almost six hours since you have entered this cursed pyramid. Upon reaching the table, you noticed four carved patterns on the wall and a bag full of runes. You understand you have to make those patterns as fast as you can. Walls start contracting on you when you approach the table.
Here is the link for the LudumDare : http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=113100

There were bricks in the sky. Why?
They fell on our cities - we did not like this.
We considered sending fighter jets against them, or surface-to-air missiles.
Wiser heads prevailed and instead an enormous, gravity defying bat was constructed, armed with spherical counter-measures and launched to protect us.
Sounds like the plot of a soon-to-be-commissioned movie (contact details in my about section).
--
Whelp. Arrows, X to serve. Bounce bricks for bonuses, multiple times for more.
There's only a few levels there at the moment, so I may add more. It might be a bit hard though.
Obviously I apologise for the 'music'. But nothing else.
UPDATE 1
This game is too hard! I've reduced the number of bricks, made the bat a bit bigger and added some multi-ball power bricks.
It's STILL too hard! Oh well.
UPDATE 2
Changed the bat controls to be less floaty (thanks for the feedback :)
Chris Donnelly (@gruber_music) has also very kindly spent some time on greatly enhancing the simple ditty I had playing, so there is now real music!
Old_version:
Here's a peek at a voxel based flight simulator engine that I have been working on.
The engine is heavily inspired by Comanche:
https://en.wikipedia.org/wiki/Comanche_(series)
I've been having fun with the smooth and seamless map generation. Perhaps other folks can make use of that code.
I don't think that I am ever going to get the frame rate up to butter smooth 30fps without dropping the res so low that things are unreadable, but maybe a flight sim can settle at 15 and be okay.
Updates:
--Added controllable ship with shadow
--Up and down controls height
--Z controls thrust
--Rings to collect
--F to explore the ship / return to flight mode
-Electric Gryphon

I have also tried passing the -width and -height flags.
seppi@seppi7:~♠ pacman -Ss gnome-session
extra/gnome-session 3.20.2-1 (gnome) [installed]
The GNOME Session Handler
seppi@seppi7:~♠ cat /etc/issue
Arch Linux \r (\l)
seppi@seppi7:~♠ uname -a
Linux seppi7 4.6.4-1-ARCH #1 SMP PREEMPT Mon Jul 11 19:12:32 CEST 2016 x86_64 GNU/Linux
|


I have absolutely no idea what's going on here, but after working on a game for an hour or so, the left and up buttons stop being read as input. btn() doesn't register them at all. Down, right, O, X, and all of player 1's buttons work just fine. Neither loading another cart nor rebooting fixes it; only manually restarting the console seems to help.
The keys themselves work fine in the editor and on the command line; it's only within a running game that they don't seem to register as button presses.
On Linux 64.
Anyone already have a function coded for checking to see if an x/y point is inside a rectangle with given points?
They're not "straight" rectangles, they'll be moving so I'm drawing them with 4 x/y points. I've found various formulas for getting the answer but wondering maybe someone had that done already? ...just being lazy... :)
This is my very first game I have ever coded. I am really excited, for (although the code is pretty sloppy) the game has turned out to be great in my opinion. The reason why the game version is "Beta... ish" is because I would not consider this as the "full version" of the game. The full version of the game will include a title screen, Boo boo bear, and some settings and other fun stuff.
Thank you for reading and for playing my very first game!

I am interested in purchasing the Next Thing's PocketCHIP which says it comes with PICO-8.
What I'd like to know is - does the PocketCHIP's PICO-8 come with access to DRM-free downloads for Windows, Linux and OSX, along with all future updates ?
To show some of my own 8x8 pixel work (which I've actually done now for several years), here is a sample.







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