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Cart #28026 | 2016-09-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My first 'game' playing around with some of the math functions and learning how the system works. Will hopefully flesh this out into something a bit more interesting.

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Cart #28021 | 2016-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi !

This is a demake/adaptation of the game Sorcery (on Amstrad CPC), yes, a demake of a game from 1984... And I want it to be easier (Sorcery-eaZy).

In this game you are a sorcerer who has to save his apprentices. To do this you have to collect Items (swap items in fact), slay monsters and most of all, find your way.

As stated, it's a work in progress. It's not really playable. So I have still a lot to do :

  • Apprentices
  • Items (to open doors, and free Apprentices)
  • Items (Weapons)
  • Game Over
  • End Game
  • Cauldrons (to restore life)
  • Complete the map
  • Anything else I forgot

What's working :

  • Not so much
  • Doors (a big one)
  • Moves (Sorcerer and some monsters)
  • Monster management (pop and depop)
  • Collisions with landscape : Block movements
  • Collisions with Monsters : loosing life

If you want sorcery+, you'll have to wait :P
Oh and yes, I have included a Black Mage because I love them ;)

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Cart #28017 | 2016-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a simple simulation of Bracewell probes, AI-guided spacecraft that explore star clusters, looking for life and intelligence. Most of what I experimented with in this cartridge was depth-based sorting for drawing and hacky 3D projection techniques.

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Hello,

I'm working on the collab16 jam, which is my 1st real work on Pico-8 and I'm having quite some fun! Alas! my Pico-8 is now bugging a little:

  • I want the bottom bar to show the tokens used, but everytime I go back to the code editor from another tab or after launching my program, the bottom bar shows the memory used, not the tokens. No improvement after quitting Pico-8 and reloading my file. It seems to happen only on my current p8 file btw.
  • When I switch to the sprites tab, too often it will go back the 1st of the 4 pages, although I'm working on page 3.

FYI I recently discovered the Alt+left/right keyboard shortcuts to change the current tab and uses it a lot. But the bugs happen with clicking as well as keycuts.

It's not the big real breaking bug, but I need to keep an eye on tokens count and check my sprites, so that's really annoying. Anyone has an idea, or had the same pb?

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Cart #27995 | 2016-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Yep, one more shot, this time Winnie ther Pooh. I definitely like this method and will most certainly use it for any carts I share as a neat way of logo and instructions.

Okay, getting back to working on other projects.

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Cart #27994 | 2016-09-04 | Code ▽ | Embed ▽ | No License

Arrow keys to move left/right
Z to fire a rocket (hold Z to fire farther)

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With the help from Gamax92, I found and am making use of exact MEMORY locations that are saved with a PICO-8 cartridge.

I wrote a program in BlitzMAX to convert a single 128x128 pixel B&W image to be stored as the last (4th) page of your custom character set.

As long as you don't overwrite it, you are still welcome to store your custom 192-characters in the first 3-slots and maintain the picture. Could be a logo, instructions, whatever you want. :)

You are also welcome to improve the code. If you do, please let me know how you did as I'm always interested in learning new methods of programming.

Updates:
Made it slower so you can see the screen drawn. In truth, you blink, it's done.
Chose color WHITE to display the image instead of gray.

Just now thinking it's probably better you see the code in the editor than in here.
Click the link above to see how this was done.

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Cart #27962 | 2016-09-03 | Code ▽ | Embed ▽ | No License
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Hi, here is my first PICO-8 game ! (And the first game I ever released)

As you may have guessed, it's a remake of Pong.
I chose to do this game to learn the basics of LUA, and because that's one of the easiest game to code.

There are 2 control options :

  • One for keyboard
  • One for Pocket CHIP/gamepad (since the arrow keys are not at the same position).

That's my first game so the code may not be really optimised.

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In a normal Lua REPL, the following statement will evaluate to true:

print(string.sub('-24',0, 3)*1000) == -24000

In Pico-8, however, this operation causes a really tiny rounding error that was invisible even when printing the value.

Pico-8 should probably coerce the string into a number without a rounding error. And perhaps print() and printh() could also display all of the numbers to the right of the decimal if you pass it a floating point value? That would have helped a lot.

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hello,

i use pico-8 on a raspberry pi 3 and the mouse doesn't work!?

it works well in GUI/XFCE and Kodi... but not in Pico-8.

strange... can i do something in the config.txt about it?

PS: mouse works if i start pico-8 from GUI but started from plain CLI no mouse arrow is visible.

best regards!

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Cart #27941 | 2016-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Can someone modify this please (without making a function) so it does not flicker ?

I'm aware of functions _UPDATE and _DRAW and am trying to avoid them.

I know this can be done as I modified the HELLO program so it did not have any functions and ran just as smoothly as the original with no flicker.

... or am I hitting the top-end of what this language's speed is - trying to update every pixel per frame and it just can't keep up ?


[ Continue Reading.. ]

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Cart #32760 | 2016-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A calculator forum I'm part of (cemetech.net, check 'em out!) was holding a programming contest recently.
The goal was to make a calculator game with the theme "trains".
My initial goal was to make my game in PICO-8 and then port it to the Nspire calculator, which also uses Lua.
I finished the PICO-8 part, but never got it ported :(
You can play the PICO-8 version though :D
There isn't any actual game, it's just a simple train sim.
The controls should be pretty intuitive, you can combine tracks by laying them on top of each other.

EDIT: Updated with smoke!

Cart #27916 | 2016-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Had a little bit of time last night to add in moving cards around as well as selection animation. Anything can be moved anywhere right now, but with that out of the way I think it's time for logic next

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I am told with work and assembled that this will run PICO-8 as well.

The portable console here certainly looks a lot sturdier that the POCKET CHIP. Does anyone know about this device and/or have gotten it to work with PICO-8 ?

Or better yet, is there somewhere this can be purchased assembled with PICO-8 installed ?

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Having purchased PICO-8 I am definitely working on my game. I can say it will be a card game with some rather unusual playing cards and - believe it or not, some actual music. I'm finally understanding how to write music in the blessed thing.

So are you ready to purchase the POCKET CHIP ?

Yes, I understand. You have questions. I have questions, too.

I found this rather informative video in Youtube HERE:

https://www.youtube.com/watch?v=QnDbB6YlPvo

And he does seem to go in some nice detail about the hand held system.

I am understanding it is not very fast. He earlier demonstrated in a previous video on the $9 chip (rather famous chip now), that it can barely run an NES emulator and is 1-2 frames per second when attempting to play an online Youtube video. That says a lot to me.

I suspect then it does not play offline videos very quickly either nor may it play audio files such as .Mp3, .OGG, or .WMA very well. I would need someone who has the device to correct me on this - and I hope I am wrong.

[ Continue Reading.. ]

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Hello, I decided to make a post because I have a couple of programming questions on how to execute or fix up particular things. As I mentioned in the thread title, I am a complete novice when it comes to programming so a couple of these questions might be dumb or excessive or a little hard to convey.

Weeks ago, I got a Pocket CHIP, and been currently enjoying trying out all the games, and trying to put a game together of my own for the first time ever. I’m currently putting together a game with my girlfriend as a player character (serving as the showoff motivator), which I do intend to just share the whole thing with her only. Maybe I’ll try the challenge of re-skinning the mechanics to publish to the site, though I thought I might be getting of myself there, haha. The game is a one-stage shooter, trying to fend off enemies as long as possible. Something relatively simple and not too crazy. I got the assets set, got my sound effects, tunes and learned some of the core basics through the Squashy tutorial in fanzine #1, and managed to a few of the basic parts working. The main problems lie with assembling it altogether and it feels so very daunting.

Since the resources for pico-8 is relatively outside of studying the game code (which 98% of is over my head), there’s a few parts I couldn’t find concrete answers to, and hoping you guys will give me a step in the right direction or point out which of the four fanzine’s addresses my problem, which I could’ve overlooked.

Here are the main things I want to resolve:

~Button input at specific moments~
This has been driving me nuts the past few days. So basically, the game will have multiple screens where the layout is essentially titlescreen > excuse plot blurb > main game > game over (then back to titlescreen). I set the titlescreen at the _init function and btn(4) to advance the screen. I used this wikia entry (http://pico-8.wikia.com/wiki/Multiple_States_System) for the multiple screen idea and managed to setup drawing the different screens.

Here lies my problem. Btn(4) is used for multiple things and it seems to be interfere with one another. I want it to be used for both advancing the screen and as the shooting button, but it seems to do one thing only or tries to do all at once. For instance, I played around with the setup where if I btnp(4) it suppose to go to the next screen. I did the if statement twice and used an and indicator to specify which screen btnp(4) goes to depending on mode I’m in. It either skips the second screen and jumps straight to the game while firing a single bullet or does not advance from the second screen.

I haven’t had luck trying to remedy the solution. I wonder if there is some way to assign a button for multi-purpose, depending on what part of the game I’m at, while disabling the other instances of btnp(4) in a function. Maybe it’s something to do with having all the other functions in the _update function screwing around.

~Bullet Limit~
I managed to construct a bullet via the dom8verse tutorial in fanzine #3 so the shooting itself is ok thus far. I didn’t implement the hitbox yet so hopefully that will go ok.

Only minor issue is that if I hold the button while in one place or strafing left to right, it’s a rain of rapid bullets. Makes things potentially too easy. I wonder if there is a way to limit the number of bullets that shows on the screen at once. Say, I want only 3 to appear at the screen at one time. Is there a way to manipulate that?

~Random enemy spawns~
I couldn’t find some info on it that breaks it down, and didn’t attempt it yet. I presume that will be the most challenging aspect. The way I envision it, there are two enemy sprites (with a simple 2 frame animation), and would spawn somewhere around y=128ish axis while their x position is random. What would be a good code to first determine which sprite gets picked then pick out where in the x axis they come from.
For movement, I’ll try to study up and tweak the pong ball movement to mess with walking patterns so hopefully that will turn out ok… I hope. Then there’s figuring out collision detection with moving targets which I did not really look into just yet.

Optional bonus:

~Saving high score and name input~
I thought it would be a neat idea to do that, but do not know how to, well particularly inputting letters in x strings. I’d like to know how to do that, but not really a big deal the parts mentioned above are a much bigger deal.

It’s probably a bit much to ask at once since this seems to be practically building a game. I apologize about it. I just dunno how to tackle all this since I’m an absolute beginner, relying on a few scattered cheat sheets, and can’t seem to find the solutions on my own. The concept seemed relatively simple in my head, but actually attempting it and realizing some of the complexities, guess I went a little over my head with all of this. Thank you very much for your time guys.

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Cart #29355 | 2016-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first real attempt at making a PICO-8 game :) It's a simple infinite runner that borrows heavily from Spy Hunter. There's a lot more to add (sfx, music, bullets) but I'm happy with what I was able to achieve in half a day.

UPDATE 04/09/2016: Added a bunch of things, bullets, missiles and sfx :D

UPDATE 25/09/2016: Ammo limit, SCREEN SHAKE and moar

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Just got my PocketC.H.I.P. and figured it was time to dive in and give creating something a shot. Figured a card game would be within my skillset to create, so here it goes

Have the deck randomization, board dealing and cursor working so far. Cards can be moved (in code), but I think it's time to start working on a bit of the logic that makes Freecell well, Freecell.

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Cart #27892 | 2016-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Mega Tanks is a Scorched Earth clone for Pico-8, featuring random, deformable terrain generation, rubbish sound effects and turn-based play for 2-4 players.
Controls:
Z to shoot, hold down for increased power.
X to bring up the weapon selection, although right now all weapons are the same.
Left and right to move
Up to use your jets
*Down to move your aiming reticle.
The direction of rotation of the reticle is reversed every time you release the key, to stop players having to wait a whole cycle if they miss the angle they want slightly.

This is naturally unfinished but is mechanically complete. I intend to add more weapons over time :)

Small update: shells now collide with tanks :)

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UPDATE

Cart #27922 | 2016-09-02 | Code ▽ | Embed ▽ | No License
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Update:
Well I really thought I was going to just upload this and be done with it, but it turns out there were some low-cost, high-return changes I could make quickly that would immensely improve quality. So I did.
They are:
-Title screen is no longer just a hand written title, but in fact a super fancy title.
-New sound effects
-New ability (hold X) to slow time for a limited time. Collecting debris from asteroids powers up this ability.
-Old "level" system now counts as a score.
-Per @johanp's request, the smaller particles have significantly reduced screen time. This reduces clutter quite a bit
-Ship repair speed and damage resistance slightly increased to offset the fact that they were intended to be upgrade-able.
-Screen is now kept apart from UI with an added border for clarity
-Bullets and ship have little trails that follow them now. Cute.

I was hoping to add more art to the cover, as well as infinity more things, but I need to get started on a new project for September, so I'll probably just leave it here. Thanks for playing!

Old version:


Cart #27806 | 2016-09-01 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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