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Cart #29982 | 2016-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

As some of you new to PICO might be asking. How can I make a smooth-scrolling map ?

The solution ? To use PICO's own MSET() to plot tiles into your map space and MAP() to draw it all out.

Check the code carefully though ! PICO apparently cannot by default smoothly scroll a map one pixel at a time so I am plotting the map using a modulos of 8 steps to count as one tile for pixel-perfect movement.

Hit the (Z) key to change from the 1st room to the 2nd.

A center digit will tell you which page you are on.

When you get to the end, before you hit a key to return to the prompt, hit CTRL-R right there to run it again.

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I am working on my first serious endeavor (something like flappy bird mixed with side scrolling shooter boss fights) and would appreciate some help regarding the scrolling maps.

The idea is that the map is divided into several 16x16 tile sections (one whole screen) and that these sections would scroll at a constant rate as you attempt to avoid obstacles. I wanted the scrolling obstacle sections to be randomized for replayability.

i.e. Your character starts in section Z. As it starts to scroll across the screen, section X follows it. Section Y follows section X, etc. for N iterations. At which point, a boss battle takes place.

Has anyone attempted something like this before? Are there any examples of games that could be useful?

Thanks in advance.

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This really does feel like the old days. Where you would turn on a BBC Micro, C64 or MS-DOS computer and then get stuck in.

When I saw the program does peeks and pokes I nearly wept. Out of nostalgic joy and flashbacks to getting the C64 to bloody do what I wanted it to lol.

I love the little pixel editor. Reminds me of SEUCK in the way it works. And the Wave editor is like something I used on the Amiga.

Bravo!

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The Core for Deadline-Demoparty, Berlin 2016

The first demo I ( @Nodepond) made together with @gruber_music.

Demo was released at the deadline-party in Berlin an made the 3rd-place at the combined newschool demo category. Pico-8 is still not a single category in the demoscene yet, but more and more people hear about pico-8.

https://demozoo.org/productions/163764/


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I've started playing with PICO-8 yesterday, and wanted to level up my skills by creating this simple demo.

It's based on the old demoscene approach of building LUTs (look up tables) for angle and depth of each pixel, and then using the values as texture coordinates.

If you want to learn more about the effect, my friend Ben has a great writeup on it:

http://www.benryves.com/tutorials/tunnel/

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Could be me been tired. But I don't get why my character is falling through the map.

I thought I had done some basic collision detection, after following some tutorials. However it doesn't seem to work and my character simply falls straight through the map.

--player variables
p1=
{
		--initial sprite start
		--point and velocities
		x=64,
		y=24,
		vx=0,
		vy=0,

		isgrounded=false,

		grav=0.2,
}

function _update()

--left and right movement
p1.dx=0
if btn(0) then --left
		p1.dx=-2
end

if btn(1) then --right
		p1.dx+=2
end

p1.x+=p1.dx

--gravity
p1.vy+=p1.grav

p1.y+=p1.vy

local v=mget((p1.x+4)/8,(p1.y+8)/8)

p1.isgrounded=false

if p1.vy>=0 then
		--look for a solid tile
		if fget(v,0) then
			--place p1 on top of tile
			p1.y = flr((p1.y)/8)*8
			--halt velocity
			p1.dy = 0
			--allow jumping again
			p1.isgrounded=true
		end
end

end

function _draw()
cls()

map(0,0,0,0,128,128)
spr(48,p1.x,p1.y)
end
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Cart #29945 | 2016-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Let's see who can get to the mysterious 32767 ;-)

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Cart #30058 | 2016-10-05 | Code ▽ | Embed ▽ | No License
4

I've got no programming knowledge.
Just mucking around.

[UPDATED: Pitch toggle and new tones]

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Cart #29918 | 2016-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Just a game I made to learn pico 8.

In game help shows the controls. Once you begin a dive, you can't stop or change course. Dive while moving to go to the bottom. Dive while floating to go about halfway down. Game ends once you eat about 50 fish and then your score is shown.

Eat fish!

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Likely this question has been asked, but I'll ask it again anyways.

With PICO, you can create games. To run either in Lexaloffle's BBS or with HTM/.JS elsewhere.

Is there a way or is it planned that games might be compiled to true FLASH ? *.SWF.

I just uploaded my notepad cart to Kongregate to check it and, sure enough, it still has staggering issues. I will say ALL PICO programs I have seen since I arrived, all stagger in my Firefox browser.

Is there a way to fix this or is it an inherent trait of Java/LUA ?

What Flash programs I have written in the past - all run top-speed today and have never shown any Online hesitation.

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Cart #39935 | 2017-04-25 | Code ▽ | Embed ▽ | No License
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Cart #37311 | 2017-02-09 | Code ▽ | Embed ▽ | No License
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Cart #32440 | 2016-11-13 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Hi,

A soon as I got Pico-8, I wanted to remake one of the Amstrad CPC games I played most in my teens: Who Dares Wins 2. Of course there will be differences from the original, but here are the things I liked most and would like to keep:

  • Fixed screens (no scrolling). It gave a bit the feel of a puzzle game, with each screen having its own gameplay. And once a screen was cleaned, it was suddenly calm, with a bit of imagination you could almost hear birds chirping and you had time to explore as if there was something to do... which was not the case. But that might change.
  • The ability to enter buildings. Well, it was more ruins than building. And it didn't quite look as if the dev planned that. Plus, again, there was not much to do, but that may change too.
  • Then come the outposts! Frantic action! Mass murder! Be a hero!
  • Saving some friends from execution. After all, we're the good guys.
  • Launching grenades and picking ammos

[ Continue Reading.. ]

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Cart #29901 | 2016-10-03 | Embed ▽ | License: CC4-BY-NC-SA
3

This is a demo level for using mud in rooms and build pickup.
Please feel free to re-mix
I asked a student to create a cartage design. Thank you M.Z. :)

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Particle theory, the ability of creating particles in a programing language and then deleting them from a list, is a pretty new concept for me.

http://natureofcode.com/book/chapter-4-particle-systems/

I'm more apt to creating an array of a fixed size of elements I need and then using zero (0) for X or something to flag particles that do not appear.

However, PICO does support LISTS, which enables you to create all kinds of data constructs and store them literally like trays at a cafeteria.

Adding an item to the list is easy. Instead of keeping track of the last place where you inserted an item, just use the ADD() command with your parameters and sub-class variable definitions.

When you are done with it, instead of changing one of the numbers to zero, you can literally DELETE the whole sub-class set and it and your list is that much shorter and faster to run.

You can do this by using the DEL() command.

To keep track of them all, you use the function "IN ALL()" I.E.: [b]FOR I IN ALL(BIT)

[ Continue Reading.. ]

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Hi

Just bought Pico 8 today. Really impressed with it and reminds me of the days I would code on my C64.

However when I switch from full screen it crashes. Not reason given. Just a crash message.

I am running Windows 10.

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Cart #29867 | 2016-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Voronoi diagram program

change the color and pattern with the cursor keys.
Decrease in the x key
Increase in the z key

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Hi. I'd really like to build some games for Pico-8, maybe Love2D as well, but I'm hopeless at coming up with an idea for a game and It doesn't interest me to just make some kind of clone. I'd be very happy to let someone else do the art and game concept and I could concentrate on the coding. Would that interest anybody here?

I want to make something genuinely fun to play and polished with nice presentation and spot-on controls.

I could also handle music - I'm not experienced in making chip-tunes but I know how to write and arrange music.

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Cart #29854 | 2016-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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There are all kinds of maze generating algorithms out there. This one of mine uses a pretty simple premise.

[1] Choose a random spot on the map
[2] If not first time, must be connected to existing corridor
[3] Choose a random direction to go (up, down, left, right)
[4] Is it "free" there ?
[5] Yes, cut a line from original to this place.
[6] No ? Try a different direction ?
[7] No directions are good ? We are completely stuck ? Exit here and GOTO [1]
[8] Line was cut, if not complete with maze, GOTO [3]
[9] Completed maze ? Mark entrance and exit and loop forever.

Written in only a little over 200-tokens, this is compact maze making code indeed. Oh, and if you check it carefully, you will see that it guarantees only ONE way through. No way to reach the exit from two-different paths at all.

Press CTRL-R to make a new different maze each time.

Source code gives option to show maze being carefully drawn.

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Cart #29840 | 2016-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

A very short game put together in about three hours over a couple of days. Finding your best shirt can be tough with all these receptacles around the place.

I ended up putting a lot of time into the boilerplate of this game, going beyond my usual 3-state if-else block and adding a table of functions for updating and drawing, ordered by state. Also worked on an SSPR-based entity model. Not bad, I think.


INSTRUCTIONS:

Find your sweetest shirt! It's in there somewhere! Arrows move, Z opens a potential shirt receptacle.

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