When loading PICO-8 on Windows 7, when the logged on user is not a local admin, I get this error:
| Problem signature: Problem Event Name: APPCRASH Application Name: pico8.exe Application Version: 0.0.0.0 Application Timestamp: 00000021 Fault Module Name: SDL2.dll Fault Module Version: 2.0.2.0 Fault Module Timestamp: 531a9ec1 Exception Code: c0000005 Exception Offset: 000c2eee OS Version: 6.1.7601.2.1.0.256.4 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 Read our privacy statement online: If the online privacy statement is not available, please read our privacy statement offline: |
Any idea? When you load the program does it need write access to somewhere, and if so, where?
Just a simple work in progress of what could at one point become an exploration/building game with little pip robots!
--changelog--
rev1: added basic ui for information on elements.
rev0: simple movement.

Hey all, I've made a little PICO-8 introductory tutorial for the company I work for. I used my PocketCHIP to create the "game" in the tutorial :)
http://tongullman.blogspot.jp/2016/10/pico-8-introductory-tutorial.html

[**could not embed: -]
Solitaire (Klondike)
Use a mouse
Left button picks and drops cards
Right button pans the board a bit to show long piles of cards

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.

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.

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!
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/

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:

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
|

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.

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





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