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With v0.1.9b, Linux:

  • Go to the favourites tab in SPLORE
  • Boot the bottom cartridge
  • Enter the menu, unfavorite, and exit to SPLORE
  • Segmentation fault
2 comments


Cart #30800 | 2016-10-13 | Code ▽ | Embed ▽ | No License
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Cart #30457 | 2016-10-09 | Code ▽ | Embed ▽ | No License
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The Burning Rose Demake
GBJam Edition

Credits:
Artwork, sfx, code courtesy of Grandtraindelta, @grandtraindelta
Most excellent music courtesy of Gnarcade, @Gnarcade_VGM
@krajzeg for the pico8 controller script

Hi all, yes this is demake of an existing game I've made for gbjam, but i've used all the tokens i could find to add more content and a boss! Now with secondary phase bullet patterns

V 1.2 Changes
-Fixed gameover music bug
-Modified awakening link and dreamland palettes
-Added phase 2 pattern to boss

V 1.1 Changes
-Fixed crash with autobomb on hit with missiles
-Fixed bug, running out of missiles while entering boss phase would lock shooting
-Modified diagonal movement to respect proper distance vector over one frame. (movement was too fast)

WHY A BIPLANE SHMUP?

Born from a love of Ghibli, animation, 8bits, blue sky gaming, Sega score chasing and the Nintendo Gameboy. The burning rose has been remade for gbjam with added features.

The burning rose is a action shmup game of tense combo chaining and score driven gameplay. Coupled with end game resource management and survival. The session time is low, requiring little time investment for the player. I have implmented a quick open ended scoring system for longevity, with the emphasis on maximization. One hit kills and quick restart make it ideal for one more go arcade style play.

TELL ME MORE...

-Consistant UI
-Local Highscore table
-Autobomb mode, allows beginners to get to grips with the combo system and difficulty at a 10% cost reduction in score
-Now type blanks in highscore entry

WHATS CHANGED SINCE LAST TIME?

-Reworked sprites to work with 4 colours
-Spritesheet recoloured to allow for Palette swaps in code.
-Gameboy and Nintendo influenced colour palettes.
-Reduced token count to add extra features and optimised code
-Added music tweaks and sfx
-Xbox and xinput Gamepad functionality in browser (chrome and firefox)
-Secret boss battle, for the highscore chasers...

HOW DO I PLAY THIS?

Pilot the Burning Rose through a finite barrage of 500 missiles using only 500 of your own shots to cut a path. Each missile is worth one point. Destroying two missiles without a single missile leaving the screen starts a combo. Keep the chain going and your final score will be multiplied by your highest chain of your run. Push your chaining ability to the limit to make your way onto the local top pilot ranking!

In one run you're given 3 bombs. Use them defensively to get out of a tight situation and avoid death. Or use them aggressively to maintain a chain and link stray missiles.

WHAT ARE THE KEYBOARD CONTROLS?

Menus:
Z - Accept/select
X - Back
Up and down - Navigation
Left - Select colour palette
Right - Auto bomb toggle

In Gameplay:
Z - Hold to fire
X - Smart bomb
Arrows - Movement

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6 comments


Cart #30454 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First shot at a game, modifying jelpi collision code into a bullet hell vertical shooter
Help and fixes from Mike Meyers

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2 comments


Cart #30745 | 2016-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi!

9HOLE is a platformer where you are also golfing! Hit the ball to the hole (under par!) and then get to the hole yourself!

CONTROLS:
C,Z: Jump
X: Swing your club (hold the button for a harder swing!)

WHEN THE BALL IS AIRBORN:
Arrows: Move the ball (a little bit!)
C,Z: releas ball control and control the character again.

SECRET: if you find the game a little easy, try pressing "Up" repeatedly on the title screen!

I will be doing more of a post-mortem in a bit, but I wanted to get this game online. Happy playing!

-PaloBlanco

changelog:
v1.1:

  • added tutorial text to level 1
  • fixed (hopefully!) spraying particles when your ball sits next to a wall
  • increased particle counts and lifetimes across the board (makes the game a little flashier)
  • fixed level 2 so that there is no point of no return
  • adjusted a jump on level 5 so it is a little more forgiving

in the future:

  • bug fixes as they get reported
  • I would like to flesh out the music with one more layer
  • ...that's it? I kind of feel like I've explored this idea to my content.

old version:

[ Continue Reading.. ]

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9 comments



David's Super Nifty Secret Decoder Ring!

Wow ! Do they not at all make it easy to do what should be some simple string manipulation here !

what's going on ?

more work than I had hoped for lemme tell ya. however, it works, it's perfect and I doubt very seriously anyone worth their salt can crack the code to an encrypted message from this particular program as it uses random seed to build with.

That sorta thing is really difficult to reverse-engineer but - stranger things have happened.

Don't bank all your jewels on this, but I think it's a good encryptor for when we start to write those cool text adventures.

No sense in giving up the whole story by snooping eyes in your source code. :)

They used a simpler method similar to this when you would type out a text adventure from a book so as not to give the whole plot away as you enter it in.

Pretty sure these routines will be useful to you and others.

Questions, Compliments, or Kerosene, take your pick and stick it below. Send me some stars too maybe ? :)

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5 comments


Cart #30419 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Sometimes, your game makes use of a randomly generated sequence, but it would be nice to smooth out some of the short-term variance in it (e.g. long stretches of not getting a long piece in Tetris). This cart showcases some algorithms you can use to generate smoother-feeling random sequences, and lets you visualize them for tetrominoes, digits, or dice rolls.

Thanks to TetrisConcept without whom I would never have learned about these techniques, and to the developers who invented them.

See the code comments for more on the implementation of each randomizer.

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So, in between lunch breaks, I've made tiny-but-significant progress in my level generation code. It's part of a "bigger picture" thing, and meant to be useful across multiple projects; since I'm kind of digging into proc-gen core gaming. Even this little project is a proof-of-concept of a major undertaking, depending on if I can squish this into tokens available.

The idea here is to take a number of levels "LV" and make each one a 15-plus-one table - the first 15 being a kind of "perlin noise" function used to script "rooms" into the level, and the last being a control variable "BIOME" which influences the level's colors, themed elements, etc. I'm planning on coupling this with horizontal and vertical "targets" - ones to collect, ones to avoid, ones to attack, etc. Well, a "target" can be oriented both vertically and horizontally, and in varying speeds (more on this after my next WIP major chunk of code, "MAKETARGET()").

So MAKELEVEL(3) would generate 3 "output" tables:

LVL1={n1,n2...n15,biome}
LVL2={n1,n2...n15,biome}
LVL3={n1,n2...n15,biome}

...and then these tables will define the 5x3 screen map of each level.

I'll have to add "biome control" in later scripting, depending on the kind of game it generates, after the level generation. The "doorway" table definition occurs BEFORE it runs... for instance, it makes sense for a platformer to limit "doorways" to being {0,4,5,9,10,14}, where in top-down adventure or RPG games, it could be anywhere.

That said... still checking this for proper P8 syntax, and to see if it can be simplified. Being intermediate-level at best, I have the suspicion this can be streamlined a little bit still. Maybe even a lot.

function makelevel(lv or 15)
 if (lv>15) lv=15
 winlevel=lv
 for lv>0, do
  "lvl"lv={}
  level={scr1=0,scr2=0,scr3=0,scr4=0,scr5=0,scr6=0,scr7=0,scr8=0,scr9=0,scr10=0,scr11=0,scr12=0,scr13=0,scr14=0,scr15=0,biome}
-- create sequence of 16 doors
-- we don't have to use them all
 doorshuf={rnd(1,6),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5),rnd(1,5)}
 ezpath={}
 hdpath={}
 d=0
 n=1
 for n=1 to lv do
  d+=doorshuf(n)
  add doorlist (return doorways,d)
  n+=1
  end
--each exit makes a short,
--high-risk way, then a long
--low-risk alternative
 for n=1 to lv do
  stdoor=doorlist(n)
  endoor=doorlist(n+1)
--vertical paths?
  vstep=(stdoor/5)-(endoor/5)
  if (vstep<0) vstep*=-1
--horizontal paths?
  hstep=(stdoor\5)-(endoor\5)
  if (hstep<0) hstep*=-1
--add values to paths
  for n=vstep to 0 do
   if (stdoor/5)<(endoor/5) 
   then 
   add ezpath "5"
   add hdpath "5"
   else 
   add ezpath "-5"
   add hdpath "-5"
   vstep-=1
   end
  for n=hstep to 0 do
   if (stdoor\5)<(endoor\5)
   then 
   add ezpath "1"
   add hdpath "1"
   else
   add ezpath "-1"
   add hdpath "-1"
   hstep-=1
   end
 end
 add ezpath {"1","-1","5","-5"}
 if (#hdpath<3) add hdpath{"1","-1"}
--shuffle ezpath/hdpath order
 shuf(ezpath)
 shuf(hdpath)
--read paths, edit level table
	local pos=stdoor
	for i=#hdpath,2,-1 do
		local step={
		-1=(makelevel(pos)+=18,makelevel(pos-1)+=4,pos-=1),
		 1=(makelevel(pos)+=20,makelevel(pos+1)+=2,pos+=1),
		-5=(makelevel(pos)+=17,makelevel(pos-5)+=8,pos-=5),
		 5=(makelevel(pos)+=24,makelevel(pos+5)+=1,pos+=5)}
		end
	local pos=stdoor
	for i=#ezpath,2,-1 do
		local step={
		-1=(makelevel(pos)+=2,makelevel(pos-1)+=4,pos-=1),
		 1=(makelevel(pos)+=4,makelevel(pos+1)+=2,pos+=1),
		-5=(makelevel(pos)+=1,makelevel(pos-5)+=8,pos-=5),
		 5=(makelevel(pos)+=8,makelevel(pos+5)+=1,pos+=5)}
		end
	--return generated results as a
	--list of "lvl1,lvl2" tables...
	return "lvl"lv{}=level{}
 end

end

[ Continue Reading.. ]

1 comment


Cart #30408 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first Pico-8 game...

I wanted to make an old-fashioned arcade shooter, like Defender but not as difficult to play.

The end result differs quite a bit from Defender - except for its difficulty level. ;)

Tip 1: Completely wipe out a cluster of aliens and you'll earn an extra life. Survival means earning lives faster than you lose them (and you will lose them very fast).

Tip 2: If you already have three lives, an extra life will power up your smartbomb meter instead. When it's full - BOOM! Humanity's future depends on you triggering as many smartbombs as you can.

Tip 3: Those speedy pink loner aliens? Hunt them down! They're the last of their cluster, so that's where your extra lives/smartbombs come from.

[ Continue Reading.. ]

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14 comments




A platformer example, from GameMaker to PICO-8.
I didn't know that cartridge image displayed your first 2 lines of comments.
Feel free to use this.
Press Z to jump and use arrow keys to move your player.

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3 comments


Hey! I accidentally saved a random small project over this one I'd been working on for a while now, is there a way to recover that file from before it got overwritten? I do keep back-ups, but I will loose some nice valley scenery I had yet to back-up if I can't recover the file from before the accidental overwrite... :(

6 comments


Cart #30381 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This game is based on the 1986 Intellivision classic Thunder Castle. It has dragons, and... dragons! So far only level 1 is (basically) complete, and there are 3 map variations that are chosen at random on startup. Eventually it will have a title screen as well as 2 more levels (I believe you can get to level 2 currently, but it's totally incomplete, doesn't have the right enemies or powerups or the second and third map variations). Level 2 will have 2 wizard enemies instead of the dragon, and level 3 will have 3 demon enemies.

Press action/fire to use items you pick up. Avoid the comb. A couple items don't have their functionality yet. Get the bat to become invincible for a short time in order to slay the dragon!

Credit to @solar for the excellent sounds and music!

Video of the original INTV game: https://youtu.be/WiK1fumT18E?t=1m8s

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11 comments


Was using PICO's sound editor and after highlighting a region, pressed CTRL-C. Then ALT-TABBED to a different PICO already open, and pressed CTRL-V. It did not copy.

Isn't it possible to transfer audio from one cart to the next without having to manually look at one screen and type digit values on the next ?

And, for that matter, does anyone know the length of audio in memory ? The instructions say:

0x3200 sfx
0x4300 user data

Is this then saying that sound effects are 4352-bytes in length in toto ? And, does anyone have a schematic for the sound cel ? How many bytes are used to save one sound, for instance ?

2 comments


I put together a page for my favorite PICO-8 games, and figured you'd all enjoy it! https://www.playpico.com/. At the time of this posting, there are currently 113 games - let's see how it grows!

Big update Jul 27th, 2017

The website has been completely rebuilt from scratch. I'm still working on some more features for it, but it's at a point now where I wanted to push the progress live. It's now built on top of my PHP MVC framework, Lightning, available here: https://github.com/clowerweb/Lightning.

  • UI facelift. It's still fairly similar to the old UI, but has many improvements in both aesthetics and usability.
  • Better performance; it should be snappier than ever now.
  • Featured games! The front page is now a list of 24 featured games, chosen randomly each week. You can still go to the full games list by clicking "All Games" in the navigation, but this is no longer the index page.

[ Continue Reading.. ]

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86 comments


I have a clean install of Raspbian Jessie on a B+. Unzipped pico8 properly. Trying to use it off the console (not lxde).
When I try to run "./pico8 -splore" from the pico-8 dir, I get:
"./pico8: error while loading shared libraries: libwiringPi.so: cannot open shared object file: No such file or directory"

When I try to run "pico -splore" from the pico-8 dir, I get:
"bash: pico8: command not found"

I tried chmod a+x pico8 but that does nothing. What newb mistake am I making?

thanks!!!

4 comments


Finally hit the milestone in Picoder development where I'm able to decode p8.png files in pure JavaScript. I couldn't have done it without the help of @gamax92 and @dddaaannn, as well as the source code of their respective projects PICOLOVE and PicoTool. It's been a long, bumpy ride, but here it is: http://clowerweb.com/picoder-test/. This will be used to import .png files into Picoder, and the decoding algorithms reversed in order to compile code (edited in Picoder's online IDE) to be playable in the web player for testing.

So huge shoutout and thanks to the above named! Hopefully the IDE itself will be available for public testing soon. Please let me know if you find any issues with the decoder - this is my chance to let you all test it and help me find bugs. Thanks!

Edit: source, if anyone wants it

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24 comments


A game made for the 76th 1hgj

Cart #30341 | 2016-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #30328 | 2016-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I always liked Kohonen Networks. They're simple and fun. This is a simple 9x9 2D-to-2D Kohonen network with constant neighborhood function, trying to adjust itself to the purple training set.

Use LEFT/RIGHT to switch between training sets.
Use Z to reset the network.

Yay for machine learning on PICO-8!

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2 comments


Decided to remake an old classic, Pong! I know this has been done a million times before but I thought I'd give it a shot and maybe learn a thing or two.

Move left and right and smack the ball to the other side to score!

Known Bugs:
-Ball sometimes passes through the paddle when hit at the corners of the screen
-Menu graphics glitching slightly when selecting options

Controls:
Player 1:
Arrow Keys

Player 2
E,S,D,F

Version 1.1:
Added in simple AI for playing single player and now the first player to 5 points wins!

Cart #30857 | 2016-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Version 1.0:

[ Continue Reading.. ]

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8 comments


I posted PICO-8 for android but it did't seem to be uploaded so i am doing it again, sorry if I was wrong.

ANDROID!!! PICO-8!!! GO LARRY PAGE!!! GO GOOGLE!!! GO LEXALOFFLE!!!!
PLZ port PICO-8 for android, ugly please without a cherry on the bottom.

1 comment


Cart #30289 | 2016-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Based on cult film Hausu/House

Couldn't get it quite right, but oh well.

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2 comments




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