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Cart #31061 | 2016-10-16 | Code ▽ | Embed ▽ | No License
10

Inspired by @pippinbarr's tweet:

░ ░ ░ ░ GAME IDEA
░ ░ ░
░ ░ YOU ARE AN ELEVATOR
░ ░ ░ JUDGING
░ ░
░ ░ ░ ░ ELEVATOR PITCHES
░ ░ ░
░ ░ BUT NO ONE
░ ░ ░ ASKED FOR YOUR OPINION

Made for The Pippin Barr 'GAME IDEA' Game Jam.

play on itch.io

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7 comments


Many programming languages allow you to make direct changes to arrays at a memory level using a command called VARPTR.

https://www.youtube.com/watch?v=sdZahXk-e9Y

What I would like to do is:

a=""
for i=0,8191 do
  a=a.."*"
end

memcpy(24576,varptr(a),8192)
repeat
  flip()
until forever

Is this possible to do in PICO ?

10 comments


A mini project done on the side of a bigger one!

This is just a toy for testing interesting movement in a PICO-8 game. I might use it in a later project,
but if you want to use it in your project, feel free to do so! :)

Steer the "feet" with the arrow keys and change foot with X,Y.

It almost feel like real walking! ;)


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2 comments


nothing interesting
programming exercise for students

Cart #31038 | 2016-10-16 | Code ▽ | Embed ▽ | No License
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2 comments


Cart #31028 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
106

I don't know. I had the idea for this for forever.

You can press down to go half-speed, left and right to scan through the parts of the chorus.

It's a cover of this.

The audio and graphics go out of sync and I've coded to accomodate for this, but it seems like it's unpredictable. You'll probably hear a glitch as it loops. On my machine the graphics are like .5% slower than the audio. IF YOU REALLY WANTED TO there is this M variable in the code you can tweak.

EDIT: Alternate self-corrupting version.

Cart #31159 | 2016-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"Using the Pico-8 restrictions, create a mock-up of a title screen for a new and original game.

The title of your made up game must have exactly three words in its title. Hyphenated words and contractions count as one word."

News item

Link to gallery

0 comments


Hello, peoples! This is my first Pico-8 cartridge (as well as my first game project I completed to a point that it could be called 1.0). Yes, it's the PONG-esque tutorial game from Picozine #1, but I added a few things that the tutorial did not cover including:
-3 music tracks
-An intro screen
-A game over message
-random starting angle
-variable angle changes based on where the ball hits the paddle
-speed-up button
-bonus lives awarded every 500 points

This took about 8 hours on and off to code and was completed within 14 hours. What a long day it was! 8(

Enjoy!

-Wackerly

Cart #31017 | 2016-10-16 | Code ▽ | Embed ▽ | No License
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3 comments



[UPDATE v2.0] Have you ever wondered why Yorgle is afraid of the yellow key, or who exactly is the Evil Magician? I mean whats his deal, has anyone ever even seen him before? Now you can finally go face to face with him and find out! There is one catch,.. you'll first have to locate him and his lair hidden deep within the Kingdom. Are you up to the challenge?

piColossal Adventure
version 2.0

A remake of and tribute to Adventure for the Atari Video Computer System

Code structure, construct definitions, sprite movement, collision, and animation routines copied from and/or very heavily influenced by Dom8verse (by Haunted Tie).

An evil magician has stolen the enchanted chalice and has hidden it somewhere in the Kingdom. The object of the game is to rescue the enchanted chalice and place it inside the golden castle where it belongs. This is no easy task, as the evil magician has created three dragons to hinder you in your quest for the golden chalice. There is Yorgle, the yellow dragon, who is just plain mean; there is Grundle, the green dragon, who is mean and ferocious; and there is Rhindle, the red dragon, who is the most ferocious of all. Rhindle is also the fastest dragon and is the most difficult to out maneuver.

[b][u]Skill Levels:

[ Continue Reading.. ]

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37 comments


Cart #31006 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Simple example showing how to queue tracks to play one after another. For example, you might have some main menu music that you want to seamlessly transition to gameplay music without an awkward pop in rhythm.

Controls

Press either action key to queue up another music track to play after the currently playing one finishes.

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0 comments


Cart #31381 | 2016-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #31200 | 2016-10-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Cart #31001 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

[ Continue Reading.. ]

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12 comments


Is there a simple way to play music after the currently playing pattern finishes? I figure I could probably track how long a music pattern has been playing and calculate it out, but wondering if there is any built in functionality.

Thanks!

1 comment


On Linux this code does not trigger the out of memory handler, or triggers it too late (when PICO-8 has already allocated 3 gigabytes of memory), causing a crash.

s,n="x",0
::lol::
print("2^"..n.." "..stat(0))
s,n=s..s,n+1
goto lol
0 comments


So, I've been fiddling with my Picade and Emulation Station setup to get it playing PICO-8... mostly because I thought I'd configured it wrong. But just earlier, I exited ES and tried to launch PICO-8 on the command line... also to no avail. I'm not really sure what's up with that - it's in a subdir that has RWX privileges recursed to it and everything.

Using the Pi 3 B.

Also... is there a "pico8.sh" I should be looking for, somewhere? Because it isn't there. Or at least, I can't find it. I'm just in the typical ".lexaloffle/pico-8/" directory. I've tried coupling it with p8 files and the -splore modifiers too, same deal. The screen blinks like it TRIES to launch it, and then reverts immediately.

5 comments


When a hex float is written with more than 4 digits after the comma, these digits cause the mantissa to spill over the characteristic in the final number:

0 comments


Cart #30974 | 2016-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Customizable Connect 4 for 2-8 players!

Rules:

Players take turns at dropping chips into the grid. The first player to have the required amount of chips of his color in a horizontal, vertical or diagonal sequence wins the match.

Try fiddling with the options to alter the game!

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Cart #30960 | 2016-10-14 | Code ▽ | Embed ▽ | No License
17

Instrux are included in the main program.

Now that I have a way to compress my game logo, I'll go to work on that Halloween game I promised. :)

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In trying to optimize my code, I was working on this:

cls()
a=254
c=0
b=band(a,2^c)
print(b)

Results are: 0, which is correct. There are no #1 (zero) bits in the number 254.

Now try this:

cls()
a=254
c=0
b=sgn(band(a,2^c))
print(b)

The result is: 1, which is INCORRECT. There are no #1 (zero) bits in the number 254.

With problems like these, it's no wonder we're constantly fighting code - as in this case - it's not my fault for this particular calculation coming up wrong.

2 comments


I can see how to have a string linked to another thus:

cls()
a=[[apple
juice]]
print(a)

apple
juice

However, how do you link a string to another on 2-lines that does not put a CR (#10) inside the text between code lines ?

cls()
print[[apple;;
juice]])

applejuice

How do you do it ?

2 comments


Every programmer worth their salt knows the difference between LOCAL and GLOBAL variables.

But I was wondering, what if you could reverse that ?

That is, when you define a function, you have the option of saying GLOBAL in there, either to define a global variable, or just to make a flag change.

Because by doing so ANY variables at that point which are not issued as GLOBAL automatically default to LOCAL.

For programs that do not use too many global variables, this might be an easier way to code as you would not have to assign each and every local variable for each and every function.

Thoughts ?

2 comments


Cart #geyzuzezo-0 | 2019-01-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Hey everybody, this is my first game in PICO-8. A 2D racer in the vein of Super Off Road or Skidmarks developed in under a week. Your goal is to be fastest you can be. To help you achieve that you have a timer and ghost car racing alongside you.

Accelerate with up. Decelerate/reverse with down. Turn with left and right. That's all there is to it. The moment you drive over the checkerboard, the race starts.

It's got plenty of problems and bugs:
-audio sucks. I can't do audio. it's like programmer's graphics, only worse. fortunately you can turn it off.
-art. my drawing sucks. I also didn't have enough place to create 8 more 16x16 car sprites, so the rotation looks choppy
-if you stay on one lap for too long the game will run out of memory, as it is always recording :D

[ Continue Reading.. ]

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