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Cart #32391 | 2016-11-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A concept testing learning a new language as the main game mechanic.
You are in immigrant in a new city. You don't know the language and you must survive.

The goal is to get the orange pineapple-looking thing.
Figure out how to get it by observing the world and its inhabitants.

(concept isn't finished - no beginning or ending)

Controls:
Left/Right arrows
Z/X - action/select

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Working on a game with a scrolling overworld, with collisions. Not sure yet what it will become, so basics for now.

v0.20 (2016/12/13):

Cart #33444 | 2016-12-13 | Code ▽ | Embed ▽ | No License

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Posted some thoughts on Twitter but figured I'd put them here for the masses to debate...

Zep tweeted about adding some more categories to the forum including Snippets, Music and some others. However, I feel one category the BBS is lacking is simply a Games category.

We have a Cartridges category and while every Pico-8 creation is a cartridge but not every cartridge is a game. There are a lot of (wonderful) non-games getting posted everyday...from art to demos to whatever. When I load up Splore, there's a lot of non-game stuff to sift through to find new games (or discover old ones).

I'd also throw in there that since Pico-8 is the promoted gaming feature on PocketCHIP, when new PocketCHIP owners boot up Pico-8, they should be able to dive into the games right away. PocketCHIP owners give us an immediate and captive audience so lets show them the games that make Pico-8 so great.

So that's one thing...

I'll also throw out there that it would be great to see the Featured category in Splore be curated rather than simply ordered by star ratings. The Featured category could change out daily or weekly or whenever to promote all the great carts we're creating (even non-games). New releases, older carts...it would help discoverability more and give newer developers some early smiles. Not that Celeste, Dusk Child Hug Arena, et al aren't awesome games but the well of games is deep so why not take advantage of that?

I know content management is time consuming and maybe the site isn't readily available to support these types of things, but I think it's worth considering. I'd also be happy to help if it's a matter of man power.

And that's that...just some thoughts that have been simmering.

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Cart #32366 | 2016-11-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fight your way through the violence house and defeat the master of violence. Can you survive the violence? Warning: contains blood and violence.

This ended up evolving into my first real pico-8 game, even though it started as more of an experiment. It's basically a standard beat 'em up where you're trying to progress through a house filled with dudes who are trying to kill you. I think Splatterhouse was my main inspiration here, since it was the only real beat 'em up I played as a kid. Anyway, it's essentially feature-complete, but really poorly balanced and without a lot of polish. Not to mention short. But I learned a ton while writing it, and that's the important thing.

[b]Features:

[ Continue Reading.. ]

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Pretty please?

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Hello there.
This is my first post. I will try to write about PICO-8 from a view of amateur who try to solve problems and write about them. Write about his first steps in programming, music creating etc.

CHAPTER ONE: PICO-8 and DROPBOX

It was not so hard to see, where to start. PICO-ZINE makes great introduction especially with the SQUASHY game. But lets start with something other.

How to start pico in another directory:
If you got Dropbox and you are using PICO-8 on more than one computer, than is a really good way to store your project on Dropbox. I`ve got really trouble to change the config where the directories are for PICO. So lets see how to do it:

This steps will be for those, who are running PICO-8 for the first time.
If you got config.txt, just skip to step 6.

  1. Run PICO-8
  2. Type FOLDER and press ENTER
  3. You will see, where the main directory of PICO8 is.
    Don't be fooled, if you don't see any config.txt
  4. Exit PICO-8 (now PICO-8 writes a config.txt)
  5. If you haven't see config.txt, now you should see it.
  6. Just edit it and change the thing you would like (paths...)
  7. RUN PICO-8 and see if something changes.

[ Continue Reading.. ]

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Cart #32384 | 2016-11-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #32348 | 2016-11-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

2 comments


Hi all,

Is the Rasbperry Pi version of the pico8 binary that comes with the 0.1.9b zipfile supposed to be statically linked? Note that I'm asking specifically about pico8, NOT pico8_dyn.

My copy of the pico8 binary from the 0.1.9b zipfile is dynamically linked, unfortunately. When I tried to run pico8 after unzipping version 0.1.9b on top of my 0.1.8 install, it started complaining about a missing libwiringPi.so.

Note that other people ([1] & [2], linked below) are also having problems launching the statically linked Raspi version.

Here's the binary that I got from the 0.1.9b zipfile:

$ file pico8
pico8: ELF 32-bit LSB executable, ARM, EABI5 version 1 (SYSV), dynamically linked, interpreter /lib/ld-linux-armhf.so.3, for GNU/Linux 2.6.32, BuildID[sha1]=2b6b9f76d74fa2ce00530c81dd82d84646693f09, stripped

$ strings pico8 | grep '^0.1.'
0.1.9b

[ Continue Reading.. ]

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A simple demo program that contains a function to dim the palette (By swapping the colors around, sort of like the fade out effect in Jelpi).
If this is far overcomplicated, please tell me.
Z: Show palette only (Fullscreen palette)
X: Show demo scene (Minimize palette)
Left: Brightest (Normal colors)
Right: Med-bright
Up: Med-dark
Down: Darkest

The "Darkest" option isn't pure black or even just before pure black, but if you are so inclined you can likely easily add some more settings if you need them.

Use the function in any of your games or projects, if you feel like using it. The demo graphics are from games I've made (And one I'm currently making, which inspired me to make this), so I ask that you don't use the demo graphics.

I'm sure this isn't the absolute end-all be-all for this, you could probably tweak and improve this one vastly, but it's basic enough. My most major concern is the size of the function, which I vaguely think I could shrink somehow.

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Any artists feel like making some little windmills / trees / clouds for this little spaceship-flying WIP?

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Cart #32312 | 2016-11-07 | Code ▽ | Embed ▽ | No License
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Cart #32403 | 2016-11-11 | Code ▽ | Embed ▽ | No License
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Right now, many of the newer Pico8 games being made won't run on the PocketCHIP (or any older version of Pico8) but unfortunately, there isn't any error feedback when you launch the games from Splore.

Instead of giving feedback, the little load spinner just stops and you're back at Splore (actually, you never leave). No response, no screen flash, no nothing. So you try again and get the same result, thus you give up and move on.

I'd think having some sort of messaging in Splore when something doesn't load would be possible and VERY helpful to users. We get a message when Splore can't connect to the BBS, there should be one when a cart fails.

The response wouldn't have to be specific at all...just something as generic as, "could not load cart" or something - anything that lets the person know something is up. Maybe that "something" might get them to ask around and see what the issue is - or raise an issue - or even update their Pico8 version.

In a perfect world, the error message would know between a bad cart due to some coding error, and a bad cart due to being incompatible with an outdated version of Pico8. Again, some message that lets people know they need to do something rather than just assuming the cart is busted.

Either way, any feedback is better than no feedback.

The more games that start to fail silently, the more credibility Pico8 loses as a good, fun platform.

We can't fix this on 0.1.7, obviously, but would like to think it's something that can be considered for future Pico8 versions, especially PocketCHIP versions.

4 comments


I have been trying to work on a game using pure code. This, however, is causing more headaches than required. So I went back to making sprites lol.

--Original Size

--2x Size

1 comment


i already own pico-8 with the intent of learning to code and develop video games. would voxatron be a better choice over pico-8 for this purpose?

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Cart #38036 | 2017-03-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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DESCRIPTION
First, a little backstory. Before I made stuff like The Mini-Man, I've tried to make a game about climbing a mountain. A simple platformer. Nothing special. At least the 2009 version wasn't special. The 2010 version had a poorly implemented climbing mechanic. In 2012, when Mega Mountain was released on Glorious Trainwrecks, I've decided to clone that game and wrote the more important stuff in the original design doc. Now I've remade the game and it plays like it was supposed to play. You climb a mountain to rescue your girl (yeah, pretty simple plot...), avoid fireballs and spikes and climb vines. Have fun!

CHANGELOG
Version 1.2:

  • Changed the climbing mechanics to be like in Mountains of Demise II
  • Fixed the most unfair sections

Version 1.1:

  • Changed the climbing mechanics to be more like Mega Mountain
  • Fixed the dodgy fireball hitbox to be more tolerable
  • Made the game even harder

PLAY ON ITCH.IO
just click here

[ Continue Reading.. ]

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Cart #32269 | 2016-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Sprite Record by Dekadence.
Code by Britelite, graphics by Bracket, music by Ricky Martin and Sauli.

3rd in the demo compo at Vortex 2016, for some reason.

Inspired by the sprite record stuff on Atari ST.

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I started a YouTube series to teach some Pico-8 fundamentals. It is called Pico-8 Hero. In the first "season" we'll be writing a Breakout clone from scratch. It is aimed at people, who have completely no idea how programming works.

I will post more episodes in this thread as they come out.

Pico-8 Overview

#1 - Hello World

#2 - Functions and Variables

#3 - If-Statements

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This was my first project in PIC0-8. It's just been sitting on my hard drive collecting dust. I don't think I'll finish it since I just started working on it on a whim without considering how much work it'd be.

It has large randomly generated worlds and if you walk to an elevator you go up a level, if you walk in a hole you fall down a level. Mearl is hidden somewhere and you can bring up a map that shows where you've been by pressing 'Z'. That's about all. This can be a tease about how cool it could have been.

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Just quickly wanted to post this so some friends could play around with it. There is absolutely nothing special about this project - I just wanted to mess around and see if I could work out the game logic myself to make it. The code should be written to be easily expanded, including reserved space for a start screen that allows you to select the size of the grid and number of colours in play. Theoretically without an overhaul you could adapt the game to have a switching system instead of pick-1-style removal.

Anywho, that's about that~

Cart #32247 | 2016-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #32244 | 2016-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The forest is looking more foreboding these days.

-Electric Gryphon

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