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Cart #32697 | 2016-11-22 | Code ▽ | Embed ▽ | No License
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This is a thing for my noise project. It draws random lines and plays random notes while slowly corrupting memory.
Not much to look at, but still fun.

It's my first cart, and it's entirely a toy. Maybe next I'll do something interactive.

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Cart #32710 | 2016-11-23 | Code ▽ | Embed ▽ | No License
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Cart #32709 | 2016-11-23 | Code ▽ | Embed ▽ | No License
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Cart #32691 | 2016-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made for Epitech 2016 Maths lesson,

Controls:
Left / Right to move the paddle

Feel free to edit this cartridge as you like

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1 comment


Cart #32689 | 2016-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made for Epitech 2016 Maths lesson,

Controls:
Up / Down for P1
E / D for P2

Feel free to edit this cartridge as you like

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Can you score 100? Possible, but very hard. Press x (or c?) for a cloud of ink, it makes you invulnerable for 0.5s.

Please fix the sound effects for me :(

music copy-pasted from

Cart #15486 | 2015-10-17 | Code ▽ | Embed ▽ | No License
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thank you very much!

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Ein-Blaster Alpha
Cart #33112 | 2016-12-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Improvements/Re-designs:

  1. Animation of Player ship.
  2. Speed-boost when going forward.
  3. Speed-reduced when going Backwards.

To-Do:

  1. Re-configure Star field background.
  2. Shooting.
  3. Enemies.
  4. Scoring.
  5. Lives.
  6. Sounds/Music

PIXEL SPACE

Cart #32679 | 2016-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just something I have been working on as I learn to code in PICO-8.

I would appreciate some help in getting the Shooting mechanism up and running and, if at all possible, suggestion on how to make my code shorter.
Also. I know it would be easier to use the sprite editor but I am interested in learning to arrange the pixel through the coding process itself.
As of right now the star field is on a conveyor-belt-style cycle which may change in the future.
The right side bar is the game HUD which will contain Score, Lives, Levels, Power-up (maybe), etc.
The play area will be updated to keep the spaceship within the playing area, and Perhaps a wrap-around on the X axis.

So in essence it's cause and effect, trial and error, as I teach myself LUA.

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Cart #32670 | 2016-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is an experiment to test my understanding of handling collision detection for a large number of items on the screen. I'm proud to say that this cartridge can handle ~90 large bubbles or ~200 small bubbles before skipping draw frames (visible slowdown). The code is kind of messy, so if you need help interpreting what it does, let me know.

Controls:
Up and Down: adds or removes 1 bubble
Left and Right: adds or removes 10 bubbles
X button: switches between large and small bubbles
O button: resets the program

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by smk
Cart #38109 | 2017-03-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Purpose:
Learning pico-8.

Description:
A simple 2.5 renderer.

Features:

  • BSP-based, non-grid level rendering
  • lighting "fog"
  • 60 fps
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Cart #32650 | 2016-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a small update, now the game resets when anyone achieves a certain score. Also, bullets are faster now.

Cart #32648 | 2016-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A really small and simple game. For now, there's no win condition, the scores just go up and that's it.
I intend to make a winscreen and then implement some new features, just have to figure out what would be fun to put in the game :v

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Hey there! I made a little twitterbot recently that generates 8x8 sprites for PICO-8:

@SpritesByPico

It tweets both a GFX tag ready for copy-pasting into PICO-8 or the BBS and an image preview of the sprite. Currently it has 3 colour modes (1, 2, or 3 colours on a black background) and 3 layout modes (top-bottom symmetry, left-right symmetry, and 4-corners).

Here are some examples of sprites it's generated so far:

[0x0]
[0x0]
[0x0]
[0x0]
[0x0]

[ Continue Reading.. ]

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A puzzle game that I've been dreaming of making for a while.
I made this game partially to test the concept, partially to try out tile flags, and partially because I'm obsessed with RPGs and Puzzle Games at the moment.

General Goal: Swap blocks, make a chain of same-color blocks to the "G" block from the bottom of the screen. Defeat enemies and work fast to avoid attacks.

HOW TO PLAY:
Press Z to select a block, and then move your cursor to the desired destination and press Z again to swap. The bottom of the screen is powered, so make a chain of blocks of the same color from the bottom of the screen to the "G" block to unleash an attack on the enemy. The attack's power is dependent on the number powered blocks on the screen. When you run out of moves, the game ends.

BLOCKS:
Red, Blue and Green Blocks: Basic game tiles. Can be moved, and only react with their respective color.
Gray Blocks: Cannot be moved, but can be powered by any color.
Powered Blocks: Cannot be moved, but when matched with the right color, the power spreads.
Goal Block: Power this block to unleash an attack.
Cracked Block: Cannot be moved or powered.
Sad Blocks: Alternate versions of RGB blocks that cannot be powered, but can be moved.

ENEMIES:
Stompy: A brown creature with clumsy tendencies. Cracks an area of blocks.
Sad Red, Sad Green and Sad Blue: Colorful creatures that make blocks of the same color sad, and thus impossible to power.
Stone Eye: A strange creature of unknown origin. Steals a move.

TO DO:
-Puzzle/Story mode? (Preset levels)
-Balances and improvements to reduce impossible situations
-Implement more enemies
-Multi-Move enemies?

CHANGELOG:
v0.5: Initial release on BBS.

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Hey Everyone,

I wanted to show with you my designs for a pico 8 console and the progress I have in making it a real thing! I made the case using tinkercad online.

Some things I wanted:

  • Look and feel like an NES but with small updates
  • Hold Raspberry Pi 3 board
  • Quickly switch SD cards on the Raspberry Pi if I wanted to switch to Retro Pi
  • Have some more modern edges. NES was great but a bit dated.

Two of the first problems I encountered with this:

  1. SD card wasn't easy to get out. So I had to make a small hole that made it easier to get out. You can see how I fixed this below:

  2. I didn't want screws. So I had to make holes and pegs. You can see this below:

So now to start printing. I chose a strong plastic for this. I didn't want to use PLA because well.. you'll see below...

[ Continue Reading.. ]

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Cart #32628 | 2016-11-19 | Code ▽ | Embed ▽ | No License
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.*..__.**.****.__.__..___.

[)[]/`|_/_*[)|||**

|*||__.|***[)|||

**

--Amazeon warehouse bot achieves sentience.

EARLY ALPHA!

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Cart #32612 | 2016-11-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first attempt at a PICO-8 game, so go easy on me. I think it worked out quite well for a learning exercise, though. Thanks for trying! :-)

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I've been playing around with Floyd–Steinberg dithering in order to achieve more continuous color gradients.

This is slow as molasses of course, and even with optimization I don't think it could be used in a game. But perhaps it could be used in a ray tracer or other, more temporally relaxed image generation applications.

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Is it possible to change the folder path where gifs are saved (eg. when you press F9)? My desktop is getting overrun!

Thanks!

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So... one of the things in my tinkering cart that I'm playing with is sprite complexity. The idea here is to associate the player position with the body, then draw the head relative to the player position, and finally, layer the expression on top of the head (unless it's facing up/away), and recolor as appropriate. It's not just the player that'll be using the build, but many enemies and NPCs as well, of course, so I'm trying to plan a "DRAWBODY(..)" function to draw the whole thing in one swoop.

So far, I'm thinking important factors are:

-x and y positions
-body frame
-colors of body
-relative head x/y
-head color/sprite
-eye expression/color
-facial expression/color

...but I get the feeling I might be forgetting something here?

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old version:


Here is a cleaned up version of the 3D library that I put together for the Pico Fox game.

The demo code is commented in more detail, but here is the basic gist.

Copy the code between Begin Cut and End Cut. (It's a big chunk.)

In _init() function include:
--init_3d() --Need to call init_3d() to set up player, camera and lights
--use load_object(object_vertices,object_faces,x,y,z,ax,ay,az,obstacle,color_mode,color) to load 3D models into the world
--use read_vector_string and read_face_string to generate vertex list and face list from string data

In _update() function include:
--handle_buttons() -- handle default buttons for player-- this can be overwritten obviously.
--update_player() -- update the player with default movement, stopping at obstacles
--update_camera() -- update the camera based on player location and direction
--update_particles() --update 3D particles if used. (I didn't add any for this demo.)
--...
--update_3d() -- call update_3d() at the end of the _update() function to transform etc.

in _draw() function include:
--draw_3d() --render objects into triangles, sort the triangles and draw them onto the screen

[ Continue Reading.. ]

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Cart #32807 | 2016-11-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #32560 | 2016-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is my raycasting cartridge. I will do some tutorials to explain how it works.

You can use C to toggle textures and X to slide instead of walk.

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Cart #32543 | 2016-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the procedural constellation generator from WIZRND, amped up a bit. It's a little fun to flip through some of them, so I've released this standalone as a bonus for #PROCJAM for people who aren't good at being a slippery wizard. ;)

More of a curiosity than a game.

You can play this here: https://topphysicist.itch.io/starrnd

You can play WIZRND here: https://topphysicist.itch.io/wizrnd

Source code is here: https://github.com/mattleblanc/STARRND

Cheers!

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