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Cart #32705 | 2016-11-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My first time making a game or writing any code at all.
Avoid the sparkling cat and take the points to your house.
Use the arrow keys to control the not impressed man.
Maybe I'll come back to it and improve a little. Only time will tell.
Thx to Marcelo (Cloud) Gomes.

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The game isn't really the main reason for this post, it's the graphical thing I did with it.
(Although, in case you're wondering, the game is Slime, and it may have a few glitch fixes)

It pretty much speaks for itself. I really only chose Slime because I thought it best suited this game more than any of my other work-in-progress games. Feel free to extract the GART function and use it in your stuff! The function is at the very bottom of the code, and only uses the BAR and BARSIZE variables. It doesn't actually need that line where it references "SLIMES", so just delete that and you can probably just paste it right into any of your projects. (Just remember to put GART() after you render!)

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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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2 comments


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
141


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 #32676 | 2016-11-21 | Embed ▽ | No License

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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
39


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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isn't pico8 supposed to drop to 30fps when your cpu load exceeds 100%?
that's not what I am seeing:

text="dlfkjhglskdhj shlksgjhlksjhslk sdhlkjshgk"
scx=128
stlim=1

function _update60()
	scx-=1
	if (scx<-#text*4) scx=128
	if (btnp(0)) stlim -= (btn(4) and 0.1 or 0.001)
	if (btnp(1)) stlim += (btn(4) and 0.1 or 0.001)
end

function _draw()
	local st=0
	cls()
	print(text, scx,64, 7)
	repeat st=stat(1) until(st>=stlim)
	print('target:  '..stlim..'\nstat(1): '..st,0,44,7)
end

that's a scroll text, one pixel per frame. use c, left & right to change cpu load.

the scrolling is smooth at 60 pixels per second until stat(1)==1.012
beyond that, pico should drop to 30fps, and you should see the text scroll at half-speed, right?
something else happens: the scrolling only gets kind of jerky, but stays at full speed until stat(1)==2.121
it seems _update60() still runs at 60hz with 200% cpu, only video sync gets wonky.
that would mean you can get double cpu power if you don't mind losing synchro.

isn't there a mismatch between code throttling and video syncing ?

edit: same thing with _update(), doesn't really drop to 15fps

4 comments


could we have, say, stat(2), that tells you how many frames actually happened between calls to _update60()? (stat(1) is quite unreliable for this)

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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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Two non-earth-shattering things...

  1. pico-8.txt needs LF->CRLF'ing for windows users. Minimalistic doco is one thing, but all on one line goes a bit far. I vote for a second, "pico-8_windows.txt". [If .txt no longer opens with notepad by default, or notepad handles linefeed only these days, then ignore me -but it was broken on the win7 machine I tried]

  2. I wanted to buy two copies (imagine!) and had to go through the whole sale process twice because there was no "quantity" whatnot anywhere -which I wouldn't worry about except for the bloodsucking Visa ticket clippers apparently having a fixed component in their fee.

But generally: Let it be known that Mr LoveBucket is the cheapest man in the world, who last opened his wallet for software about 5 years ago -so you must be doing something right! [and when those Pocket CHIPs ship we is gonna be ready]

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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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Hello!

I am very much a beginner when it comes to programming, but i've always enjoyed tracking and the demoscene.
I figured i would give pico8 a shot and try to create some of the classic demoscene effects (sinescrollers, rasterbar, starfields etc.) if possible. I thought i'd try with something (that i thought) would be simple like putting some text on
the screen that would move like a sinewave. But that was obviously a lot harder than i thought. So i was wondering if anyone had any tips or perhaps some simple codesnippets i could look at to get a basic understanding of it.

I know some basic programming but not enough to be able to download a cartridge here, look it over and understand exactly what it is that is making things move.

Thanks a lot in advance!

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