So recently my laptop with which I make my games on has decided to die and I lost my PICO-8 games I've been working on... I was wondering if anyone knew how to use the 'copy' button below posted games on the BBS to get the .p8 files back that I can use in PICO-8?
I have tried copy-pasting the game data into a .p8 file but it couldn't load the game when I tried running it.





Does anyone have some advice on how to make a character warp smoothly to the opposite side of the screen? I tried taking a stab at it myself here in my platformer, based off Johannes Richter's game from Picozine #2, and while it's perfectly functional, it looks a little awkward.
Basically I'm looking to have the character appear at the other edge of the screen, but when he falls from the top or walks in from the left, he appears 5 or 6 pixels from the edge, rather than right on the edge of the screen.
I hope what I'm saying makes sense, sorry if it's worded a bit unclearly...


(Edit: I used the save @clip feature of pico-8 0.1.9b, but I noticed that I couldn't play it on the pocketchip. Now I saved a .p8.png old school style. Hope that works better. I also changed the cartridge label to a hopefully more selling one. )
This is my first pico-8 project, and also my first venture into LUA land. It is a game heavily inspired by Dice Wars by Taro Ito.
The characters are inspired by the main character in Kingdom of Nerea by Davit Mazia.
The game is not yet done, but perfectly playable. Please try it, and give me all the feedback you have. What's good, what's bad, what's missing, what's confusing?
Any feedback is greatly appreciated!








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My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.
Post high-scores below!




Version 1.2
- New music and sound by @gruber_music
Version 1.1
- Improve rendering to remove glitches (thanks ultrabrite).
- Commented code and removed unused logic.










The game I am currently working runs smooth in Pico-8 EXE but when I run in Chrome it has significant perf issues; often dropping frames causing hitches.
Is this a know thing? Is there a way to help with this, or diagnos it better?
A couple things:
1) I am running at 60 fps.
2) I do a LOT of dynamic allocations and discarding (its an endless, procedural game).
3) Stat(1) returns about .3 in best case, and .6 in worst case. Does stat(1) account for FPS target or is .6 on 60fps .1 over budget?
4) It runs totally smooth in Edge Browser, but buttons don't work properly (missing release events i think) and image is blurry (not using point filter).
Thanks!
Here's the game:


This is part of the code I wrote to make a "foolproof" physics engine (meaning there's no way for an object to pass through a block by going too fast). It uses mget to check if a tile is there or not which should be pretty fast although maybe not the fastest. This is based on the blog post by Towerfall creator Matt. Although there's missing features like moving solids and stuff it's inspired by it.
If you haven't read the blog post about this you should, it's quite insightful!
http://mattmakesgames.tumblr.com/post/127890619821/towerfall-physics
Controls:
arrows, o to jump normally, x to fly really fast upwards to show that you won't pass through things
at extreme speeds.
Feel free to use this code.




I cannot see any .png files I've exported (if I type "dir").
Sometimes I can import the file if I state the filename (even though I can't see it), at other times it says there is a syntax error with the filename.
However, I can get around this problem by typing "export test.p8.png" instead.
Note: I'm running Pico-8 0.1.9B on a Mac (Sierra 10.12.1).


Hi! I was about to share some work on a game by exporting to the html5 player but ran into an issue.
failed: 32k block not generated |
I tried this on the chip, raspberry pi, and 32bit linux builds with the same result. I'm guessing it's because the compressed size is too high. Running info shows:
tokens: 6654/8192 program chars: 50401/65536 compressed: 17166/15360 |
I deleted nearly all of the comments already. Also the sprite sheet, map, and sfx are all blank. Any suggestions?
Side note: I use a lot of classes and the word "self" appears quite a bit in the code. If "local" isn't counted as a token can "self" also not be counted?
Thanks!



As I am slowly returning to Pico-8 and I am tempted to make a Pico-8 3d printed console with CHIP, I had an idea.
How about attract mode for splore?
Just like arcades (and some console/computer games) in the past. If the machine was on and not used for a period of time, it would start a demo showcasing the game. Basically it was the game playing by itself (although it was often pre-recorded input by real players).
As Pico-8 is mostly a fantasy home console, we don't need anything too fancy. We can always let Pico-8 play some pre-recorded gifts. If we want to get to the nitty gritty, we can have a command that will record input and then play a cart by using this input.
I am not really sure if we really need this feature, but I think it would be a nice addition, especially when showcasing Pico-8.
This is mostly done, I'd like some testing and feedback before I'd consider it complete. All thats really left is another song I need to make, barring any major bugs.
https://splixel.itch.io/picocross-rc1?secret=Jp2KRiuGT6wxAMWWTjLVDLPDpHM
It's a picross puzzle game, so the rules are exactly same as picross.




Controls: Left/Right arrow keys to walk, Up arrow key to jump. C key discards coins.
You can only carry six coins at a time, and as you collect more coins you become heavier and can't jump as high.
When your pockets are full, you can't jump at all!
Update 2.12.16a :
- Fixed the screen warping to look less awkward.
Update 2.12.16 :
- Added some background tiles!
- Added 4-way wrapping functionality: The player can pass through the top and bottom of the screen!
- Disabled jumping when the player has maximum weight.
I'm not sure if I'll keep the screen wrapping mechanic as I want to maintain the risk of falling due to not being able to jump while over encumbered, but it was fun to implement either way! I'll toy with this some more and see how I feel about it.
In the next update I'm hoping to add another new little feature to this "game"...carrying a lot can be a disadvantage for upward movement, but what about [i]downward


