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Cart #33616 | 2016-12-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Aggressive creatures have been wondering into your village. You volunteered to venture out to find where they're coming from. After a few days search you find yourself at the swamp that old legends warn of entering. With no other choice, you prepare to search the treacherous swamp.

First game I've publicly released, so probably isn't great but am still proud of it and was a great leaning experience! Am looking forward to creating more games in the future.

Don't read this unless you're having difficulty in battle. Did something kind of different and tried to made the first encounter a decent learning experience.
[hidden]
You use directional key and x to choose 3 actions per turn, player and enemy actions are simultaneous. You get a short message describing the action the enemy is doing to help decide the best actions.
There are 4 actions;
is advance, next attack does more damage up to a cap.
is circle, resets enemy advance bonuses.
is defend, reduces damage taken. Enemy defense counter attacks if no damage is done
is attack.

These actions are kind of a rock-paper-scissors, >>>>
But an attack with advance bonus will break though defense.

Some enemies have unique actions which have an unique counter.

[ Continue Reading.. ]

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Cart #33578 | 2016-12-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi the geeks ! [o.o]

Here the demo of my very very little RPG, I want make a game with a very short lifetime, for captured the essence of RPG in lifetime and all that with humor.
I make code, graphics and sound, do not hesitate to criticize my code, because I begginning

User's Guide

<- Left move
-> Right move
C / N = Attack
Up and Down: for tests, scroll screens

Sorry I’m French…

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Hi Geeks,

I'm in MacOS Sierra 10.12.1 (16B2555).
And Pico8 ver 0.1.10.
The Html export doesn't work :(

> EXPORT MYGAME.HTML
PACKAGING 2 CARTS
COULD NOT LOAD CART #1

Thank you in advance for your help :)

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I was hoping someone could help me out here..

I keep seeing conflicting information/incomplete documentation on how many inputs/gamepads Pico-8 supports:

  • Is there a way to assign keyboard keys as the buttons for gamepads 2-7? (the built-in config tool only covers inputs 0 and 1)
  • Are gamepads 2-7 /only/ accessible by plugging in a physical USB gamepad? Will that automatically be assigned a number, or is this definable in some way?

Thanks in advance.

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When I add or remove a large table, the token counter updates with strange values.
Is it known?

Cheers.

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Cart #35267 | 2017-01-08 | Code ▽ | Embed ▽ | No License
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VOID

VOID is an arcade game where you have to collect as many stars as you can while avoiding the enemies falling in the void! You have to beat all the 10 levels to become a winner!

This is my first game ever. I'm a composer, but I've been always interested in making games, so this week I tried out PICO8 and I started learning programing. And I have to say that I'm really loving it!

I'd like to continue learning new stuff, so I will try to update this game from time to time adding maybe new obstacles, power ups, new functions...

I'd be happy to read feedback from you or any thought you have.

Cheers!

Changelog:

v.1.0:

  • Game finished after some bug fixes and polishing.

[ Continue Reading.. ]

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Ok people, it drives me crazy, I am pretty sure there is a way to capture you level's game play as a gif.
But for the love of God I can't remember what the sort cuts are.
Please advice.
Thx in advance

/DM

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Hi ... I was wondering if anybody had bumped into this before.

I am getting no sound at all in the Pico-8 environment. None - not in the sound editor and I not even hearing the "start sounds" when you first launch the program.

I am running 0.1.10 on a Macbook Air running 10.11.6 and I can't figure out what the problem is. System sound on the Mac is fine but inside Pico-8 ... nothing.

Did I press a secret combination of keys somewhere? I don't remember exactly what I was doing before I noticed the lack of sound but I think I was switching back and forth from one of Krystmann's excellent videos on youtube. I doubt that's the problem.

Any thoughts?

D.

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Cart #33525 | 2016-12-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #33522 | 2016-12-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello everybody,
We are two students in game design, I'm Zoé and with my friend Justine we made this game.
This is our first game on PICO-8.
This project is a school project. The theme was to imagine and create a little game within two weeks.
So we decided to made a kind of a maze with time travels.
Play it and enjoy (maybe).

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Cart #33517 | 2016-12-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hey guys, this is my first cartridge. It's a little sine graph visualizator, loaded with rainbow awesomeness ! :3
Gotta say, I'm having a lot of fun with Pico-8 at the moment. Hope you'll like this !

up / down to increase amplitude
left / right to increase the offset
X to clear screen and O to show debug info

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While trying to cram as much data in my code as possible, I found that the code compressor sometimes could make better decisions. Here are the two ways in which I believe it could be improved.

First, consider the following string:

--hi--

It will be encoded as such by PICO-8:

00 2d 00 2d 14 15 00 2d 00 2d

But the second “--” could be encoded with a back reference, thus gaining two bytes:

00 2d 00 2d 14 15 3c 04

Here 3c04 means “copy 2 chars from position -4”.
It should be easy to change the compressor so that it also emits back references for sequences of length 2 (apparently it only does it for lengths >= 3).

Second, consider the following string:

ababab

It will be encoded as such:

0d 0e 0d 0e 0d 0e

However it seems that the following is properly decompressed by PICO-8 and is two bytes shorter:

0d 0e 3c 22

Here 3c21 means “copy 4 chars from position -2”. Apparently, even if all those chars haven’t been decoded yet, when the decompressor reaches the 3rd character it does find it. However it’s not a very safe assumption to make without knowing the code.

Just my two cents!

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Cart #33493 | 2016-12-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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We started this game during the Tuesday night eat n educate programming class at the Melbourne Makerspace in Melbourne Florida on December 13, 2016.
The idea is to eventually have an AI or 2nd player at the top throwing snowballs back down at you. So you have to balance making snowballs (you can't move while making them!) and dodging and throwing snowballs.
We even thought about making a snow fort / wall to hide behind and having a third thing to worry about by having to stop and build up the wall / fort as it gets slowly chipped away by opposing snowballs.
A work in progress!

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Hello, I'm trying to use a function that uses a power that is less than 1, and for some reason pico will always evaluate it to 0. Is this just a limitation of pico? and any ideas on alternatives to achieve a similar result?

sin( x ^ ( 1 / 3 ))


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ALT-ENTER also opens the pause menu.
that looks like a (arguably) slightly annoying feature, until you redefine the pause button to something else than ENTER and it stops happening.
so I guess it's actually a slightly annoying bug...

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Arseny don't like New Year's eve. Why? Because he is a perfectionist and hates garlands hanging around with their unequal number of colours. But this year everything will change, because Arseny has got a canon (Where did it come from?!) and came up to set up rights on streets of the city.

Little simple game we made together with my friend Liza for course of Computer Game Industry. Rules are pretty simple: shoot in lamps of different colours to equalise their number. X to shoot, Z to restart level. This game was designed for russian audience, but you still can try to play it.


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Seeing all the LD Jam carts has me wondering about the Jam category here in the BBS...should carts related to LD and others get posted there? Or go into the normal Cartridges category?

Ultimately, I guess it doesn't matter - they all show up in the primary list - but just wondering what the intent is between the two sections.

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Hello! I am trying to make my sprite stop moving when they hit a wall sprite. I have gotten to the point where I can observe when the sprite is or isn't in the flagged wall sprite, but I can't actually stop the sprite from moving. Still very new to pico-8 and coding in general so any help is much appreciated!

x=16
y=16
dx=0
dy=0

function _init()

end

function _draw()
	cls()
	map(0,0,0,0,16,16)
	spr(3,x,y)
	if collide() then 
		spr(5,0,0)
	end
end

function _update()
	x+=dx
	y+=dy
	if btn(0) then 
		if collide() then 
		dx=-dx 
		else 
		x-=1 
		end 
		end
	if btn(1) then
		if collide() then 
		dx=-dx
		else 
		x+=1 
		end 
		end
	if btn(2) then 
		if collide() then
		dy=-dy
		else
		y-=1
		end
		end
	if btn(3) then
	if collide() then 
		dy=-dy
		else 
		y+=1
		end
		end
end

function collide()
	v = mget(flr(x/8)+1,flr(y/8)+1)
	return fget(v,0)
end
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Kind of on vacation but.. I had an idea for how to make the lines a lot more visually appealing so here you go.


4/3/2018 - This adds support for a 'kanji' mode. Currently it just includes all 79 of the JLPT5 kanji. The way characters are stored has been updated, and should allow for more kanji in the future.

There have also been some graphical updates (mostly just to the title screen and kanji mode, but yeah..

Anyway, hope some people find this useful. I know that just plotting out the characters for this has helped my reading speed a /lot/. Oh and if you notice any mistakes, please let me know!!

Oh yeah, eventually I want to add support for different pronunciations and a Mandarin (han) read mode. A screensaver feature could be cool too, but I'm waiting to convert the kana/gana to the new data format first.


[ Continue Reading.. ]

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