Hello everyone.
As I was writing Save Yourself I needed some proper debugging methods to speed up finding bugs. Because my game was almost over token and char limit I had to completely scrap debug code at the end of the cycle. So I thought moving this debug to other cart may help someone in same need as I was.
FEATURES:
- Prints messages with time (in seconds) attached.
- Deals with strings, numbers and nils
- Ability to control number of messages shown
- Ability to use spam filter - useful when you debug something every frame
- Show cpu consuption for update and draw method
- Have space for player coordinates and additional info visible below messages
Code is non minified and commented. Feel free to ask questions.
GIF from Save Yourself showing how debug looked in game:
EDIT3: round 2 -- with updated algorithms, methodology, and results
EDIT2: added Catatafish's method -- we have a new champion!!
EDIT: added solar's method.
EatMoreCheese's thread about triangle rasterizers got me thinking about the different "trifill" methods that have been posted to the BBS—and so, in the spirit of the holiday season, I wrote a small profiler to pit them against each other in a brutal, winner-takes-all competition.
Methodology: I measure the time it takes for each routine to draw the same table of 300 randomly-generated triangles ten times over. Vertex extents are in the range [-50, 178].
CAVEATS: This is not an "apples-to-apples" comparison, or even apples-to-genetically-modified-oranges. For example, scgrn's method draws n-gons (not just triangles) and creamdog's method draws particularly chunky triangles. For personal edification only—no code-shaming intended!
Results:
Let me know if you'd like me to change your entry, or add others!
See round 1 here:

Description: In Coffee Catch, the goal is simple: get the desired amount of coffee with as few misses as fast as possible! To get a cup (or several) of joe, use the arrow keys to move. But be careful, holding the button down for too long will result in a miss and you will lose points.
License: You can use any part of my game or code. Just make sure you credit me. (Please!)
Notes: This is my first Pico-8 game so please, feel free to leave any feedback! (Just be nice... or not. Do whatever you want, I'm not your parents.)
Change log: Fixed an issue where the game would read several inputs at once. (Thanks @EatMoreCheese for pointing that out! You get a cookie.
)

Just got Voxatron.
However I can't seem to figure out how to get a new player character (or any object for that matter) into an edit mode so I can change what it looks like (or make it at all).
I am sure I am just missing some sort of shortcut key or something. When I go into the edit I just get the edit of the player settings not what it looks like.
Any help much appreciated.

Generates random forest 128x128 large blocks, each block consist of 16x16 tiles (so, entire forest size is 16384x16384 pixels)
Overall layout is generated with diamond-square algorithm. Each large block is 16x16 tiled biom which has biom type 0..7 (0 is water, 1 is swampy, 2..4 are rather clean, 5..6 are deeper, 7 is almost impassable) and seed number to generate biom content. So if you run far away then return - biom will be regenerated as it was originally, without changes.
Then 4x4 bioms around player are generated and copied to map. When you walk, every 16 tiles map is shifted and next 4 bioms are generated using corresponding seeds.
Z, Y - cycle through game view, layout view and 4x4 map view.
There is no point yet. You can find owl, but you cannot win still. Also, forest is looped and it wraps around every 2048 tiles.
CONTROLS:
Arrows: move
O button/Z - shoot
X button/X - jump
2 years before Mountains of Demise II, a boy conquered the Mountain of Demise, the second most dangerous mountain in the world, to rescue Princess Lilianna, his loved one. Now, he's The Chosen One to rescue the world from a wave of cyberdemons. Climb mountains, collect and use 4 artifacts in a quest to save the world.
FEATURES:
- save the world!
- 4 artifacts to collect
- awesome music by Adrian Makes Games, Sivak and Tomohisa Mitsuyatsu covered by Adrian Makes Games
- new gameplay mechanics
- no unfair sections!
- a password system!
SOME FUN PASSWORDS:
211216 - speedrun mode (all items collected, start at the mountain entrance, no checkpoints)
90001 - play song
CHANGELOG:
1.3 - fixed respawning enemies on the bottom half after selecting "End"
1.2 - added sound test
- added some more flair to the game over song
1.1 - fixed some small map bugs
1.0 - initial release
CHECK OUT THE MUSIC CART:
click here

Save Yourself v1.0c
Short adventure game with unique talking mechanic with focus on exploring and talking to NPCs. Meant to be played several times to learn the world and find clues. Game have random elements to throw player off from obvious resolution.
As it was my first released game it isn't very player friendly and is very obtuse in what it requires from you.
One run length: 5-20 minutes
INTRO:
You are one of many bounty hunters that is after Maggus, the royal mage, after you found King will pay handsomely for this task.
Allied mercenary lead you to enclosed, old, valley mine, where Maggus could hide.
This is your chance, there is only one exit from this place and your companion is guarding it.

! ALL THE DOODLES CAN BE DOWNLOADED IN ONE PACK OVER ON ITCH.IO !
Hi!
These are 45 experimental Pico-8 tiny programs, exploring a variety of effects and simple ideas.
I've been making these for a bit over two months now. The idea is to try out an idea, a visual effect, a generation algorithm, a quick mini-game... whatever it is that's tickling my mind at the time and do it in one sitting of 30 minutes to 4-5 hours.
After I'm done I upload a gif of the result to my Twitter, @TRASEVOL_DOG. (you should follow me, I have more doodles coming and also I make video games)
That's how every single one of these 45 doodles have been made.
Feel free to use any effect in your own creations, and if you do, let me know about it here on the BBS or through Twitter!
[b]You can download all the doodles from the Itch.io page!

This is a simple 1 screen game inspired by the classic game POOYAN.
Shoot the balloons to knock your enemies down from the sky before they can land on the ground to steal your gold and ultimately invade your cave.
Press Z to shoot, and use up/down keys to move up and down.
I hope you enjoy.
Version History
1.0 (2016/12/25) - original 30fps release
1.1 (2017/1/7) -
- Frame rate is now 60fps
- New enemies are now based on time of day, and no longer based on player's score
Hi the geeks ! [o.o]
Here is the demo of my very very little RPG.
I want to make a game with a very short lifetime, capturing the essence of RPG in a humoristic way.
I make code, graphics and sound, do not hesitate to criticize my code, because I'm begginning.
| USER'S GUIDE :
LEFT: Left move |
Sorry I'm French…
Here's my unfinished platformer fan-game that's based on Morphcat's NES homebrew game Super Bat Puncher!
I'll never, ever finish this because I need to make a (de/)compression thing for levels.
After pixeling the treasure chest (which does not work) I realized there wasn't enough space on the built-in tilemap (I didn't know the sprite data and map data were shared :'-( )
So instead, I'm working on my own game engine.
The code is pretty damn hideous, though I think it's probably interesting enough to look through. I haven't seen many pico-8 games that are this "traditionally" polished (I am probably overlooking like a zillion things, I haven't been on the BBS in like a year)
Anyway, do whatever the heck you want with it~!!






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