1.0.1: Quick fix for the title screen
The main slowdown factor of the whole thing is this:
for x=0,127 do for y=0,127 do if brd[x][y] != 0 then pset(x,y,brd[x][y]) end end end |
I have to copy everything from the board to the screen, every frame. Maybe someone could help with a more efficient way to do that?
Sometimes, very rarely, snakes just crash into themselves when nothing happens. Should maybe fix that.
The stupid AI is surprisingly good at beating me. I should probably practice some curve fever.
Feedback is greatly appreciated!

So I made a tetris clone a little while back, I used the 8x8 spirtes as whole blocks. Which worked well with the flag collision thing, but it couldn't fit on the screen, so I'm back with 5x5 blocks and as far as I'm aware there's no way to use the map + flags for sprites under 8x8 besides maybe a virtual screen that your code scales down. I also started off with all the blocks as ints in an array[ 220 ], but these 1 based arrays are throwing me off, I eventually just scrapped it because the code was a mess and currently have an object { x, y, type } for each block, which really isn't efficient but w/e. Feedback/Criticism welcome, new to Lua and Pico and any suggestions on how you guys tackle collision under 8x8 would be stellar.

Play with the buttons and make your own spoooOOOooky spinning thing.
Great screensaver for baby rooms!
Oh and by the way, the music is an augmented 4th, aka a tritone or the "chord of evil" which was literally banned by the church at one time. :)
edit: oops I just realized I uploaded an old version. This one works...
Here is a short implementation of a pathfinding algorithm (a*) in pico 8.
Your press Z (A button) and the S moves to the T. Press again once it reaches it's destination and it randomly picks two more locations and does it again.
Not necessarily the most performant- but works well enough at small scale.
I decided to learn pico-8 and this is my first attempt at a game. Many of the components of this game have come from posts and ideas in the forum. The main inspiration was the shooter in 16 gifs. The music is also from another cartridge -- credit given for both in the code and in the scrolling credits.
I haven't tested this out on different devices yet... so let me know if there are any issues.
Scott
update 2017/13/01
Ok, made a few minor updates as well as the suggestion to make the game over not transition right away. Hmmm, I thought I had a screen shot, but it doesn't seem to have made it -- the game is still tuned for a score of about 1000 and/or level 10 (if starting at level 1). It starts slow, but gets crazy quickly. My screenshot was a typical game for me (with laptop keyboard) -- level 17, normal speed, 1250 or so score and 12% accuracy (that's what the game's tuned for).
While at the menu -- use arrows left and right to get more hearts... arrows up and down to change starting level.

I tried using some of the code from the examples in this thread. There seems to be a solid box that is impassible near the top left of the map, but the tiles I've flagged aren't acting as solid objects. Any ideas what I'm doing wrong here?

A remake/demake (plus a few new features) of one of my childhood favourites on the C64, "Tapper". It's my first attempt at making something with Pico-8, but it has been extensively tested by myself so hopefully I caught all bugs.
The barebones version was done in one day (got up, started programming, went to bed). Sound, extra graphics, little features and additional animations took three more days.
Manual included in the cart. Enjoy! (and maybe submit your highscores /w difficulty)
Full Manual:
Because stuff has been missed, I'm writing a full explanation of all features here.
You use Z to tap a beer. Holding the button will fill the glass, releasing it will send the beer across the table. The fuller the glass is, the more the receiving patron will be knocked back. If all patrons are knocked out of the bar, you win the level.
Patrons have to be fully inside to catch the glass (nobody likes being served while he hasn't even entered yet). Any glass that is not caught will smash and lose you a life.
When they finish drinking, they send the glass back to you. You have to either catch them, giving you a fresh glass (or loses you life if you fail to), or have the waitress collect them, which is convenient, but gives no points and you have to wait for her to return to receive the glasses.
You send the waitress by pressing X next to the bell at the bottom.
When the barrel is empty or close to empty (3 pixels of beer left), you press X while next to it to order a fresh one.
TIPS:
- Always have the waitress running, especially after level 2! You will need the glasses and can't afford to wait for them.
- The waitress also saves you from moments when two empty glasses arrive at the same time.
- You don't need to always send a full glass. If the patron is near the left end, a half-full glass will be faster and use up less of the barrel.
- At 3 pixels left in the barrel, you can get about one and a half glass out. Think of this as an emergency reserve and get a new barrel as soon as you can.






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