Feature request: PICO-8 and the website should use HTTPS (HTTP over SSL) for all network requests.
Right now the BBS is HTTP only when accessed in the browser, which is vulnerable to eavesdropping, credential spoofing, and man-in-the-middle attacks. There are good reasons to use secure connections even when no user data is involved, but the BBS also uses an insecure connection for signing in with a password and for sending the session ID and encoded password cookies with every authenticated request.
I haven't actually checked whether PICO-8 is using a secure connection to access Splore data but I would assume it's the same. PICO-8 itself will eventually use forum credentials for authenticated network access. Even if it uses an OAuth flow for this via a web browser (and I would guess it'd rather be a self-contained experience without a browser), it'd still need to execute the flow over SSL.
Implementation detail: The BBS and PICO-8 should use HTTPS for everything and disallow HTTP. Any request not over SSL should redirect to the equivalent HTTPS URL or refuse service.
As a PICO-8 user I would prefer that SSL be a prerequisite for on-device network authentication and any additional network services.
Thanks!
-- Dan

A sequel to Marballs, now with verticality, orbs and jump pads!
Controls:
Roll around with the arrow keys, jump with Z and use X to pause and restart.
Use the pause menu (ESC or enter) to return to the main menu.
To swap to 45° controls choose "swap controls" in the pause menu.
Custom Level Packs
Create and share your own levels using the custom cart below!

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.

rnd(-1) (or any negative number) seems to yield a random number from -32768 to 32767.
also rnd() seems to yield a random number between 0 and 1
not sure if those are intended features, but they surely aren't documented.
I think rnd() -> (-32768,32767) and maybe rnd(x) -> sgn(x)*rnd(abs(x)) would make more sense.
edit: plus srand() doing something to the effect of srand(time()) would be nicer than defaulting to srand(0)

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.

Hi i downloaded all the Pico-8 Zines to follow but the first code i gotta type is giving me an error at line 16.
I typed it exactly as it is written in the Zine i believe but i get this:
SYNTAX ERROR LINE 16
MOVEPADDLE()
<EOF> EXPECTED NEAR 'END'
What does that mean?
Here is my code:
--paddle
padx=52
pady=122
padw=24
padh=4
function movepaddle()
if btn (0) then
padx-=3
elseif btn(1) then
padx+=3
end
end
function_update()
movepaddle()
end
function_draw()
--clear the screen
rectfill (0,0,128,128,3)
--draw the paddle
rectfill (padx,pady,padx+padw,pady+padh,15)
end
Thanks!

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?






0 comments


