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Cart #35085 | 2017-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is squashy ball, as we all know it from PicoZine #1. As a first time coder I decided to just see what I could do with the game, so I added everything you see and hear past the ball and paddle movement. Big thanks to Alex Mole for the inspiration.

Stats save in between sessions. There are 9 skins available to chose from. I may add more in the future.

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Hello!

If, like me, you got hold of Humble's recent GameDev Software bundle, then you probably have a copy of Pyxel Edit. Because palettes are saved in the .pyxel files that the program produces, I've stuck a couple of them on Google Drive with the correct palette for PICO-8 users.

The resulting spritesheets can be exported as PNG files for importing into PICO-8 - just be sure to use the 128 x 64 version if you're not wanting to overwrite the map area of memory.

128 x 64 version
128 x 128 version

For some reason, when you click the links, Google Drive brings up an unpacked preview of the .pyxel file - just click the "Download" button at the top-right of the window, and they should download just fine.

Full credit for the palette RGB values goes to Roman Zolotarev and his handy-dandy palette page.

[ Continue Reading.. ]

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Cart #35077 | 2017-01-06 | Code ▽ | Embed ▽ | No License
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Hey fellow PICO 8 users in the dojo,

Started with a breakout like concept, now I can't seem to walk away from this interesting problem..

The ball currently uses a sine function in order to cycle its scale: BALL_R=1+(SIN(FRAME/20)*2)
and I'm trying to adapt collisions to accommodate this type effect (see - multiple uses).
So far it doesn't appear to work without triggering multiple undesired bounces at the border.

So far I've had limited success with a function I made to snap the object scale to whole number
increments, however this has not resolved the problem, which only consistently occurs when the
ball (CIRCFILL) crosses the boundary as its increasing in scale (BALL_DR=+1).

I've also attempted to apply a timer to limit bounces (ball x/y inversion) without much success.

Am I barking up the wrong tree/ are there other collision models which already
deal with these type of situations? -any help would be greatly appreciated

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Is there a way of changing the origin point of a sprite/object to be central?

in Love i would use getHeight()/2

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Is there a shortcut key to "find next"? I can CTRL+F to find, but how do I find the next occurance without CTRL+F again and retyping the search criteria? F3 works in many editors.

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Cart #35165 | 2017-01-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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0.30
Press buttons to cycle through 4 levels.

0.25
Fixed the Best Time bug and tweaked the map/colours a little. Also changed the random camera shake to a map nudge to give more weight to the player.

old:
I'm still new at coding/pico8. This "on rails" racing idea was a good chance to try a new method of collision: this time, I test the pixel color in the direction I'm going (using angle instead of usual DX/DY) and if it's NOT the track colour, the collision returns true.

remixing is welcome.

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Cart #35027 | 2017-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first attempt at fiddling around with PICO-8!
A simple Tic-Tac-Toe game. you can choose how much you're playing the best out of, and the loser always starts the subsequent round. It's 2 player only for now, will probably add a 1 player mode soon!

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Cart #35030 | 2017-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Just going to use this cart with this animation to work on the music

Cart #35021 | 2017-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Music is more interesting, but less tired.

Cart #35011 | 2017-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[ Continue Reading.. ]

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Cart #35007 | 2017-01-05 | Code ▽ | Embed ▽ | No License
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a small frogger clone.

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Cart #34996 | 2017-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Someone over in Discord asked about some entity drawing code in Hug Arena, so I took a look a stab at explaining it. I realized the code in Hug Arena is similar to a technique I've used quite a bit, so I put together a small example cartridge demonstrating the technique.

The sample is commented code that demonstrates how to draw two types of objects that update the same way each frame, but draw differently.

In "Remains of El Dorado" I used this for most objects drawn in the game, you can check out that cartridge to see how this works on a larger scale.

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Cart #34983 | 2017-01-05 | Code ▽ | Embed ▽ | No License
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Prototype based on the game Kuru Kuru Kururin.
Physics still need some tweaking but works most of the time.

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Cart #34978 | 2017-01-05 | Code ▽ | Embed ▽ | No License
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Tested on 0.1.10c on Windows and Linux x64. This crashes after a few thousand iterations:

while true do
 printh(stat(0))
end

If I change it to

local s=stat(0)
printh(s)

then it doesn't crash.

Edit: Not sure why I thought it needed that table stuff. This is sufficient.

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Cart #34971 | 2017-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My entry for the Weekly Hour Game Jam, week 1 2017. The theme was "Happy New Year", so I created a fireworks show. To add a bit of interactivity, you can move a cursor around and draw shapes with X or Y to create different firework effects.

I definitely still had a few things on my TODO list after an hour, so it's missing some polish, but overall I'm happy with what I finished in 60 minutes.

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Cart #34956 | 2017-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Work in progress on a minimalistic version of Missile Command. Worked on this with my son as a programming challenge. It ended up being a little more challenging than intended so I did a bit of the work on it. :)

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Cart #35115 | 2017-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A minimalistic version of Missile command made with my son as a programming project

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Cart #34947 | 2017-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I have stomach flu so the time that should have been dedicated to this was dedicated to that instead. But have this 80-minute game. Move the arrows to move your bucket. Catch the bricks before they fall offscreen!

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Hi everyone, I'm glad to join PICO-8's community!

I heard about the "fantasy console" for the first time when I became aware of the newest Humble Bundle. Just the idea of a tiny virtual machine on which is possible to create little softwares to play on the same system on which they have been made amazed me. It could make no sense being already limited in game development, but it perfectly agrees with the meaning of "vintage" and "retro".

I come from a childhood during which I used to play many old games through emulators, but I also had the chance to buy a real NES (..obviously my favourite console)! I have been able to study what makes games enjoyable to play thank to my passion for game development, in fact I started learning coding and game design by himself at early age. I did not have many experiences with different programming languages or game engines: I started with GameMaker and kept growing my knowledge in using that great tool.

During 2016 I founded Credici, a development team with which I'm developing a PC game dated to be released at the end of spring. I would like to continue talking about Credici and our game but I feel it would be inappropriate "making advertising" on this forum.

Here are my questions:

  • How PICO-8 born? (I didn't find much surfing the net..)
  • What "BBS" stands for?
  • When you find someone to have a collaboration with, how do you work on the same cartridge at the same time? or how do you merge your jobs?

Thank you in advance for the answers!
I hope to feel comfortable in this community and to have good relations with you other :)

[ Continue Reading.. ]

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For my first PICO-8 project I decided to make a game similar to Pac-Man Battle Royale, my favorite multiplayer arcade game of the decade. Right now you can play 1-player with an AI opponent, or 2-player battle.

The basic pac-man gameplay is there, but so far the only mechanic I've implemented is players bumping off each other on collision. I still need to add a lot more gameplay and flair, and hopefully find some ways to make it my own (besides the greek labyrinth theme). This is my first PICO-8 project, I'd welcome any feedback!

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Cart #34933 | 2017-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is Squashy Ball, based off of the tutorial in Picozine #1. As a fun project I decided to enhance the game and make it more enjoyable and less buggy. This is my first try at coding something in this language and I have very little experience coding at all. Any feedback on the game is very welcome! Also any feedback on how to make my code more efficient/better would be good too. Thanks!

In the menu's, press X to go to the selected item, and Z to go back to the main menu. You can press left and right to choose your skin in the options menu, but I haven't worked out changing the difficulty yet so that is not available. For reference, I think the way the game is now would probably be Hard mode, as it is quite difficult.

One thing I would specifically like to ask is: how can I get rid of the trail that appears behind the ball? Specifically with the Christmas skin it is very noticeable, and I would like this to look nicer.

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