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Cart #35228 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A basic, old school, software rasterizer.
You can rotate the cube manually with left, right, up, down

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I made some external tools for PICO-8 on Windows.

- p8run.exe
p8run.exe sets the focus to PICO-8 and automatically presses Ctrl+R.
If PICO-8 is not running, the command of the argument is executed.

Download:p8run.zip (123KB)

- Tabreng8

Tabreng8 is an external sprite editor. It is suitable for Windows tablet.

Download:tabreng8.zip (566KB)

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Updating this thread with a small jump tester.
I've been trying to choose which jump strategy works best and came up with this jump-code switcher!
Thanks to @ZackBellGames and @R4_Unit for helping me out with insights!

Cart #35812 | 2017-01-15 | Code ▽ | Embed ▽ | No License

Old cartridge below:

Cart #35497 | 2017-01-12 | Code ▽ | Embed ▽ | No License

Alright boys and girls, starting a new project.
I've never completed a platformer before and this changes today!
I'll be streaming most of this development too on my twitch channel!
twitch.tv/ikolino

I'll update the thread when I'm streaming, and at the end of every stream with the updated cart.

:D

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Cart #35256 | 2017-01-08 | Code ▽ | Embed ▽ | No License
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You are all invited to the Tiny-TV Jam, a Pico-8 gamejam in which you'll have to make a tiny game for a tiny TV!

!!!!! ~ The Jam Is Done ~ !!!!!

!!! ~ Thank You So Much ~ !!!

!!! ~ For All The Tiny Games And The Tiny TVs ~ !!!

!! ~ The Results Will Be Coming Shortly ~ !!

Here is the base cart:


[ Continue Reading.. ]

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Cart #35204 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fantasy Concon is a shoot 'em up game.

Control
Arrow key... move
Z... shot

When you touch enemies, PW decreases. When PW becomes 0, the game is over.

Bonus Item
P... recovers PW
S... speed up
R... reverse
Apple... 11 pts.
Banana... 8 pts.
Green capsule... gather

Have fun!

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I need help - if you try hitting the ball with the sides of the paddle, it gets stuck inside the paddle and bounces around a bunch of times. How can I fix this so that it just bounces off of the side?

Arrow keys for bottom player, ESDF for top player.

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A Pico-8 recreation of a childhood favorite! Player 1 tries to make it to the end of the screen while player 2 tries to stop them. Player 2 wins if they can stop the other player 5 times but, player 1 wins if they make it just once!

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1st real thing i made in Pico 8 (except for little tests, but this is also a test D:)

just wanted to get the hang of setting hitboxes and stuff... just learning how to find out all these things myself :D

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So, I'm going for some modular map usage, and in the interest of map management, I need to learn of a way to make "scroll cuts" and "jump cuts" between segments. For instance, the "Concert of the Damned" map is broken up into pathways that exit to the left and right, and the top and bottom. The "green blocks" indicate doorways that will jump the character into the next scene upon collision. But don't let the layout fool you! Since the map is modular, each of these scenes doesn't just connect to it's neighbor, they're designed to cross-script to one another. 200x on the other hand, scripts gameplay mechanics into the segments and warps between them, but I also need to preserve the scrolling within each scene, while not scrolling to the other scenes in visible range (perpindicularly). The screenshot for it shows horizontal corridors, but I have a section of vertical ones as well; so it's not just as simple as only scrolling on the X-axis.

What I need is a way to cut the scrolling at the ends of the screens, and jump-cut to another segment of the map; while preserving the scrolling in the segments themselves. Any code monkeys care to give me a little tutorial on that?

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So, I was looking at the manual (while I was working on a project), when I noticed the GPIO setup.

I just had the idea that if anyone owned 2 GPIO-capable devices, then couldn't that allow for networking? Sure, that does have a few issues:

  • only 6 bits at a time (pCHIP has 6, but CHIP and RPI have 7)
  • only 2 devices can be connected

But couldn't that work? Maybe Pong could work, as well as turn-based games.
If anyone has access to 2 of these devices, hopefully you can help me (I only have 1 RPI).

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Cart #35171 | 2017-01-07 | Code ▽ | Embed ▽ | No License
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Simple sand and water simulation.

Controls:

Button 0 = Reset
Button 3 = Spawn water line
Button 4 = Spawn sand pixel
Button 5 = Spawn sand line

Could be optimized by removing static sand and water particles from the list + optimizing the update order.

Not really much of a game yet but is fun to play around with. Thinking of trying to make a puzzle game with this involving scales.

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So, I think that for anyone visiting the site, there could be a pop-up to help them out.
I think this would also fix the whole button issue, as everyone would know what the X and O buttons are.

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Cart #35152 | 2017-01-07 | Code ▽ | Embed ▽ | No License
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Gameplay:
You need to move both character into the gates.
blue character -> blue gate
violet character -> violet gate

Done during our lessons at our school in germany by me, Aizer, and JasminSky.

Programmer: Dominik Dotzauer (Aizer)
Artist: Barbara Beil (JasminSky)

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Hi,

I'm trying to have a sprite move in front of and behind other objects to simulate z-index ordering, but I'm not sure how to do this in PICO-8. I figured it would work something like if object_a.y > object_b.y, move behind that object.

I saw somewhere someone giving each object/sprite a "z" variable that would control what order things were drawn, but that wasn't for PICO-8 so I don't know if that could be recreated here.

After some searching, I see that this has been done in The Lair and Kick Wizards, but I'm very new to Lua/PICO-8 so I'm having a hard time finding how they're doing it. Any help is greatly appreciated.

The Lair: https://www.lexaloffle.com/bbs/?tid=4051
Kick Wizards: https://www.lexaloffle.com/bbs/?tid=27697

Thanks!

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My second game with PICO-8. This time I went for a Xenon 2 type of vertical shooter, but the music sucks ;-)

The premise is simple, kill enough enemies so you can escape from the level and then confront the boss. To do so, you have your stolen prototype ship, trying to jump back to Earth and safety.

You've got ahead of yourself five levels, with each their own boss, and armed with five weapon levels to get away. The game also records high scores arcade style.

Instructions:

  • Z: Shoot
  • X: Megashot, only when the yellow bar is full.
  • Arrows: Move, dodge and aim with your ship.

The small pulsating balls are powerups and don't hit the ships either.

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Dialogue Text Box Library (DTB)

DTB is a code snippet that you can use to implement a dialogue text box to any game in just seconds.
Setting it up goes as follows:

  • Add the dtb code to the top of your own code.
  • Call dtb_init in your initialization.
  • Call dtb_update in your update.
  • Call dtb_draw function in your draw.
    And that all there is! You can now simply call "dtb_disp" wherever you want.

Usage

dtb_init(numlines)

Call this to initialize all dtb's variables. Takes an optional parameter which defines the maximum number of lines that will be displayed. Defaults to 3.

dtb_update()

[ Continue Reading.. ]

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Cart #35124 | 2017-01-06 | Code ▽ | Embed ▽ | No License
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I decided to do one without the nyan-cat >.>;

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I'm currently working on a game and I seem to be stuck on something that should be fairly simple.

I want to create arrows under specified conditions (I have a beatmap in the spritesheet) and whenever a beat should happen, an arrow should be created which goes down the screen until it hits the buttons etc etc. The part I'm stuck on seems to be creating those arrows.

From what I gather, I am supposed to be using tables and metatables? I have started some code relating to this but I feel like I am just making guesses, and none of the tutorials that I see cover instance creation.

Also I spent a lot of time working on what I have so far, especially the music, so let me know what you think of the very little that is there.

Cart #35095 | 2017-01-06 | Code ▽ | Embed ▽ | No License
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Cart #35089 | 2017-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

So far shitty pong game for two players. Put it here so it wouldn't die away in my profile.

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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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