According to the key config in PICO-8, the "O" and "X" buttons are placed with the X closer to the thumb. However, in the BBS's touchscreen controller, the controls are reversed, with the O button closer to the thumb, making controlling some games awkward.
Second problem is that due to a feature in Chrome, attempting to slide right on the dpad causes the browser to go back a page. There are a few HTML5 apps online that disable this somehow, but I don't know if it can be applied here since I'm unfamiliar with dynamic HTML5.
I use the touchscreen controller fairly regularly to play games on my tablet PC, so other than the above it seems to be working great :)
EDIT: Second problem was resolved by going to full screen mode. However, it may be hard to exit out of without a keyboard.


Use left and right to raise your left and right foot to move forward, up and down to bypass an obstacle and collect items, press Z to play again.
Well... we think pico-8 is cool and we'd like to make a pico-8 game (or jam) for a long time.
Also had many troubles but it's fun, hope the next ones will be much better and better!
Happy Lunar New Year!
Has anyone else experienced trying to change their icon and blog header and found a broken jpg icon instead? I even tried reverting back and it's not showing...
I guess another question is...do you SEE an icon right now for my avatar? Could be problem on my end too...Been noticing an increasingly invasive Avast as of late, even going so far as to breaking google drive for me when active.
Thanks!

When I do this it copies the sprite 0 (the white x) over my grey circle.
cls(8)
circfill(32,32,5)
memcpy(0x6800,0,0x200)
However, I was trying to write my own data into the sprite bank so the other way;
cls(8)
circfill(32,32,5)
memcpy(0,0x6800,0x200)
And nothing happens. (I hit escape into the sprite editor and it is still the same). Why? Hmm.
I was going to populate it dynamically and make spr() and sspr() calls to it.
I thought generating math stuff into the sprite bank could be fun. Is it read only? Thanks



Been working on this prototype and need some fresh eyes to see how it's coming along. This is a very bare-bones prototype, mostly a test to see how well the core mechanics work and feel.
Controls:
Start Moving
On Ground:Jump/Mid-air:Freeze&Aim/Frozen:Airdash
Shoot
Pass through blue platforms/Frozen:Unfreeze and Fall
All assets are simple placeholders and the levels are me working at making some tutorial stages. Please leave comments or fill out my feedback questionnaire. Any feedback would be greatly appreciated!
Go on a byte-sized adventure with Lemonhunter. Find items and gold inside the procedurally generated caves. It's up to you to decide if you want to fight the monsters, or avoid them. If you're lucky you might find the golden lemon of your dreams at the end. Only have a couple minutes left in your break? Don't worry, speedrunners will be rewarded with extra points!
Controls
z/c - jump
x/v - attack
down+x/v - throw a bomb
Version 1.0 Update
Now with music by Gruber
Please play the game in the exe version of Pico-8 if it runs slow in your browser, or try version 0.3 below.

Version 0.3 (30fps)










YO, DAWG.
I HEARD YOU LIKE FANTASY CONSOLES. SO NOW WE PUT A FANTASY CONSOLE IN YOUR FANTASY CONSOLE, SO NOW YOU CAN PLAY YOUR FANTASY CONSOLE IN YOUR FANTASY CONSOLE!!
...and THEN you can put THAT in VOXATRON, TOO!!!
IT'S CONSOLECEPTION!!! XD
For reals, though: I'm astonished at how simplifying constraints EVEN FURTHER has resulted in considerably more games being produced, what looks like considerably more rapidly!!! Just... WOW.
I love you crazy bastards!
PS: So... how long until we integrate this with Splore, to make a game about playing all these games?

Alright. I'm finally getting somewhere with my level code, physics, and... well, I'm still WORKING on my composition stuff, too. But now I'm also starting to work on enemy AI. And here's another spot I'm kind of fresh to.
See, past projects I've worked on include fighting games - which are essentially just really big FSMs, and the AI uses some conditions like player distance or input to determine appropriate responses (some MegaMan bosses do this, too)... and music games, which is really just about lining up targets with precise timing and that's really all there is to it. Making shots doesn't seem any different than making fireballs in SF, either. But making enemy AI for platformer and top-down-adventure games is kind of a different thing; and I could use some guidance - heck, maybe even outright collaboration with.
There's four titles of enemies I'm trying to reasonably replicate here:
200X - a MegaMan knockoff.
Concert of the Damned - something between Zelda II and SotN, maybe a little Shovel Knighty too.
Gentroid - Yet Another Metroid Fangame (there's a good grip of these, it seems - and Cow has the physics/feel to that DOWN! Perhaps I should just step aside...)
...and an as-of-yet-to-be-determined title that's in line with Zelda 1 and/or Gauntlet; maybe a bit Isaacy, but certainly not Isaac. Save for maybe boss influence, we'll see where that goes.
How do some of you do your enemy AI? I know really simple stuff could be handled by my "MakeTarget()" code, but not stuff that depends on terrain contact. "MakeTarget()" is mainly about making basic movement patterns - lateral, vertical, sine-waved values, diagonals, circles or semicircles, that kind of thing.
function maketarget(obj,scr,x,y,xrange or 0,yrange or 0,speed or 0,loop or 0) --x/y position relative to map obj.p.x=((scr\5)*16+x) obj.p.y=((scr/5)*16+y) --set sine motions to control local movex=2*sqrt(xrange)*speed local movey=2*sqrt(yrange)*speed --reverse direction! if (movex=xrange or movex=-xrange or xrange<0) movex*=-1 if (movey=yrange or movey=-yrange or yrange<0) movey*=-1 --diagonals or curves if loop=1 then movex=xrange elseif loop=-1 then movex-=xrange end |


Just noticed this:
https://github.com/RamiLego4Game/LIKO-12
Looks pretty cool. The built in functions and sprite sheet definition in the code is different so some work would be required for any existing PICO-8 games.
I started working on a port of a game to LIKO-12 but changed my mind and decided to port it directly to love2d.










Anyone else disappointed by the lack of double (and triple) buffering? It all comes to just having a larger framebuffer for faster graphics operations. A lot of special effects and filters can only be implemented fast and correct using more video ram.
The only other thread I could find on the subject is:
https://www.lexaloffle.com/bbs/?tid=2853
I've used the Lua array method, but it's notably slower than video operations.
I guess this is just a hard limitation so one doesn't sink too much time in chasing these sort of thiings, like having too many colors / channels of sound?


I somehow only just noticed that the BBS clips leading space on lines inside code regions:
function foo() print("i swear I indent my code") if (honest == true) then print("... honest") end end |
Can we get this fixed? I think maybe I've seen this on the board and just assumed that nobody indents their code. ;)
I'm pretty new to Pico-8 (got it as part of recent humble bundle), but have been coding in C++ for a while.
This started out as a little toy - I just wanted to make the "A"s move around. I brought up a web version on my wife's phone on her birthday and she thought it was cool.
Then I started thinking they A's should be able to wrap, and they need to have some sort of goal, so I added the race to the "coin". Of course, it's no fun if there's just 1 person, so I made either player computer-controlled if it hasn't been touched for 5 seconds. I tuned the speed of the computer-driven player(s) to make it really easy to beat them - it's nearly impossible at full speed.
I found myself watching the 2 computer players, and realized they quickly end up exactly on top of each other, so in my last change I set the winner of the coin to a new random position. And the last thing I did was add a sound effect when one of the players reaches the coin.
The scores just go up forever. If I were to add anything else, it might be to put some clouds or rainbows scrolling by in the background, with some cool parallax animations, and maybe some nice music.
A fast paced endless runner with the use of only one button.

This time you have to master jumping and jetpacking trough endless obstacles coming your way. How long can you survive?
If you managed to get 4 coins(5X combo) without touching the ground you get a shield, this will be vital for your survival!
Be careful with the grey coins, they will break your combo and send you down to ground!
Controls
Any button: Arrow keys/Z/X
- Hold to charge your jump and release to jump.
- In air: Hold the button to use your jetpack
Good luck and stay Awesome!
/Elastiskalinjen
-Update 1.2-
- Limit that camera shake
- New character sprite
- Better startscreen
- Better slowmo effect
- Fixing bugs
-Update 1.1-
-Saving should now work(hopefully, new to this)
[i]-Camera shake implemented(why not)



Controls:
Arrows move the cursor (which automatically select the closest lepicon)
Z changes the action (bar on the bottom)
X applies the action to the selected lepicon
The game is very simple, take your Lepicons to the other portal using them as tools (the different actions on the bottom).
I've been working on this game for this month (during my free time) for my One Game a Month entry. I hope I can keep it up this year and it's my first project on PICO-8 (by which I'm falling in love).
I tried to make a game of how I remember the classic Lemmings to be like, I don't want to go check how the original game actually worked, I want to do it using only my sweet (and maybe distorted) memories as guides.








