EDIT: I caved in and uploaded it to the BBS. Right clicking does not work properly on the BBS, sadly. ;(
You can use this link to itch.io instead. Right clicking does work there but there is still some mouse related weirdness going on. Download the cart for best experience.
https://thetruehero.itch.io/boneblast?secret=EIKLzfEsxuo4g2Umju423TEyew

Iterates L-systems. There's no text wrap, so strings extend offscreen.
I'm going to try adding a turtle graphics function that appears over the top of the text that you can press z to toggle on/off.
Simulates algae by default, but you can easily change the system by editing the variable and varprod tables.
If you want to add a constant, just make the corresponding varprod the same character as the variable.
EDIT:
Don't press x to iterate, press z. i made a typo.
Made for the 1-Room RPG Jam on itch.io
A small RPG where you have to unfold the story, or stories, by interacting with objects and furniture.
All necessary instructions are given in the game.
The gameplay is in place but the story is still very limited. I plan to enrich it and may be add some cutscenes ?


CONTROLS:
Z - Snatch / Hold
X - Octopush
A game about octopus made by Julia Tufts and Chris Lavell with the love and support of their friends.

Does anybody have some methods for creating a boomerang action effect?
You know...player throws a boomerang and it eases out to X distance, hangs there a sec, then comes back to the player regardless where they are. Zelda-style.
I imagine it's a lot of atan2() math and something like that...but wondering if anyone has something they've already made and are willing to share before I spend weeks trying to figure it out. Thanks!



Hi,
I get an out of memory when calling this function (recursive)
when i click a button, i will call select_ball(4,4,3) -> now all objects with the same index (neighbours) wil get index 7
This works perfectly fine, but no matter how many objects will be selected, in the end there is an out of memory exception
balls is a 16x10 multidimensional array.
arrow keys to move the cursor and 'z' to click on a ball
function select_ball(x,y,index) if balls[x][y].index==index then balls[x][y]={index=7} if x>1 and balls[x-1][y].index==index then select_ball(x-1,y,index) end if x<width and balls[x+1][y].index==index then select_ball(x+1,y,index) end if y>1 and balls[x][y-1].index==index then select_ball(x,y-1,index) end if y<height and balls[x][y+1].index==index then select_ball(x,y+1,index) end end end |


HI there, I recently bought Pico and Voxatron, and I really like both of them. Pico has a lot fo support, and has a ton of guides for the beginner. However, Voxatron doesn't use lua scripts- it has its own thing. I'm asking for someone to make a comprehensive guidebook(like pico fanzine) for anyone to use. Thank you in advance for making it.
Also, can someone please tell me how to make a hud in Voxatron? I need it urgently for a project at school, and i need a point system in it. The premise is that a man has to collect rabbits, and the rabbits give 1 point each.


Come on, Animals! is a puzzle game about collecting cute animals.
––
Movement
Up, Down, Left, Right Arrows
Make Selection
Z or C
––
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Faster, with smaller screen size.
Control the yellow dot with the arrow keys to mess with all the other dots.
To learn more about Conway's Game of Life, see Wikipedia.



Melon Bear is a neurotic bear, possessed by an all-consuming desire to devour sentient melons. Eat as many melons as you can while managing your Rage Meter to control your speed, but don't forget to avoid enemy bears and the extra-dangerous Melon Wyrm! Can you survive long enough to capture the legendary Golden Melon?

This cartridge doesn't have a very impressive test, but the code might be useful to some of you.
This is an implementation of the LZW compression and decompression routines with variable-width coding, commonly used in a few image formats. I've nibble-aligned the codec, and I provide an interface where you can give addresses for compression/decompression.
The way I envision using this is: construct rooms in map #1, then when you're finished, compress them to map #2 or elsewhere in map #1, then store them to the cartridge. When you're finished building rooms, you only need to include the emit/read symbol functions and decomp, which total to about 340 tokens. You can make a table of addresses for loading these rooms during runtime, and it's pretty fast, all things considered.
As for compression ratio, this demo shows a case where it's pretty bad - you could conceivably end up with bigger data than you started with if your data was sufficiently random, but for maps this is often not the case. If you build a table (as described above), you could mix entries for compressed data and entries for "literal" data to only compress when it helps.
In the future, I might provide an interface for compressing sub-rectangles of the map to avoid having to compress empty space (even though, in theory, this will be highly compressible).
Hope you find it useful!