I made this small script that takes four PICO-8 gifs and creates a 2x2 mosaic gif (with all the gifs running side by side).
https://github.com/kometbomb/mosaic
It assumes the default gif settings (256x256, duration is irrelevant as long as all the gifs are of same duration) and thus creates a 512x512 gif. This is very useful for tweets etc. You might want to run some gif optimizer afterwards.
I included a Windows batch file and a shell script so you can run it on any system that PICO-8 supports, as long as you have Imagemagick installed.
How to use (Windows):
mosaic.bat top_left.gif top_right.gif bottom_left.gif bottom_right.gif output.gif |
Or on Linux/Mac:
./mosaic.sh top_left.gif top_right.gif bottom_left.gif bottom_right.gif output.gif |


NOTE: THERE IS NO SINGLE PLAYER MODE
A lot of firsts on this one... first time ever looking at Lua code (obv. first time ever coding with it). First time designing a game (I'm more of a VBA Macro kinda person). So there was a lot to overcome here. Please comb my code and tell me how I can make this better.
I started off following Rabidgremlin's tutorial:
but then branched off on my own. I'm not sure if there are better ways to interpret which sprites are currently printed into which screen co-ords or whatnot.
Only bug in my software is the win/lose tune doesn't play... and I have no idea why.
Anyway, thanks for taking the time to check this out. Hope you have fun!
PS: Oh, I'm also not sure how to cleanly "exit" a game, so once you win/lose you'll have to manually quit and re-run the game.
Based on the 1984 game, Booty, by John Cain, for 8-bit computers. Pico-8 Coding & Graphics by Nate Taylor.
Jim the Cabin Boy has to collect all the items of Booty from the ship's 20 cabins by collecting keys that open locked doors. Hazards include the pirates who patrol the rooms, rats which crawl along the deck and the ships parrot which flies around the ship. Also some booty is booby trapped and explodes when Jim tries to collect it.

Press Z if you get stuck on any level. The getting stuck on a ladder bug is now fixed.

This game is now completable, but is still considered in beta until some extra features are implemented.







Overview
So the other day I delved deep into trig to pull out the bare minimum of what makes things move in circles.
The problem I've had in the past is that I often looked at games or demos that incorporated a lot more things, so I often would make incorrect assumptions about how to implement these types of things. My hope with this tutorial is to just show you the absolute bare minimum of what you need to get a sprite moving in a counter-clockwise circle, and explain everything line by line as best I can.
Here is what we are making:

To make something move in a circle, we have to use trigonometry. This tutorial is going to explain the trig functions we'll be using so that you can hopefully use them on your own without copy and pasting.
Prerequisites
To get the most out of this tutorial, you just need pico8 installed.
The gist
A sprite moving in a counterclockwise circle
radius = 30 originx = 64 originy = 64 angle = 0 while(true) do angle += 5 if (angle > 360) angle = 0 cls() x=originx + radius * cos(angle/360) y=originy + radius * sin(angle/360) spr(0, x, y) flip() end |
Rendering with pico8
[b]NOTE: Skip this section if you want to get right to the trig! Just go to "Show me the trig!"




Your mission is to penetrate the enemies secret lair buried fathoms deep inside an active volcano and retrieve the stolen plans. Collect USB drives of enemy secrets for bonus points on each level.
Your agent is armed with only his glide suit and his wits in this hardcore platformer.
Arrow Keys or D-PAD to move.
Z or B button to Jump - press again to glide slowly.
While gliding, press X/A button or press Up to boost briefly upwards.
Get to the bottom of each level to get to the next.
Good luck! Feedback welcome.
A game save and resume/continue feature has been added. It now saves after every death and every level you pass, so it allows you to resume from right where you left off.
. .





Here's a boilerplate I plan on using for prototyping different games.
It consists of a splash screen which transitions to the title screen, upon which the user is encouraged to press the play button. Once the button is pressed, the screen transitions to the "gameplay" state, which is nothing but a text greeting asking the user to press a button, which then results in transitioning to the gameover screen, and finally a press of the button returns the user back to the title screen.
This is a simple implementation of a Finite State Machine
Splash -> Title -> Game -> GameOver -> ...Title
Demo
This is my third entry into #1GAM.
The theme was "Write".
Sadly, I haven't quite gotten the hang of starting "early" yet.
So this, again, was cobbled together in the last few hours of the month, just to meet the deadline.
I mean, there are still 9 more months left in this year, so I might still get a chance to make an actual game in the future.
It's actually quite fitting, that most people will only get to play this starting on April Fools' Day.
Hi,
I'm working on the topics for picoscope 2017 (in april). I love to code, so I will speak about about tables, object oriented programming, using functions in variables, converting arguments to an array (and an array to arguments), events...
You will find samples in these cartridges.
The last event we were involded, was a great success (Roc'n Stick in Niort, France).
Pictures of the PICO-8 workshop, march 25th
I hope I will see you in the next coming weeks ;-)
Events...
This is a tiny event system, sometimes called a "message bus"; or "bus" for short, and carries a similar API to the likes of the NodeJS Event Emitter - stripped down to the bare essentials: on
, off
, and emit
Usage:
--create a new emitter with the pubsub() function emitter = pubsub() --listen to an event emitter.on("foo", function (e) print('foo'..e) end ) --fire an event emitter.emit('foo', { a='b' }) --working with handler references: function onFoo() end emitter.on('foo', onFoo) // listen emitter.off('foo', onFoo) // unlisten |
DEMO


Hi, sorry if this is a stupid question because I'm not really a web developer but I've hosted my game on my own site and it doesn't behave the same as the same game hosted here. Desktop is fine but on mobile, the on-screen touch controls are missing and I have to pinch to zoom to get the game to fill the window while on here it fits neatly even without using full-screen mode.
Can someone point me in the right direction? I'd like my Pico8 games pages to be mobile-aware.
I don't know if this is something I need to change with the export or what. I'm game to learn "proper" web development....I know some basic HTML and that's it but I'm up for getting my hands dirty if someone can point me in the right direction.
Also as an aside, I couldn't figure out how to post here without switching mobile Chrome to the desktop version. You can't seem to post otherwise.





Hello there,
I am playing the music from a function called intro.
This function is run in the update loop.
When the game state is intro then intro is showed and this is the moment I'd like to hear some music.
Problem is that the intro function is called every time the update loop restarts and therefore the music restarts everytime producing a choppy noise.
How can I solve this issue?
My code is available here:
https://github.com/ltpitt/pico-8-pong/blob/master/pico-8-pong.p8
Thanks for your time and help :)


