Drawing is now optimised in two ways:
1) Center of hexagone are pre-computed once, drawing use that.
2) No wall is ever redraw a second time
Comments and suggestions are welcome.
This is a random maze generator, but the maze have hexagone "cell".
There is no game, no goal, it is just a demo.
To make it a bit more interesting, I provide an interface to modify the size and "shape" of the grid. By shape I mean non perfect hexagone that are taller in one or two directions.
Everything is draw with line and no sprite are used.
There is a lot of math to find the best scale and compute what lines to draw.
It is also unperfect because of the rounding, maybe I should work out to only work with integer to avoid the rounding side effect.
Once optimised I will need to see if it would be workable to draw the map in 30 fps to use that in game.
Please test and give me your comment.
Or better, also check the code and give me your comment.
So you have seven friends over and are in a hurry to make a 32x24 pixel artwork?
Before this cart it was not obvious how to handle the situation. Now it's easy. The eight of you can work together in Multi Paint!
This came to be because I'm working on a GalCon clone, and I wasn't happy with the controls. So I started making a cursor, but then I thought it would be cool with a "mouse pointer" for each player when playing multi player. When that was working I wanted to make something simple with it, so it became this rudimentary pixel art cart. The only fancy part is that you can use a foreground color with the first button, and then a background color with the second button, just like Deluxe Paint on the Amiga.
The green pipe is about to flood! Better connect it to the red drain pipe before releasing the waters.
Try to build a continuous pipe without any uncapped ends. If the water reaches the end without spilling, you win!
todo:
- nicer border art and upcoming tiles area
- score system to reward speed and punish unattached tiles
- should tile types be weighted?
- should capped tiles be more clear?
- rework some sounds
- music?


Robo-Carnie's ship crashed en route to the Intergalactic Ferris Wheel Convention! After the smoke and dust cleared, Robo-Carnie recognized the planet as QUACK-83, a charted-but-unsettled planet inhabited only by ducks! Luckily, the ship's money-generating carnival bell survived the fall, but it'll take a lot of hard work to raise the money for a new ship. So hop to it! And watch out for those ducks ... they're helpful enough, but they bite!









Hello,
The PICO-8 icon was on my desktop for quite some time, without me trying anything more than playing but yesterday I decided to try and do something with it.
Here is the result :
It is a simple sandbox game for the moment. No real gameplay : you can place pipes and then see the water flowing through the circuit.
It could become a classical plumber game or maybe something slightly more complicated, I am still thinking about it .
It is my first PICO-8 game and Lua project so don't hesitate to comment and criticise.
Oh and let me know if you see any "game breaking" bugs, I could not test it thoroughly yet.


There's already a tweetjam thread, but how about a movie focused tweetjam thread? That's twice the fun :
- viewers have fun guessing the movies
- coders have fun figuring how to suggest a movie in a 140 chars max program
Besides the 140 chars limit, the only other obvious restriction is that it must be about movies, or TV series, cartoons, animes, etc. To make it short: if you can find it on imdb, there it goes. Beyond that, you are absolutely free to do what you want. Making something animated or not. Give clues or not. Hide the answer, give a link to the imdb page for people to check their guess without spoiling the title, or even clearly give the name if you don't want people to guess. You can make something new or an already submitted movie. Anything.
When putting then on Twitter we should use both #movie and #tweetjam tags. Currently, used at once they return no results, so we can make the pair our own while still being part of the global #tweetjam.
One last note:







I decided to take an old puzzle I grabbed at a garage sale or thrift store some years ago into a cart. Still a WIP, but the core mechanics of fiddling with the puzzle are all there.
The far-left and far-right columns can shift one space up and one space down from their starting positions and all pieces can be slide all the way left or right. The currently selected column (L/R) is displayed at the top of the screen.
Controls:
-Left: Toggles column if currently on "R", If column is "L" then shifts all pieces as far left as they'll go.
-Right: Toggles column if currently on "L", If column is "R" then shifts all pieces as far right as they'll go.
-Up/Down: Shifts the currently selected column, if it can be shifted in that direction.
-Z: Scrolls through the side-menu options.
-X: Selects the highlighted side-menu option.
Planned Features:
-Fully fleshed-out UI
-Start Screen
-Win Screen
Stretch Goals:
-Music/Effects
-Solver
Please comment and let me know what you think ^_^
This is the second cart I've posted and I'm always open for feedback.
-5/12/17-
Added side-menu and implemented Scramble and Restart functionality.
-5/14/17-
Modified sprites for pieces to reduce the amount of color-sharing between pieces.
Modified spacing of rows, in an effort to make the nuances of the puzzle more intuitive.
Older Versions:


Hello everybody,
I�ve recently created a PICO-8 resources page on ZEEF. Feel free to contact me (or contribute to the page) if you find something missing: https://marcosecchi.github.io/resources/pages/retrogaming_pico-8.html


Hello!
New user here, and absolutely in love with Pico-8!
Having followed several available tutorials online, I've cobbled together a few concepts to get this game running. Its just a player moving around a game field with some actors standing in the first screen. The player is repelled by the actors, which is sortof how I want to handle collision between the player and most objects. I may tweak that depending on what the player is bumping into.
I'm posting here because I've run into a dead end with my attempts to change the map displayed on screen. I intend to set triggers that switch what area is displayed on the screen (like the player walking onto a door tile), but currently I'm trying to figure out the necessary code to change what is displayed while the "trigger" is tied to btn4.
As you can see in the referenced WIP cartridge, scene_counter is set to "1" in _init, and if scene_counter == 1 then the map region (0,0,0,0) is drawn to the screen. However, if btnp(4) then the map region is changed to (16,0,0,0), which is the next region on the map data I'd like the "scene" to be framed at. With my current code the map background is changed correctly (and an empty desert scene is drawn, with marker-tiles on the outer corners to ensure I've set the new map coordinates correctly), however --
As you can see (if you run the game and press Z) the map is changed but the player appears to still be interacting with the constraints of the previous map scene on the island. Moving up and down, you still interact with the screen as if the two NPC actors are still present, and as if you are still on the island with the un-walkable water tiles and the yurt present in the center. You should don't see them.
I'm curious if anyone can review my code (and identify which tutorial I pulled the concepts from ;) ) and assist me in identifying why my game is showing the map correctly, but not actually moving the coordinates of where the action is taking place to the correct region in the map-editor data? Am I understanding whats happening correctly?
Any assistance would be great, and any constructive criticism would also be helpful. As a side note, it should be painfully obvious from my code that I'm a novice to any and all programming and could probably get done what I'm doing here with shorter code, likely with more advanced methods. I'm manually checking a lot of coordinates for my "collision detection", which works but is taking up more tokens that it probably should.
As an additional note, please ignore my in-code comments at the beginning. They're mostly just for me so I don't forget how the heck this all works, and more then a bit pretentious.
Thanks, and enjoy!



I've of course found plenty of things on doing queues in lua all over the web, but it appears pico 8 has fewer of the main lua libraries available.
What I'd like to do is have a queue for passing messages to coroutines for "commands" to process. TBH it's probably overkill, but I'd like to know how anyway.
I know I can add(x, 10) to append to a table. But then there's del, which apparently only searches for a value and deletes it. I'm surprised there's no mirror operation to add which would remove from the end (or start) of a table. That's what I'm looking for, I think.
