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Cart #41030 | 2017-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #41018 | 2017-05-27 | Code ▽ | Embed ▽ | No License
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For now it's just nothing more than a glorified music disk, but maybe I can make it playable? We'll see.

Tried to add drums and bassline (patterns 7 and 8-9, respectively), but I've found it clashing with the melody volume-wise.

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I don't want it to clutter my desktop. Saving to the folder where carts reside in would be fine. And if zep is worried static screenshots could mistakenly show up in splore or whatever, due to Pico-8's palette they could be saved as static, single-frame GIFs.

If there's way to customize the location, then sorry but I don't know it.

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It'd be a native, free app that would be basically a pico-8 that boots directly to the splore and has devtools disabled. IMO it'd be better if done natively, because HTML5 performance isn't that great to begin with and many android phones are very underpowered and have troubles with running html5 content other than simple videos. As for interface, it'd be quite like regular Android emulators such as e.g. Nesoid.

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Basic, easy to use sound/music support is nice, but I'd love access to sound "hardware". Think of it like playing music/sound on your C64 using a mod player vs. writing a program to drive SID directly. This would give us many awesome possibilities that are either impossible or very hard to achieve with the sound system that is in Pico-8. I mean, we can access rendering hardware directly, so why not do the same for sounds?

All it would take is to add following command (name may be different, but gist about the same)

asnd waveform,freq,vol,channel

(asnd from advanced sound). It'll play waveform with specific frequency and volume (if either set to 0, it'd just stop playing it) on channel until another "regular" sound is played on that channel, either via music player or via sound command) or another asnd command is issued with that channel name. If channel is omitted, it'll play on first unused channel (with nothing playing on it).

As for waveforms, they're pretty much the same you can set in the sound editor.

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Cart #40962 | 2017-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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From Bennett Enterprises, Inc., this is Funky Pong. I started making it back in this class for a few months. All the pieces in this game are made, upon code-function, on my latest filename: Amy Bennett/PICO8. Both players and all the obstacles move and make faces in this oddly-set game every time the ball gets hit. Would you like to start playing my game of FUNKY PONG, if at all possible?

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Cart #40969 | 2017-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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maze

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Cart #40966 | 2017-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

this is the ocean drawing made with code

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Cart #40964 | 2017-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is my Pico8 Game Thanks For Playing. :)

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Cart #40961 | 2017-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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new improved pong game

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The jam would run from May 27th to May 28th (standard weekend jam fare)

The only rules are:

-Include PicoDragonJam in title and tags of your entry thread. If you don't want to spam the forum, a reply to this thread is fine as well.
-The game has to have dragons of any kind in it in an important role (i.e. game where there is a NPC that happens to be a dragon doesn't count unless said NPC wouldn't work just as well if it was of any other species), player character preferred.

The winners will be decided in a vote that will be held on Monday through Wednesday in a public poll.

Any takers?

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Haven't used P-8 since 0.1.8 and would like to know what are current limits regarding code size, what counts as a token, etc. If you know of similar fantasy consoles that can be worked with now and not in the planning phase I'd be interested too (though not Pico-8 clones such as PicoLove or Voxatron which I can't afford).

Also, I think the FAQ is outdated:

When will PICO-8 be finished? What will it look like?
PICO-8 1.0 will be out sometime in 2016. It will look similar to the alpha versions with the addition of online score submissions and binary exporters.

  1. It's 2017 now and there's no 1.0 yet.
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Cart #42709 | 2017-07-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Adding for 0.4

  • Title screen
  • Multiplayer
  • sound fix

Need to add:

  • Rocks
  • Score
  • Link beetween the puyo of the same color

Not much with this update but i've got a title screen now !

Cart #40953 | 2017-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Adding for 0.2 :

  • Sound effects
  • Game over and restart
  • New "annimations" and new design for the puyo
  • Use of btnp for the better control -thx mccolgst-
  • Next duo of puyo on the top right of the gametable appears

Need to add:

  • Multiplayer
  • Music -it will be horrible, hue-
  • So need a button to mute the music
  • Rocks
  • Score
  • Maybe add a link beetween the puyo of the same color

Hope you'll enjoy my game. Still have work to do.

[ Continue Reading.. ]

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Cart #40892 | 2017-05-23 | Code ▽ | Embed ▽ | No License

Can anyone give me advice on making my shooters movement feel more smooth? Right now movement feels like there is a delay after the first 2 pixel move, and then feels ungainly. Any ideas?

Thanks

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This quirk exists in Pico8 0.1.10C, and possibly other versions. Try this code out, and you'll see the results for i>=16 are the same:

for i=1,20 do
 print(i .. ' ' .. 1.11^i)
end

1.11 raised to the 20th power (equal to ~8.062) is still well within the overflow limits of pico8, but currently pico8 limits the possible exponent to 16 (resulting in ~5.309).

Here's a workaround for raising to higher power (if y is a positive power), that takes advantage of the property x^m * x^n = x^(m+n):

function pow(x,y)
local r=1
while y>0 do
r*=x^min(y,16)
y-=16
end
return r
end

Using this you can get the correct results. Just wondering, is this limitation intentional? It makes sense for integers, because 2^15-1 is the greatest positive integer you can express, and occasionally you might want to do 2^16 (if you're careful about the sign bit), but for fractions it seems a little strange. It's kind of uncommon to do this kind of math in pico8, so I could maybe live with it being a quirk of pico-8 though. If this behaviour isn't changed, could this limitation be documented in the manual?

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This is Automatic battle game by various characters.
Just choose your teammate,and just watch battle.

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Hey everyone! I made a some little helper functions for allowing some basic handling of positive integers greater than 32767. Feel free to expand/modify these. Use for whatever, no attribution required.

This could be useful for a score counter in a game or experience points in an RPG. There's a minor overhead in code-size and in performance, so these are when you really need a little bit of of extra precision for your numbers.

Unsigned Integer Decimal Strings

This first method handles numeric strings holding arbitrary unsigned integers. I haven't added sign handling or fraction handling, so this is for unsigned integers only, but may come in handy for score / experience counter sort of things. I also added a comparison function so you can tell if a decimal string is greater than/less than/equal to another one.

The disadvantage is number of allocations required for calculating intermediate results, lots of concenation and substring ops. But if you're doing this for non-time critical functionality, and want the extra digits, it's pretty handy.

function decdigit(s,i)
 local c=sub(s,-i,-i)
 return c~='' and 0+c or 0
end

function declen(s)
 for i=1,#s do
  if(sub(s,i,i)~='0')return #s-i+1
 end
 return 1
end

function decadd(a,b)
 local s=''
 local c=0
 for i=1,max(declen(a),declen(b)) do
  local v=decdigit(a,i)+decdigit(b,i)+c
  c=0
  if(v>9)v-=10 c=1
  if(#s>0 or v>0 or c>0 or i==1)s=v..s
 end
 if(c>0)s='1'..s
 return s
end

function deccmp(a,b)
 local m=declen(a)
 local n=declen(b)
 if(m<n)return -1
 if(m>n)return 1
 for i=1,n do
  local u=decdigit(a,i)
  local v=decdigit(b,i)
  if(u<v)return -1
  if(u>v)return 1
 end
 return 0
end

-- Addition test cases
print(decadd('1','1')) -- 2
print(decadd('999','1')) -- 1000
print(decadd('123456789','99999')) -- 123556788
print(decadd('10009','20009')) -- 30018

-- Comparison test cases
print(deccmp('2000','200')) -- 1 (a>b)
print(deccmp('2000','1000')) -- 1 (a>b)
print(deccmp('2000','2000')) -- 0 (equal)
print(deccmp('1','00001')) -- 0 (equal)
print(deccmp('200','2000')) -- -1 (a<b)
print(deccmp('1000','2000')) -- -1 (a<b)

[ Continue Reading.. ]

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Title says it all, I made this as a project for my AP physics class. I'm attempting to simulate realistic two-dimensional kinematics using pico-8.

Please tell me if I've gotten the math wrong anywhere :D

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Cart #40846 | 2017-05-22 | Code ▽ | Embed ▽ | No License
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Dig Dig is an infinite driller game. You control a tiny little driller digging for gold and gems and maybe even some cool skulls! Collect fuel canisters along the way to keep the adventure going.

Includes a high score table as well, so get cracking!

Controls:
Arrow Keys - Drill in that direction

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Cart #40832 | 2017-05-21 | Code ▽ | Embed ▽ | No License
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This is my PICO-1k jam entry. The entire source code is 1024 characters in PICO-8, including the comment at the top. Arrows to fly, button (z on keyboard) to fire.

--top*burn
a=48n=32k=64_={}camera(-k,-k)c=16x=0y=0t=0o=0g=0q,b,r,s,h=sqrt,btn,rnd,spr,sspr::a::l=t%8/4map(0,0,-k,-k,c,c)for j=3,k do
z=j/4h(q(q(z))*c-l,1,k+k,1,-j*n,j,k*4*z,1)end
l=l<1o=max(o-1,0)f=b(4)and o<n
if f then m(r(3))o+=2
if(o>n)o=98
end
i=l and o>n and s(124,-k,-40,4,1)or h(0,56,min(o,n),6,-k,-a),l and t>650or h(a,n,n-t/n,8,n,-a)
i=b(1)p=24m=sfx
if(i and x<c)x+=2 p=c
if(b(0)and-k<x)x-=2 p=c
if(b(2)and y<n)y+=1 p=k
if(b(3)and-n<y)y-=1 p=74
s(86,x+8,a,4,2)
for e in all(_)do e.x+=e.d e.z+=.1 j=e.d<0w=88z=4/e.z
if(e.l==0or e.z>k)del(_,e)
if(e.l)e.l-=1 j=r(2)>1goto e
h(56,k,c,c,e.x*z+24*z,a*z,c*z,c*z,j)w=k
if(f and max(abs(u/z-e.x-21),abs(v/z-e.y-8))<8)e.l=8m(3)g+=.75
::e::h(0,w,56,24,e.x*z,e.y*z,56*z,24*z,j)end
if(r(98)<1)d=sgn(r(2)-1)add(_,{x=r(n)-d*k-c,d=d,y=r(k)-a,z=1})
z=.7u=x*z+13v=y*z-8s(2,u,v)
if(f and l)s(c,u*.9,v*z)s(17,u,y*z-5)z+=.1 s(38,x*z+10,y*z-2,2,1)z+=.1 s(46,x*z+14,y*z+1,2,1)
s(p,x,y,6,3,i)s(240,-30,-41,g,1)flip()t+=1
if(t<999)goto a
::g::s(137+t%2*k,t%192-140,-n,7,1)flip()t+=1
goto g

[ Continue Reading.. ]

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