This is a small (257 token) tweening library. It allows you to tween any value over time, and can be extended
by supplying your own easing and lerping functions. It also allows callbacks, functions that are called when the tween has finished, letting you sequence animations and code.
quick start:
tween(player.position, "x", 64, 100, {e=pow(2)}) -- tween(object, prop_name, target_value, duration, options_table) -- options are -- "e" dual in+out easing fn -- "ei","eo" in,out easing fn -- "f" tween callback (takes 1 argument - the object) -- "l" lerping function, default lerp works with number values |
I know most people aren't using the "User Blogs" section of this website for random thoughts and updates style blogging. But it doesn't make much sense to me to blog about it elsewhere if I don't already have a presence somewhere doing so (which I do not). So I have decided to do the occasional blog update of my Pico-8 coding here.
--
I have more or less finished my space shooter (Proxima B. I posted v0.9 a bit ago, and have finished 0.91 but have yet to update online. It is mostly just bug fixes, and a few additional features (better boss death animation/sound for the level two boss).
I have also tried out a number of different game styles in the interim, just playing around with basic skeletons. The two that I am currently pursuing are a two player board game port and a puzzle platformer.
The puzzle platformer is adventure time themed and will involve the ice king rescuing his beloved penguins, who have become lost in the fire kingdom. At the moment I have basic physics worked out. The movement will be more like turn based movement than the standard running and jumping of a platform game. It will involve creating ice blocks to be able to walk across spaces and allowing the penguins to run up the screen (similar to a lemmings style system). At least, that is the current plan, and I have not worked out all the kinks. Some initial inspiration was taken from the NES game Fire 'N Ice. I am having trouble getting some of the physics I want to work properly (such as ice sticking to other ice and either falling or staying aloft as a group based on at least one piece being on ground or not). Here is a very early GIF:




Hello!
I have created a small aquarium in PICO8, with the idea of running it on a corner of my desktop while I work on other stuff. But I have noticed that PICO-8 runs much slower when it is not the window under focus.
Is this Working-As-Intended behavior? I can understand the reasoning, but I would like to have pico8 run at full speed even when not under focus - is there a way to do that?
Cheers!








This is an action game with classic arcade mechanics.
You are in a room full of spiders and your only weapon is a magic wand, if you can pick it up.
Keep an eye on the power meter, which decreases every time you use magic or take a hit from the spiders. If it reaches zero, you can't use magic.
If you step on the pink power ups, you regain some power, but there is a limit to how much you can use them.
Wipe out all the spiders using your magic before the time runs out to go to the next level, but it won't be easy, as the number of spiders increases on each level and they become more resistant.
If time runs out before you kill all the spiders on the current level, you lose 1 life.
Use the arrows keys to move and X to use magic.
What's the highest level you can reach?
-- Update Apr 8 2018
New map designs
Bug fixes
-- Update Jun 11 2017
Minor fixes and improvements



Hi again !
So, the next game i did to practice a bit was this flappy bird clone. Okay okay, it's not the best original design ever, but my objective in this one was to do a polished game (not an original one) so thats the reason it's a simple game with cloned mechanics.
Also, I have practiced to do some pixelart sprites and tilemaps, because it's one of the things I do worse (but it has been a great experience!).
At the end, I wanted so bad to finish this game so I rushed a LOT of things, like the user interface code, SFX, UI design, etc... but hey, it's finally finished.
I would have liked to add particles or new mechanics, like a experience/lvl system, achievements system, points/shop exchange system (skins, etc...) but i told myself to finish this on today sunday and not pushing away that deadline.
The game features the core gameplay (heh), a cute intro, title menu, settings menu (here you can configure the "procedural" aspect of the game as well as enable/disable the music, sfx or reset the savegame.
Music is made by @gruber_music from "pico-8 tunes volume 1" here https://www.lexaloffle.com/bbs/?tid=29008
Hope you enjoy it!
-- JuDelCo





I posted a question on StackOverflow, and was told I'd better ask the question here:
According to Lexaloffles manual, the cartridge size is 32K (I assume this means 32kilo bytes). However, my cartridge is 41KB. All the demo cartridges that comes with the editor are also above 32K. Why is that?
Link to my question on StackOverflow




Raspberry Pi & Pico-8 noob here,
I am trying to make the Pico-Pi, using a raspberry pi zeroW. I followed Gamaral's instructions: downloaded Gamaral's windows image picopi-rpi1.zip and copied the files to the fat32 formatted sd card. I copied the unzipped Pico-8 raspberry pi version: pico-8_0.1.10c_raspi to the sd card as welll. Although Gamaral is using a Pico-8 Raspberry-Pi(ARM) version, are there two different versions of Pico-pi for rPi?
When i boot the rPi it freezes on the rainbow screen, after adding the delay=1 to the config doc, the pico-pi boots to a black screen. Progress!
Is the ZeroW not compatible with Pico-Pi?
I have successfully ran Raspbian on the same sd card, zeroW and power supply, so I don't believe my hardware is the problem. Running on a Windows 10 machine if that helps.
Thanks so much for your time.


Just a simple space shooter.
Controls:
Up: Accelerate
Left/Right: Turn
Z/C: Fire
X: Rocket
Items:
Small heart: Restores 10 health
Bigger heart: Restores to full health
Rocket: Adds one rocket
Bulk of rockets: Fills rockets up to max
Small shield: Invulnerability for a short amount of time
Bigger shield: Invulnerability for a longer amount of time
Yellow circles: Destroys all enemies
Green arrows: Permanently increases speed and mobility of your ship
Green +heart: Increases max health permanentely
Green +rocket: Increases max rockets by 1 permanentely
Green -R: Reduces reload speed of rockets
Shoot down paratroopers before they explode your cannon!
Frantic arcade action with increasing difficulty.
Made for the CGA JAM on Itch.io.
Z to shoot left
left arrow to shoot upwards-left
up arrow to shoot up
right arrow to shoot upwards-right
X to shoot right
Inspired by games:
- Paratrooper (Greg Kuperberg, DOS)
- Typing School (some unknown chinese pirates, NES/Educational Computer famiclone)
to clarify - used themes are History Repeats (it's a remake mashup thing of two old games) and Gravity (paratroopers fall from the sky, and dropping them on others plays a big role here)
fun fact: this was supposed to be a typing game but pico doesn't have a keyboard
PLAY ON ITCH.IO:
Paratrooper
I certainly don't mean to complain about free games, but maybe a gentle reminder that Pico-8 games are not just played on desktop.
Using the player 2 controls as "extra buttons" makes it very difficult to play on mobile or on PocketCHIP, or even just with controllers. The problem is compounded when you refer to the buttons by however they're bound on your system instead of their 'official' pico-8 names.
Again, I know these are just hobby games, and I haven't paid a dime for them, so I have absolutely no right to complain, but I hope people realize that they're cutting out some potential players when they tell people to press "D" or "Left Shift" or something like that




still a heavy work in progress and was more just messing around with bad improvised methods to do parallax+skewing and faux 3D since I've never actually done it before. Might clean it up vastly later and start adding interactive elements to it, but I still had a ton of fun doing this.
There's a decent amount of unfinished/uncleaned content in the sprites and music but hopefully some of that'll resurface in the future of this little project. Most of this was me running off fumes trying to relax from some obnoxious life stuff.



After a LONG time of working on multiple different projects, I finally had the chance to finish AND upload this game :D I almost lost all of my data for all of my games, but luckily I was able to retrieve them at the last minute :# Hope you enjoy ;D
~ PixelDough
U/D/L/R = Move
X = Continue
Enter = Pause and restart level
Goal:
Get all of the cards on the screen. Wooden tiles break after you step off them.



