Hi,
I was hoping someone might be able to help me with a 'newbie' question please.
I want to be able to move a mouse pointer around, and then when the mouse is clicked, record the x and y position and place a sprite in that position. The next time the mouse button is pressed, a second sprite is displayed at the new mouse position, and then finally, a third upon another mouse button click. Further mouse button clicks will then re-position the first sprite and so on......
This should leave 3 sprites on the screen, and record their positions.
The current code does this, and displays the x/y position of each sprite. The problem I have is that a single "mouse click" event is hard to make and the code loops round very quickly making discrete sprite positioning difficult.
Can anyone please suggest a way to remedy this?
Any help would be much appreciated.
Kind regards,
Paul :-)

You've been flushed away in The (Endless) Sewers of d'Oh!
Now try to escape, pathetic paddling!
Hint: You can't! This is an infinite breakanoid! Muahahahaha!
Have fun!
v1.2.1: more sensible use of dset/dget (stalls on Pi+microSD, see here)
v1.2.0: warrior mode, better background, ugly label.
...
Sewers of d'Oh is a prequel to The (Bottomless) Pits of d'Oh! (available on itch.io and [u]gamejolt

Contrôles :
flèches = déplacement entre les menus
z = valider
c = annuler
entrer = menu pause
Occupez-vous de votre tamagotchi !!
Si vous téléchargez la cartouche pour pico8 PC ou pico8 Pocket CHIP vous pourrez bénéficier du système de sauvegarde.
If you download this cart for Pico8 on PC or Pocket CHIP, there is a save system.

Hi all!
I have almost tears in my eyes thinking that I've almost completed a very basic and lame implementation of Pong.
I'd need to draw a very simple intro screen (with game name and settings).
I would like to make a big image (128x128) that will cover the whole screen.
What is the suggested method for this?
Thanks :)

Not a overly flashy game. but a personal challenge I set my self to better understand how to code.
I wanted to make a very basic calculator to better understand how to input and compare variables and output an answer. the two variables will increase in randomness based on your correct answer score. The operation are limited to addition subtraction and multiplication, No division as that would require a decimal place or to check the answer is a whole number which i have yet to finger-out.
--controls:--
use arrow key to navigate key pad.
press Z to input your answer
press X to submit your answer (or select the return button on key pad)
selecting the C button on key pad will clear your current answer.
--please help--
If anyone know how to check for a whole number please put in comments below
having a issue with numbers over 9999? seems to generate is know random number if i try to input a number over this. Is this a limitation with the programming language or my programming skills?

Hi!
I'm just starting out with pico8. can I somehow split my code into several files? So that I can easily re-use certain functions, or libraries like https://github.com/clowerweb/Lib-Pico8/
How would I import them (putting them into lib/file.lua then import "lib/file.lua" does not seem to work – it doesn't expose the defined functions.

-- Use the arrow keys to move up and down, press x for a boost in either direction. Game objective is to color the ground light green as you pilot the sun through the sky, with the color changing based on how close the sun is to the ground. Loosely based off of the myth of Apollo/Helios dragging the sun across the sky.
-- Hope y'all have fun and enjoy the challenge!
Hi, this is a very very basic cart I made to experiment with music bars.
the "music" is crap because I didn't have much time to write some decent.
I need this for a bigger project (some kinda demo!!) that I'm currently working on,
I figured out it would be useful to someone.
At first I didn't find out much info about the memory storage of SFX and music,
but just after I figured out on my own how the bytes stored the info about notes and stuff,
I found this guide, which would have been quite useful if I just... well, if I had found it before.
https://gist.github.com/paniq/7814560e2b560b76911b
Nevermind,
hope you enjoy this!
A bad demake of the mobile game of the same name (iOS and Android)
Try not to miss the platforms, they get faster and smaller the longer you survive! Hit the center of platforms to keep the platforms big!
Probably done with this, leaving it in WIP because it's not really "finished"
CC4 is too restrictive so here's the license for my cart - it's just public domain in case anyone wants to use anything from it (I'd recommend against even reading my code, though!)

Arcade wizard game made in 48 hours for GMTK Jam.
Press Z to jump, X to shoot magic missile. Down+Z to drop through platforms.
Smash all the gems with your magic to advance to the next level. When you shoot the missile, you're left vulnerable, so be careful! See how far you can get and set the high score.

@zep:
Any chance we could get the added value back from add(t,v)? I ask because it would simplify code a lot of the time. For example, I have a job manager I'm playing with that has a function like this:
function job_call( cor )
local job = { cor=cor, is_call=true }
add( _jobs, job )
return job
end
|
If add(t,v) returned v, I could write it like this:
function job_call( cor )
return add( _jobs, { cor=cor, is_call=true } )
end
|
Nicer, right? Cleaner, fewer tokens. I think that even lets the compiler implement it as a tailcall.
I know it's just a minor thing, but quality-of-life stuff like this can be really nice to have. (Kinda like built-in is_empty(t), cei(f), or sincos(a) would be, among others, wink, wink, nudge nudge.)
What do you say? I can't think of any way it would break backwards compatibility. Please? :)

function arc(x, y, r, angle, c) if angle < 0 then return end for i = 0, .75, .25 do local a = angle if a < i then break end if a > i + .25 then a = i + .25 end local x1 = x + r * cos(i) local y1 = y + r * sin(i) local x2 = x + r * cos(a) local y2 = y + r * sin(a) local cx1 = min(x1, x2) local cx2 = max(x1, x2) local cy1 = min(y1, y2) local cy2 = max(y1, y2) clip(cx1, cy1, cx2 - cx1 + 2, cy2 - cy1 + 2) circ(x, y, r, c) clip() end end |
This function draws an arc by drawing a circle four times with different clipping regions.
Limitations:
- Can't draw a filled arc (but you can change the circ to a circfill for an interesting effect!)
- Can't set starting angle (but this would probably be easy to implement)

I made this game for the Game Maker's Toolkit Game Jam on itch.io.
The theme was Downwell's Dual Purpose Design. In this game you can only move by dive kicking. I ran out of time to implement enemies, but the dual purpose would be attack and movement. The dive kick button is the same as the jump button as well.
Press Left or Right to face left or right on the ground. Press either of the X or O buttons (Z, X on keyboard) to Jump from the ground. While in the air, press the same button to dive kick.
Thanks to @MBoffin on here and twitter for the code for the camera movement!





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