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Tutorial levels (v1.4)

Cart #43931 | 2017-09-04 | Code ▽ | Embed ▽ | No License
20


Hard levels (v1.4)
Cart #43932 | 2017-09-04 | Code ▽ | Embed ▽ | No License
20

Old Version 1.3:


Tutorial levels (v1.3)
Cart #42798 | 2017-07-25 | Code ▽ | Embed ▽ | No License
20

Hard levels (v1.3)

Cart #42797 | 2017-07-25 | Code ▽ | Embed ▽ | No License
20


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20
8 comments


Cart #42696 | 2017-07-21 | Code ▽ | Embed ▽ | No License


Z - randomize screen color
X - print the word "copied" to the screen and try to put it in the clipboard

This minimal reproduce-able works perfectly on the console, but it crashes the second time printh("copied","@clip") is called on the web.

0 comments


Cart #42682 | 2017-07-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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 :-)

3 comments


I want to know if there are any variables that can be gathered from the built in OS for Pico-8. If there is any, what are they?

0 comments


function _init()
p={n=16,x=64,y=64,hb={x1=1,y1=1,x2=7,y2=7}}
tree = flr(rnd(9)+1)
treepos = {}
for i=1,tree do
add(treepos,flr(rnd(220)))
end
end

function _update()
if btn(0,0) then
p.x-=1
p.n=17
end
if btn(1,0) then
p.x+=1
p.n=16
end
if btn(2,0) then
p.y-=1
end
if btn(3,0) then
p.y+=1
end
end

function _draw()
cls()
for i=1,16 do
for j=1,16 do
local x,y = 8i,8j
spr(1,x-8,y-8)
end
end
rndtree()
spr(p.n,p.x,p.y)
camera=p.x,p.y
//error-----------------
//for i=1,tree do
//if treepos[i]!=0 then
//rect(treepos[i]-2,treepos[i+1]-2,treepos[i]+10,treepos[i+1]+10,8)
//end
//if p.x==treepos[i] and p.y==treepos[i+1] then
//print(i,treepos[i],treepos[i+1],8)
//end
//end
//error-----------------
print(treepos,0,y)
end

function rndtree()
for i=1,tree do
spr(2,treepos[i],treepos[i+1])

[ Continue Reading.. ]

1
7 comments



In this unnoficial simpsons movie game you can run over hoards in a car and exit with v when you are just Homer you can kill them with pigs you spawn with x.

0 comments


I copied the dev kit mouse into my code, how to I get the variables that the mouse outputs?

function _init()
	poke(0x5f2d, 1)
end

function _draw()
	cls()
	spr(16,stat(32)-1,stat(33)-1)
	print(stat(34))
end
1 comment


Cart #46281 | 2017-11-14 | Code ▽ | Embed ▽ | No License
133


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

[ Continue Reading.. ]

133
15 comments


Cart #42649 | 2017-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

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.

5
4 comments


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 :)

4 comments


Cart #42640 | 2017-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4


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?

4
3 comments


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.

3 comments


Hi,

I think this is a bug:

  • create a simple cart:
function _draw()
	cls()
	spr(001,0,0)
end
  • save it
  • draw a painted sprite at position 001
  • export the sprite sheet (do not save the cart!)
  • load the cart
  • run the cart, nothing is visible
  • import the sprite sheet
  • run the cart, nothing is visible!!! my expectation was that the sprite would be visible
  • escape and switch to the sprite editor: no painted sprite at 001
  • reboot

  • load the cart
  • import the sprite sheet
  • switch to the sprite editor: painted sprite at 001
  • run the car: visible sprite.

So it seems that switching to the sprite editor after importing a png does something that is not performed only by importing the png.

0 comments


Cart #42629 | 2017-07-19 | Code ▽ | Embed ▽ | No License
4

-- 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!

4
0 comments


Hey.. Can someone please explain what's going on here for me?

Here's a test cart that prints the content of table 'x' (a table with the first 16 offsets set to 1 by default) and the value of '#x'..

LEFT/RIGHT changes the offset of table 'x'
X sets the offset to 1 / Z (O) sets the offset to nil

Cart #42605 | 2017-07-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

If I set certain values to nil in a table, then len will start returning 0 even though there are still items inside the table. This seems to happen when a 'certain' number of items, including the item in offset=1 are set to nil, and then offset 0 or offset -1 are set to nil:

This doesn't seem entirely consistent.. Here, if I start at offset 7 instead of offset 13, then len still returns the highest index with non-nil data. Even if I'm setting offset 0 or offset -1 to nil:

[ Continue Reading.. ]

2
5 comments




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!

0 comments



This is a beta
version 1.2

Version Yellow Camel

Changes

  1. 3D version
  2. Better startup screen

ToDo

  1. Fix paddle bugs
  2. Add music
  3. make startup screen fancier [Done]
  4. Fix "off screen bug"

(c) 2017

2
0 comments



This is a work-in-progress on its way toward being an Arkanoid-type game where your paddle is confined to a circle. But at this stage of development, the game had an oddly meditative and simple feel, so I decided to share.

4
1 comment


I would expect "in" to be pink and "all" to be green possibly in the below code, but they are both gray in Pico-8's code editor.

my_table={1,2,3}

for x in all(my_table) do
 print(x)
end
1
3 comments


Cart #42562 | 2017-07-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

A Downwell inspired shooter where the twist is you shoot sparingly and use your mirror shield to reflect bullets!
Made for the Game Maker's Toolkit Jam
<Can you find my devcheat?>

9
3 comments




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