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I didn't submit this to the 3cjam because 1) it wasn't done then and 2) it's not spoopy.

It's still not spoopy, but at least it's done. It's really more of a tech demo or proof of concept, just me seeing if I could do something in the limits of 3-colors-on-screen-at-once.

Not sure how well this will work in browser... probably not very. It should work, uh, well enough, in the client if your client can hold 60fps steady, though.

Cart #46046 | 2017-11-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

3cjam

Note: you can slow down the strobe with down on the dpad to confirm that I do, in fact, only use 3 colors at any one time.

Also note: there's some debug code in the source that I didn't bother to delete. Oh, well. :)

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3 comments


Hey Everyone! PICO-8 0.1.11d builds are now live on Lexaloffle and Humble! We are still working on CHIP / Pocket CHIP builds -- I'll update this thread when they are live. [Edit: they're live now with 0.1.11g]

Welcome to the Core

Despite the unassuming version number of 0.1.11, this update marks something of a milestone: The core of PICO-8 is now feature-complete, with API and specifications that are likely to remain fixed. Before it becomes entombed as a read-only blob of C code however, there is still some time before beta to address any issues that crop up. Let's see how 0.1.11 works out and what points of friction emerge.

One of the goals of PICO-8 is to create a stable, familiar medium in contrast to the shifting sands of modern software development. Instead of growing by changing the core of PICO-8 over time, I'm aiming to settle on a minimal, eternal component that can be built on top of (improved tools and bbs integration), extended sideways (extra ports / host platform support), built out from the inside (making useful snippets and carts!), and around (nicer BBS, cartverse, documentation, resources and community events).

v0.1.11 is also the point after which PICO-8 and Voxatron co-development start to part ways -- Voxatron's API and specification is a superset of PICO-8 v0.1.11's. The upcoming Voxatron update looks basically like a 3D PICO-8, with its own version of splore, png cart format, labels, and bbs integration. I messed up the Voxatron release plan partly because of committing to this -- but more on this later in a separate post. o(_ _)o

Many thanks to the numerous PICO-8 users who helped iron out bugs in the 0.1.11 release candidates. I snuck 0.1.11 out via twitter thinking it was pretty solid, but it took 3 more builds to get right. If you find any old carts that don't run or behave strangely, please ping me on twitter, or better still, post a bug report in the support forum. There will be another follow-up (0.1.12) to catch any left-over issues. After that it will be onwards to beta (0.2.0) \o/

[ Continue Reading.. ]

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50 comments




"After Miracle, Techno, and Shinobi, Alex has found yet another world to adventure in, and it wasn't easy! Cramming yourself into a world which only exists inside an 8192 token limit is no mean feat! But that's no problem for Alex's mean fist!"

After I don't know how many months, this is finally "finished", bang on the token limit (that part was easy and fun), but staying under the compression limit was a literal impossibility, and I had to run it through PicoTool to get it under. For that reason, I've made the un-garbled code available in a Google doc at this link. But that is exactly at the token limit! No room for edits... so I've also provided this version, which gives you a bit of breathing room if you want to experiment, it's missing some tweaks that the final game has, which are bug fixes and extra minor features like the level intro.

[ Continue Reading.. ]

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13 comments


The [load more] option at the end of a page in splore is gone for most categories. It's still there for the Featured tab, but it's gone when checking new carts, WIPs and collabs.

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yes, the clock works
the car is moving too fast
there is no train and/or bus mode

Cart #46023 | 2017-11-08 | Code ▽ | Embed ▽ | No License

For those not knowing what this is about, don't bother. This is a school project

0 comments


I can get Windows, Linux and Raspberry updates but what about PocketCHIP?
My mobile development platform can no longer run a lot of the newly published games :[

24 comments


Cart #46052 | 2017-11-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Hello! Er... this is the first game i've ever made with Pico-8, so please forgive all the bugs you'll find in this little game.

This is my little homage to one of the games I used to play in my arcades back in the early eighties when I was a kid... a game with a trackball, many missiles and the almost impossible task to avoid a thermonuclear world war for as long as possible.

Yes, I know... that's not exactly a very cheerful theme, but it's also not worse than your average "zombie apocalypse" theme that you can find in many games today ;-)

THE STORY

In this game the final war that will annihilate the human race has just started. Your name is Dave Theurer, and unfortunately you're not a superhero. You can't stop all the missiles and you can't keep your loved ones and your city safe forever; but if you're brave and lucky enough you might be able to allow your fellow citizens to see the lights of another day.
Till the next night of bombings.

MOVEMENTS

Use your mouse or the directional keys to move the gun target. Push the Z button or click the left mouse button to shoot a single rocket, Keep pressed the X button or keep clicking the right mouse button for rapid fire.
Shoot the enemy missiles and avoid them falling on the buildings. When your last building falls, it's game over.

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5 comments


Oh you know the rules, folks. Make a program in a tweet. But now that tweets are 280 characters, is that double the awesome? Or is it awesome-squared?

I'm genuinely excited to see what kind of insanity can come out of double-sized tweet carts.

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23 comments


Hi all,

I bought Pico-8 awhile back (version 0.1.98) and recently tried to run a cartridge which told me 'Future Version please upgrade'. However, when I log into my Pico-8 account it says no products are registered to my account!

I don't think I bought it via Humble Bundle as it doesn't show in my HB account.

So basically, do I need to upgrade ...and how?

tobo

4 comments


Cart #46007 | 2017-11-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Clone of the classic helicopter flash game. My first pico-8 project that I stuck with long enough to call "completed".

Enjoy!

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0 comments


hey so i have started making a rogue like and i started with dungeon generation, i am doing this by using Binary Space Partitioning(BSP) but when i go to process my binary tree it only takes the left route and not the right! it appears that the right route is always nil and i cant figure out why and i hope you guys can figure it out.
All help is appreciated!

-- d&!d
-- by anton wolfarth

state = 1

player = {}
-- player.[up,down,left,right] = {still, anim1, anim2}
player.down = {1,2,3}
player.up = {8,9,10}
player.left = {4,5,4}
player.right = {6,7,6}

rooms = {}

err = ""

gold = 0

function aabb(x1,y1,w1,x2,y2,w2)
	return
end

function _init()

end

function _update()
	if(state == 1)then
		generatemap()
		state = 2
	end
	if(state == 2)then

	end
end

function drawrooms(room)
	print(room.x .. ", " .. room.y .. ". " .. room.width .. ", " ..  room.height)

	--rect(room.x, room.y, room.x+room.width, room.y, room.y+room.height, 2)
end

function _draw()
	cls()
	foreach(rooms, drawrooms)
	print(err)
	print(#rooms)
end
-->8
-- map generation
function generatemap()
	-- parent, left, right, depth, x,y,w,h
	tree = {parent = nil,
			left = nil,
			right = nil,
			depth = 0,
			x = 0,
			y = 0,
			width = 256,
			height = 256
	}
	makechildren(5, tree)

	makerooms(tree)
end

function makechildren(maxdepth,parent)
		xy = flr(rnd(2))
		box1 = {} 
		box2 = {}
		if(xy == 0) then
			-- split by x
			box1.width = flr(rnd(parent.width / 3)+parent.width / 3)
			box2.width = parent.width - box1.width
			box1.height = parent.height
			box2.height = parent.height
			box1.x = parent.x
			box2.x = parent.x + box1.width + 1
			box1.y = parent.y
			box2.y = parent.y

		else
			-- split by y
			box1.height = flr(rnd(parent.height/3)+parent.height/3)
			box2.height = parent.height - box1.height
			box1.width = parent.width
			box2.width = parent.width
			box1.y = parent.y
			box2.y = parent.y + box1.height + 1
			box1.x = parent.x
			box2.x = parent.x
		end

		box1.depth = parent.depth + 1
		box2.depth = parent.depth + 1

		parent.left = box1
		parent.right = box2
		box1.parent = parent
		box2.parent = parent		

		if(
				box1.depth < maxdepth and
				box1.width > 5 and
				box1.height > 5
		)then
			makechildren(maxdepth, box1)
		else
			parent.left = nil	
		end

		if(
				box2.depth < maxdepth and
				box2.width > 5 and
				box2.height > 5
		)then
			makechildren(maxdepth, box2)
		else
			parent.right = nil	
		end
end

function makerooms(tree)
	err =  err .. tree.depth .. ", "
 if(tree.left != nil)then
 	makerooms(tree.left)
 	err = err .. "l"
 end

 if(tree.right != nil)then
 	makerooms(tree.right)
 	err = err .. "r"
 end

 if(tree.left == nil and tree.right == nil)then
 	generateroom(tree)
 end
end

function generateroom(leaf)
	add(rooms, {
			x = leaf.x, 
			y = leaf.y,
			width = leaf.width,
			height = leaf.height			
	})
end

[ Continue Reading.. ]

2 comments


Pico8 use 2 functions to update stuff at a regular basis. One _update() function called every 1/30s (or 1/60s since the 0.1.8 version) and one _draw() function that do the same thing.

That allow, for a project use that use the second as a time unit, to not slow down that unit.

From manual: _draw() is normally called at 30fps, but if it can not complete in time, PICO-8 will attempt to run at 15ps and call _update() twice per visible frame to compensate.

e.g., If I decide to make a sprite move from A to B in exactly 1 second but have a render process slower than 1/30s. I can put the move process in the _update function and the rendering in the _draw() function. The animation will not be smooth but the sprite will move from A to B in exactly 1 second.
This is true if the _update() function do not take more than 1/30s to execute.
This simple separation is only used for that purpose.

For my shmup project (bullet hell/danmaku) project, it's different.

[ Continue Reading.. ]

0 comments


Cart #45992 | 2017-11-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

made in like 2.5 hours. it's also my first pico-8 thing.
there are bugs.

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0 comments


Hello Pico 8 fam,

Been working on a game that is something of a Final Fantasy clone and I am trying to implement different rooms for the player to enter. I am stumped with how to get this going and was wondering if there were any good resources available for me to dig into.

I need a blank slate each time I enter a room.

1 comment



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Cart #45966 | 2017-11-07 | Code ▽ | Embed ▽ | No License
2

This game was made in a week with the purpose of distributing it to try to get as many plays as possible. We're currently in the phase where we're collecting plays, so your visit is much appreciated!

It's also on itch.io! https://t.co/l3ExIHaRuI

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Alas, it looks like the old (albeit undocumented) TIME() function has either been broken or deliberately retired, as it now always returns 0.

No doubt coinciding with the addition of the cool new clock features of v0.1.11c, which are very cool.

Sadly, this means there are a few tweetjams/carts that no longer function :o(
(using TIME() was a sneaky way of getting a linear number change with few characters!)

*pores a bottle for our fallen tweetcarts *

#TimeIsDead #LongLiveTheTime

3 comments


the new instrument system does that, but only from the tracker...

2 comments


Hi,

I was absolutely ecstatic to see we can now run pico-8 headless. Working on that tiny canvas is really exciting for me to make some twitter bots or something!

The problem is, not really surprisingly, it isn't "truly" headless. That is to say running on a headless OS results in an expected SDL error.

I was wondering if anyone had any tricks to get it running headless. For my processing twitter bot I used... xvfb? That might work in this case but it's a bit of a faff and I was wondering if anyone has had any success using a different path to get headless headless mode.

3 comments


Is it possible to get the current Camera position stored in the DrawState?

I'm writing my own map() function, and want to hook into the built in camera functionality.

Thanks!

1 comment




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