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Cart #48016 | 2018-01-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

WIP, not playable yet.

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...would you please add a slight tint to the links in a post? I just included a link to wikipedia, and I could barely distinguish it from the text around it when it was posted.

Here's a quick before/after to illustrate the issue and my suggestion:


Not a big deal, but it'd be a nice quality-of-life tweak in return for what I assume/hope is one css edit.

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Cart #48008 | 2018-01-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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------ Beta Breakout (v1.2) is a "Breakout Clone". ------

With...

  • 19 levels with 9 random preset stages each
  • 10 powerups
  • A "Normal" and "Hard" Mode
  • A secret 20th level "boss"
  • a somewhat evil combo system
  • tears. many tears.
  • ...and the occasional bug.
    What's the point of Hard mode? Well... you can figure that out.

------ Controls ------

Left/Right Arrow to move pad
Press X to launch ball (If moving, will go at a low angle)
Hold X to destroy ball (If you have the Bomb Powerup, will detonate bomb)

------ Intentions ------
This game was a project for myself to get involved with Pico-8. It will likely remain in its current state with a few updates-here-and-there (certain glitches may be cleaned up at some point).Feel free to tinker around with it.

Credit to Krystman from the TeamworkCast for providing source code for his project, at https://pastebin.com/48rgwneq I modified a good portion of his code for the basis of my game.

Feel free to ask questions or point out some glitches.(No guarantee that I will fix them any time soon.)

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There is a sine and cosine function but no tangent function. Anyone have a function of their own?

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Cart #47976 | 2018-01-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Lyner is my first attempt to dive deeper into pico-8.
I am not a coder, so I'm working within my limitations
and trying to learn Lua, amongst other things.
Improvisation is a great teacher, as are the Picozines :)

This is a rough version, in any aspect, but it should
deliver the idea. I figured getting it out now helps more
than later. Next stop: fix bugs and optimize gameplay.

Appreciate your hints for improvement.

Cheers
Patrick

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Inspired by Wild Guns, Operation Wolf, Duck Hunt etc.

The Bear's picnic has been invaded by the evil minions of the Kuma clan. It's time to bear arms and break out the legendary Bear Arms. Destroy the Kuma minions and their Shinobi before they destroy the Picnic.

Features:

  • Beartual Reality Vision!

  • The latest in 8-bit Third Person Shooting Action!

  • Score Attack. No Lives, no game over. Play all the levels, try and get the highest score!

  • Amazing procedural 8-bit sound effects!

  • A colossal 2 colours per sprite!

  • An amazing, full screen resolution of 128x128! At a rock solid 30FPS! PCMasterRace eat your heart out!

Enjoy!

[i]You can download and play this game on your PICO-8 Fantasy Games Console. This game is not Open Source or otherwise. It is copyright but free to distribute.

If you wish to include this in a paid for compilation or for any other arrangement that involves money, please contact me for licensing fees.

[ Continue Reading.. ]

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Cart #47972 | 2018-01-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hope Squadron is a local multiplayer co-op shoot 'm up with a touching story. It's my first Pico-8 project and the first time I'm using LUA. I hope you'll give it a go with a friend and would love to hear feedback!

Thanks!
Emiel Kampen
@Prrrpl

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I've just started to code and I don't know how to transfer the song from pico8 to the coding part

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Would anyone happen to have advice on how to distort a small selection of pixels onscreen (For instance, an arbitrary 8x8 square)? I'm trying to add an effect where if the player bumps into a solid platform, that piece of the platform bends up with an effect similar to the arcade Mario Bros. game. I tried following the tutorial on wave distortions from PicoZine #2 but that seems to be based on distorting all tiles of a certain type on screen.

TL;DR, are there any tutorials you'd recommend for distortion effects?

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Hello!

I am currently wrapping up a tool that allows wrapping a PICO-8 cart as an Electron and Ionic app. Meaning, Pico-8 can be exported as a Windows, Mac, Linux, Android, and Ios application. Which, simply wraps the cart inside of a web browser that can be run as a single application. However, it provides more features such as a save file, indexedb, watching service (For things like achievements), Options for fullscreen and sound, A mobile gamepad, a splash screen to hide PICO-8 booting, and much more!

However, I am currently trying to get over the last hump in the framework before taking the time to write all of the documentation. And that is audio performance on Android.

I've come across a few good discussions on the forums here:

https://www.lexaloffle.com/bbs/?tid=30147

https://www.lexaloffle.com/bbs/?tid=29383

https://www.lexaloffle.com/bbs/?tid=29209

But none of them come with a solution, but more of just acknowledging that it is a problem. So I thought I'd create this thread in an attempt to fix and discuss the issue.

And to put one foot forward, I currently test on a Nexus 5x and a Pixel 2. They do not display the audio issues. However, my roommate and girlfriend's phone do. So what I've noticed, I've been getting Android updates as they come in. I trust my 5x is on 7.1, where my Pixel 2 is on 8.1. Where my girlfriend and roommate are <= 7.0 . After some additional research, I am starting to suspect this may be the fix: https://developer.android.com/about/versions/nougat/android-7.0.html#webview

The Built-in Android webview may not play well with Audio from the Emscripten code within the cart js files.

I personally can not test and repot on Ios devices unfortunately.

Anyways, any help or ideas would be appreciated! Thanks!

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Hey all! First post!

Huge thanks to Lexaloffle for making such a fantastic piece of software. I love the nostalgia.

I'm also a gigantic fan of the steganographed cart format. It's awesome! One thing I have been obsessed with doing is calculating the theoretical kilobit storage of different games. I've seen pico-8 carts (in p8.png format) range from 8kb/64kbits (the minimum?) to about 55kb/440kbits for jam-packed carts (Alone in Pico, Dank Tomb).

In the spirit of our favorite consoles of yore that used to advertise the size of the carts on the packaging, could it maybe be a new feature to add the theoretical kbit size on the .p8.png files?

From how cartridge hardware would have been assembled, I am assuming the following possibilities:
64 (~8kB)
128 (~16kB)
192 (~24kB)
256 (~32kB)
320 (~40kB)
384 (~48kB)
448 (~56kB)

Thanks, and happy coding!!

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Cart #47952 | 2018-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a work in progress on my first bullet hell game.

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... in a cold, dark forest.

Keep the fire burning, stay warm, and don't get lost.
How long can you survive against the wilds?

Cart #48048 | 2018-01-10 | Code ▽ | Embed ▽ | No License
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ABOUT
I made this over the first week of 2018 for the Winter Break Jam held by Worcester Polytechnic Institute's Game Development Club. The theme for the jam was just the phrase "very warm."

All assets and code are my own work.

And if you want to see more of my stuff, check out my Twitter: @Jusiv_

CONTROLS

  • Arrows: Move
  • Z/X/C: Start Game

(Walk into something to interact with it.)

CHANGELOG

  • Initial Release - 1/7/2018

[ Continue Reading.. ]

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Cart #47938 | 2018-01-07 | Code ▽ | Embed ▽ | No License

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Cart #47932 | 2018-01-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #47931 | 2018-01-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Hi all, I'm not sure if this is the best place to post but I'm having some difficulty with the latest 32 bit Linux pico8:

When trying to run the executable I get:

bash: ./pico8: cannot execute binary file: Exec format error

Upon looking into it further, I ran file pico8 which gave the following output:

pico8: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.32, BuildID[sha1]=a589ada4e62f733db872d5a55494f1af37f66726, not stripped

Which sounds a bit like it's a 64-bit executable despite being downloaded from the 32-bit link. This is the latest version v0.0.11f; the previous version I was using, v0.1.10c worked fine for me. Any help would be very much appreciated! Thanks!

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Cart #48061 | 2018-01-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Added scores and debriefing.

Cart #47917 | 2018-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made using PIGSquad's tutorial.
Use the arrows to land safely on the landing pad, a green light indicates you're going at a safe speed!

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Cart #47913 | 2018-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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If I edit config.txt and set background_sleep_ms to something other than the default of 20, next time PICO-8 runs it will still appear to use 20 as the setting (evinced by the fact that it doesn't keep 60 FPS when the window is not in focus) and then it always writes 20 to config.txt on exit :O

This is v0.1.11f on Linux.

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