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Cart #48394 | 2018-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #48396 | 2018-01-20 | Code ▽ | Embed ▽ | No License

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I don't remember zep announcing it, but I just discovered that the problem we found a while back on this thread...

https://www.lexaloffle.com/bbs/?tid=29364

...seems to have been fixed. At the time, the power operator (the caret symbol, "^") only worked for positive whole numbers, not negative or fractions.

For you cycle-counters out there, I've tested it, and the cost is 9 cycles:

CYC CODE
--- ----------------------------
  9 L1=L2^2
  1 L1=L2*L2

Notice that's versus 1 cycle for a multiply, so use v*v to square a value, not v^2. In fact, if you can spare the tokens, doing a handful of multiplies will still be faster for small whole-number powers.

Anyway, thanks to zep for fixing that. I can remove my custom pow() functions now. :D

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Hiya peeps,

Okay, I have issues when playing carts on my iPhone6. The games work, but not with issues.

Firstly, I get no sound.

Secondly, along with more frustratingly, I am selecting browser screen elelents when pressing the virtual controls.
This makes the iPhone play method useless.

I'm told that this isn't a problem on say, a Samsung. All works fine with that.

So, does anyone know if/how these issues can be overcome/resolved?

Cheers,

Roy

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Cart #48375 | 2018-01-19 | Code ▽ | Embed ▽ | No License
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Help Burger Bill get all the burgers he can stomach!
Step 1: Choose the perfect height for each bar to create the level
Step 2: Play the level, grabbing every single burger on the screen
Step 3: Beat level 13 for a burger party!!

Controls::
X - set the bars' height -- also, jump
L/R arrows - move Bill left and right
Z - this will reset the level, so you can try again

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I'm looking for some help or snippet on how to create a path for an object that gives an arc between 2 coordinates.

I have code/examples for waves and orbiting in a circle, but I haven't needed to make an arc between 2 explicit points before. I'm not making an Angry Birds game but need that type of physics arc created that then allows a object to follow that path.

Ideally, something that lets you increase the gravity/friction/whatever that will slow the object down the further it gets away from the source point.

Although...I guess I could just trial-n-error it from the source point, messing with the variables until the thing lands where I need it. But having a 2-point method would probably be more helpful in the long run (for everyone).

Even if you have a cart that has something similar, I'm happy to code surf for things and learn.

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Small gizmo I made today! Cross-sectioning an object gives the impression of 3D movement.

I consider this a good cart to learn the basics of pico8 updating, sprite drawing, and looping.

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Cart #48350 | 2018-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #48358 | 2018-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #48332 | 2018-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #48295 | 2018-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Trying to run pico8 on a Raspberry Pi 2 with Raspbian Stretch. When launching pico8 in the console, the cursor moves to the next line and then nothing happens. Ctrl-C doesn't break, I have to kill the console to get out.

Any ideas?

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Background:
I made this little game as part of a rapid prototyping course. We had a week to hand in a complete game (meaning: start screen, game loop, win and game over condition + screen) with only three constrictions: We had to use Pico-8, we had to generate a random game name with the videogamena.me generator, hence the origin of the title: Crossdressing Lizard Unleashed, and we were only allowed to use one screen in Pico-8, no scrolling.
I didn't have any prior programming experience, so basically Lua has been the first programming language I have really used. This is the result of 5 days of learning.

Game:
You play as the Crossdressing Lizard, who has escpaded from its cell in the zoo but still has to find its way past the zoo guardians and out of the zoo itself.

Mechanics:
Use the arrow keys to avoid the enemies and escape through the doors, which open up one at a time at the side of the screen.
To confuse your enemies, you can change your clothing (with the x or c key) to match the color of the zoos floor. They will have trouble following you then.

State of the prototype:
Because I knew I didn't have that much time for this, I didn't plan too much and got most of my ideas in the game. What I couldn't really get to work though was making the escape doors randomly appear so the gameplay is always different. The second enemy's movement is also still hardcoded to the current location and appearance time frame of the doors, so that would have to change also.
Other then that I'd thought of adding obstactles or other level elements, that would give the game a more labyrinth feeling in later levels, but I don't really know how to program the enemies for this case. Right now they are just following the doors or the player character, that's all they do.

Well, that's all for now. I hope I'll have time to come back to this after I finished the courses this semester.
If you have any thoughts, suggestions or ideas of how to continue or improve my little escape game, I'd love to hear it.
all the best,
Rue

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Cart #48275 | 2018-01-17 | Code ▽ | Embed ▽ | No License
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Hi guys,

I got this Pico-8 game in a random lot on eBay. I couldn�t find it in any of the classic Pico-8 game guides, so it�s probably a bootleg.

I ripped the ROM (since my old Pico-8 system hasn�t worked in ages), and I figured I�d share it here since one of you guys must know about these obscure cartridges. I can�t tell if it the game is corrupted or if that�s how it�s meant to be.

Enjoy! Multiple endings, surrealist horror, and a bumping soundtrack.

All that aside, great thanks to:

@Synth_dfr for the music corruptor - https://www.lexaloffle.com/bbs/?tid=3561
@willwilliams68k for the glitchy static effect -https://www.lexaloffle.com/bbs/?uid=23038
and of course @zeb for all of the wisdom from JELPI
...but somehow I still didn't get the controls feeling as good.

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6 comments


Cart #48318 | 2018-01-18 | Code ▽ | Embed ▽ | No License


Puzzle 5 is to hard for a level 5 ...
Cart #48265 | 2018-01-17 | Code ▽ | Embed ▽ | No License

Cart #48264 | 2018-01-17 | Code ▽ | Embed ▽ | No License


bug resolved : puzzle 2 = puzzle 3 ...

[ Continue Reading.. ]

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So I've recently been playing the excellent Dank Tomb by krazjeg, and decided i'd rather play it locally/offline.
To my dismay however, I realized I didn't know of any way to export or access saves (cdata, cstore) in html exports.

Does anyone know how to achieve this? And if not, @zep, won't you please add a way? :P

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These days I was working on a dynamic split-screen system and this is the final product! I posted it a few days ago on this Thread!

It uses around 16% of CPU to copy half of the screen to user memory and then back, so plenty of space for you to use for other stuff!

Any questions drop a question on Twitter!

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I am running a 4K monitor and my early-2013 Retina MacBook Pro laptop can only do 4K@30Hz

At this resolution the interface in pico8 is mostly unresponsive. For example clicking a colour to change the selected colour in the graphics mode, or clicking a menu bar icon to change mode, just do not work reliably.

here i am clicking like mad to get things to change:
https://youtu.be/nvdamx19JoY

However, if I switch the resolution to 1080p@60Hz then every click is registered as expected.

Let me know if I can provide any debugging info.

pico8 v0.1.11g
macOS 10.13.2 (17C205)
Dell P1415Q

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Cart #48271 | 2018-01-17 | Code ▽ | Embed ▽ | No License
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Hello everyone, after a Twitter thread of WIPs and half posted routines, I'm releasing this cartridge containing a few routines to allow making basic split-screen scenes relatively cheaply (around 20% of CPU used at max and 8KB of RAM used as back_buffer.

This isn't a pretty scene or sketch, it's at most minimal, but it shows that you can have two scenes drawn and draw them with a non-axis-aligned delimitation. Is anyone remembered of the DBZ SNES/Genesis fighting games? :D

-- Available functions:
- cpy_to_buffer : saves the current state of the VRAM to the back-buffer
- drw_horiz_half : draws the back-buffer on the top part to the screen, with the limit being a line located on ([0;y1],[127,y2])
- drw_vert_half : draws the back-buffer on the left part to the screen, with the limit being a line located on ([x1;0],[x2,127)

[ Continue Reading.. ]

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Cart #48231 | 2018-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is an alternate method of doing tile animations. This method uses only a single tile per animation, making it easier to pack in a lot of animated tiles into a single tile. It's not the best way of doing this. It's just a way of doing this. :)

Basically it just cycles through the colors in the tile according to the order you want them to appear, and changes them to a new color, also set by you in the code. The upshot is you can fit entire simple animations into a single tile.

(BTW, I'm not claiming credit for this method... it's one of those things that I'm sure a thousand devs before me have figured out before, and probably 10x more efficient ways than I cranked out tonight.) :D

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Cart #48450 | 2018-01-22 | Code ▽ | Embed ▽ | No License
40

Picoball is a deck-building game.
Manage your own football club and lead it to victory in an 17 round competition.
Your progress will be saved automatically after each round.

Post a screenshot of your finish!

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