Rush to the green line with your mouse. How much time can you do?
Create in one hour for the 141st One Hour Game Jam with the theme From point A to point B.
▶️ Itch.io Page : https://bigaston.itch.io/rush-1hgj
Navi is a gale I've create with my best friend Némégastée. I want to show him how Pico-8 work so we have create a game in the universe we love : The Legend of Zelda!
In this game you have to click on Navi! That's all. The are save in the game (for save your points) and a mouse support.
▶️ Itch.io page : https://bigaston.itch.io/navi-clicker
This is still a WIP and my first almost complete production for pico-8.
Missing:
- an actual end game (now it resets and bugs).
- more wave
- a boss?
Things I'm happy about:
- procedural explosions
- procedural blinking starfields
- 8-bit art is almost ok for me
- actor model too complicated but works nonetheless
Not sure I'm motivated to finish this though.

Howdy!
This is a fairly straight forward cart for a horizontal screen transition effect inspired by this particular effect from Pokemon Fire Red
https://youtu.be/LnAoD7hgDxw?t=4m23s
The effect itself isn't exactly spot on, the black bars move slightly faster than the 'pixel-pushing' effect created by moving the screen data around. I'm sure it's got something to do with the length of the bits of data I'm copying about but not 100% sure what the exact maths would be for a perfect implementation.
Hopefully this will come in useful for some of you :)
Oh, and here's a little challenge for you, how would you go about re-creating this effect but with vertically? How about diagonally?
Hi guys,
So I'm developing my third game and actually reading the docs this time around and I'm now using the stat() function to see what's going on as I code.
I've got about 284 lines of code and a spritesheet of 785 bytes. No music or sound effects. Yet my mem usage is 43MB according to stat(0). Isn't...that a lot? Seems like a lot. What's going on here? Is it measuring the entire PICO-8 development environment usage or just my code?
Also, stat(1) for CPU usage from the docs states that a value of 1.0 is the program executing 100% of the time between frames, whereas anything over 1.0 is basically frame-skipping due to excessive load. I've of a value of 0.19. I'm guessing anything under 1.0 is "this is way easy, what else you got?" from the CPU, correct?
I've also been looking at the PICO-8 cheat-sheet and noticed the memory layout. And I know people use peek/poke/memcpy/memset to do....stuff. Why would I need to know the memory layout for PICO-8 and why is manually fiddling with the memory desirable? Procedurally generated graphics? Anything else?
Thanks!

Version 1.2 :
- Player has some time to jump after falling off of a platform (coyote time)
- Medal hitbox enlarged
- Easy mode made easier
- New hard mode added (very difficult, made for advanced players)
Version 1.11 :
- Fixed getting stuck on walls while diving
- Fixed glitchy ending when dying at the same time as the boss

I've used a couple composing programs that have had a toggle to only let you key in notes that are within the musical scale you select. For instance, if you have the toggle enabled to CM, you could only key in CDEFGABC and all intermediate notes would do nothing. It's a helpful tool for composing melody and for people like myself who aren't great with theory and I think melds great with the pico8 design schema.
Would it be possible to get such a feature?
Thanks!
Can you also make it possible to mark the user, not their posts, as spam?
We've got someone coming in and putting spam in their user info now:
https://www.lexaloffle.com/bbs/?uid=27493&mode=about
quackquack#00027493 Quackquack is the best matchmaker site to chat, date and browse personals online. Register now and find perfect life partner from thousands of singles. <link deleted> |
I can't mark them as a spammer because the tool is only available when they have posts on their post page.

Sorry for the vague subject line...I don't know how to best describe what I'm seeing. That probably means this issue is certainly something I'm doing wrong but just don't know what. I swear I've done it in the past without problems so it has me wondering if it's a new P8 version thing or if I'm just crazy...anyway...
I have something like this...
pool={
{name="Jerry"},
{name="Tom"}
}
list={}
function mybutt(myx)
local obj=pool[1]
obj.x=myx
obj.y=20
add(list, obj)
end
mybutt(10)
mybutt(64)
mybutt(82)
|
And the problem is that when I loop through 'list' every value of 'x' is the last value added via the function, so in this example, 82.
But when I do rewrite as below it works as I think it should above...
pool={
{name="Jerry"},
{name="Tom"}
}
list={}
function mybutt(myx)
local tmp=pool[1] -- This is the part that feels wrong
local obj={}
obj.name=tmp.name
obj.x=myx
obj.y=20
add(list, obj)
end
mybutt(10)
mybutt(64)
mybutt(82)
|






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