So, while it might be inconvenient for use in proper math, I've really come to love tho 0-360° → 0-1 units on PICO-8 for trig functions (sin, cos).
I've never been sure what to call them, though. They're not degrees, they're not radians, they're not gradians, etc.
I think I came up with a good name.
A "radian" is called that because the angle is expressed as how many radiuses of a unit circle you have to move around that circle's circumference to get to the desired angle. Like, on a circle of any given radius, you have to literally move a distance of 2*pi radiuses around the circle to go a full 360° and end up where you started. A radian is such a distance, but specifically on a circle of radius 1.
So if a radian is an expression of how many radiuses we move around the circle, and PICO-8's units represent how much of the circumference (or how many circumferences) we've moved around the circle, then the unit should be named something to do with the circumference.
"Circumferans" and "circians" don't really work for me. I also considered twopidians, but that's also kinda awkward.
But then, I remembered my discovery of how much better it usually is to use tau in most trig math. Tau, if you don't know, is just another name for 2*pi. One tau is basically one trip around the circle. Tau usually produces cleaner math because it doesn't involve that pesky constant.
(For more on tau, see this classic piece by Vi Hart: https://www.youtube.com/watch?v=jG7vhMMXagQ)
Thus, I propose: [b]taudians

hey all,
I managed to get a feedback setup working with peek and poke. It looks like this is all the abuse that the cart can take. The framerate is pretty solid as is, but any additional code (even simple maths) sends the framerate through the floor. I'm excited to keep messing around with manipulating memory. If anyone has any tips for optimization, let me know! Thanks!
mike
hey all,
new to pico-8 here but quickly falling in love.
as an experiment, I threw together this basic feedback system using pget and pset
is there a more efficient way to do this? i know its possible to access the screen buffer using the various memory getters and setters. is there a way to modify these values before re-setting them?
also, how would i scale (zoom in/out) the current contents of the screen?
thanks!
mike
Hey everyone! It's been a while since my Doukutsu Demake and it's been far too long since I've worked with Pico-8. I decided I want to get back into the space, so I'm making simple projects over on YouTube. My first challenge is building Conway's Game of Life, from scratch, on screen. The result is the video and cart that you see above.
Comments and criticism encouraged, we're all friends here :)
My Doukutsu Demake made a splash, but I still consider myself to be a beginner Pico-8 programmer, and the most novice of game developers. I have much to learn. Pico-8 has enormous potential, and there's so much left to learn, and I'm hoping I can help a few other people learn along side me. I'm planning on posting a new Pico Challenge every Friday for the foreseeable future.
If you have any ideas for challenges I should do in the future, feel free to ask! I'd love to hear any idea, no matter how big or small.
Thanks guys!

This was my entry to MovieGameJam 2018. Made in 10 days.
You need to guide Gruber as he falls and collect as many coins/money as you can whilst avoiding the flaming windows.
Controls:
Left and Right arrows - Move Gruber
X - Menu Confirm/Skip Cutscenes
Z - Menu Change Rating (R/PG-13)
Scoring points:
Coins - 10 points
Notes - 50 points
Limo - 100 points
Fire - minus 100 points
Bonus features:
You can activate PG-13 mode from the title screen which removes the profanity and violence (but why would you want to do that?)
Tips:
As coins spin they become smaller and therefore harder to collect so try and grab them when they are front facing.

Inspired by Christopher Alexander's A Pattern Language, in Itty Bitty Citty your score depends on building patterns of residential, commercial, industrial and park areas. Two residential tiles next to each other gets you +1 health, residential next to commercial gets +1 health and +1 wealth, industrial next to residential gets -2 health, and so on. There are two independent scores, with no combined metric—it's up to you to decide whether you care more about health, wealth, or a balance between the two.
Have a play and see what patterns you can find! And let me know your scores, I'm not sure what the highest wealth or health possible is :)
Here are a few patterns to get you started:
RR : +1 health RC : +1 health, +1 wealth II : +1 wealth RI : -2 health RI RC : +2 health (4-tile pattern) ... and many others! |
(all patterns will still match when rotated/flipped)

Hi y'all!
I recently put together a little narrative game in pico-8, but am getting feedback that for some folks, the in-game font just isn't legible, which makes it kind of unplayable for them. Oh no! Now I'm looking into transcript options to help make things more accessible. The easiest thing would be to include a text file of everything in the game, but that feels a little impractical. I'm hoping I can go for something a little more dynamic, since this is a game after all!
My thought was that it might be possible to edit the HTML file that goes alongside the cartridge for publishing games. This hypothetical edit would make it so that players have the option to display the on-screen text in a more accessible font below the main game. It seems great in theory, but I'm not sure how possible it actually is. I know that smaller edits like frame colors are possible, but this would require communication between the game and the HTML file, which seems tricky, especially given the translation between the two coding languages. It seems a bit too aspirational from where I'm standing from.
Still, this would be an ideal setup for players who need a different font to play the game, so I'm coming to you all to ask for thoughts. Does this seem possible? Would it require a lot of extra coding? Has it already been done? Any input is helpful input!
Thank you :)

Gameplay
Fly through the tunnel as fast as possible avoiding the walls. The tunnel is divided in to Zones, with four Quadrants per zone. Each zone is progressively longer and more difficult than the previous, with sharper turns, more turns, and narrower sections.
Each quadrant has a time limit - note that this is not the time limit that the quadrant must be completed in, but the time until your ships engine power is cut (T+ engine shut-off). Engine power is required for anti-gravity and maneuvering as well as propulsion...ie if the time runs out your hope lies in gliding (or sliding!) to the finish. As quadrants advance, the time limit becomes stricter. Note that your progress in the quadrant is indicated by the right hand HUD gauge.
Hitting walls will slow you down, and reduce the energy of the ship (indicated by gauge on left hand side of HUD). Energy will be slowly replenished during the period of flying through the 'safe section' at the end of each ZONE (grey section with orange stripes). If energy becomes fully depleted the ship will fail and you will lose a life. Similarly, failure to complete a quadrant in time will cost a life. You begin the game with three lives, indicated by the three red lights on the left hand side of the dashboard.
Points are continuously awarded for progress, with a bonus for completing each quadrant (unless T+ shutdown occurs). Additional ships can be unlocked by making progress in the game. Faster ships will yield higher scores than slower ones.

Hey! Today is the February 14th! And it's the Valentin's Day :D
So I decided to create a little doodle with Pico-8! You can use it to calculate you % of love with you neightboor :3
Controls
Left/Right Arrow - Change Name
Down Arrow - Calculate
Keyboard - Enter the name
Itch Page : https://bigaston.itch.io/love-tester-doodle
Would you mind tweaking the token counter so that these two statements...
x = -1 y = 1 |
...use the same number of tokens each?
It's frustrating that we lose a token to the unary minus on number literals.
I could rewrite that code with hex to save a token...
x = 0xffff y = 1 |
...but that's ugly, non-portable code.
Basically, just elide any unary minus token if it's being applied to a number literal.
Please?

Eventually, I shall post here much more information I have documented on how to make maps --- a.k.a. spacefields --- for the classic Swarm Racer.
First, you'll need a palette of swatches for your image editor. Here is one for GIMP; I also have one for Photoshop, but that one isn't text.
GIMP Palette Name: Swarm Racer ed-2-11 spacefield Columns: 1 # 0 0 0 empty 255 255 255 bee 255 0 255 nectar gem 61 85 137 lighter obstacle 25 41 95 darker obstacle 255 129 0 intermittent obstacle 1 255 0 0 intermittent obstacle 2 0 255 0 elastic obstacle 255 255 0 sticky 194 194 194 push to bottom 158 158 158 push to top 123 123 123 push to right 88 88 88 push to left |
Targa data are unusable for a spacefield if other than
| 32 bits per pixel |
| no RLE compression |
Spacefield size is [160,121]. The bottom row is first excluded and used for the trophies: [160,120]. Second, the edges are always rimmed by the light obstacle tile inside that limit: therefore, the playable field is always [158,118].
Hi. I know this is the 4th minesweeper in this site, but I wanted to upload it anyway because it's the first cart I finished on my own, and I hope it's worth showcasing. I have been programming for a few months now, and this game's code is definitely not all that good, and the visuals are lacking, but I hope you enjoy it non-the-less :) All feedback and criticisms are welcomed and appreciated
Can you defuse the bomb? Solve the mathematical problem!
Create in 1 Hour for the 146th One Hour Game Jam with the theme 10 secondes
Controls
Left Click - Press keyboard
Itch Page : https://bigaston.itch.io/bomb-defuser-1hgj
Do you want to cook like a French cooker?
Create in 1 Hour for the 145th One Hour Game Jam with the theme Frog
Controls
Left Click - Grab the frog
Right Click - Drop the frog
Itch Page : https://bigaston.itch.io/french-cooker-1hgj





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