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Cart #49726 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Test for automatic color transitions. You can define a source, destination color and a number of steps between them. Algorithm matches nearest colors based on Euclidean distance between two RGB coordinates

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Cart #53636 | 2018-06-18 | Code ▽ | Embed ▽ | No License
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Cart #53533 | 2018-06-14 | Code ▽ | Embed ▽ | No License
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Cart #53531 | 2018-06-14 | Code ▽ | Embed ▽ | No License
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Calling it done :D

Working on a futuristic imagining of Joust as my first PICO-8 project :P

[b]-Controls-

[ Continue Reading.. ]

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Cart #49712 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #49713 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #49812 | 2018-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #49714 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #49933 | 2018-03-04 | Code ▽ | Embed ▽ | No License
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Cart #49715 | 2018-02-26 | Code ▽ | Embed ▽ | No License
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Cart #49709 | 2018-02-26 | Code ▽ | Embed ▽ | No License
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The King Wants Gems! is my take on puzzle gem games, the whole Bejeweled, Puzzle Quest thing. The goal is to chain gems together to get the required amount of each. Longer chains award special gems while short ones give you unusable gems. If you go poking through the code you'll see that it's a terrible mess. I had much bigger ambitions for this when I started, but I wanted to get it done before February and I'm just not interested in it anymore. I hope you enjoy it.

I do consider this my best-looking game to date.

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Cart #49705 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Work in progress for FC Jam

Arrow keys to move, Z to jump

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Hello! I'm new to PICO-8 and I'm currently struggling to make a table which my "levels", which has enemies in them. The method I tried :

function make_enemy(x,y)
 a={}
 a.x=x
 a.y=y

 return a
end

function draw_enemy(en)
 circfill(en.x, en.y, 3, 8)
end

enemy1=make_enemy(0,0)
enemy2=make_enemy(120,120)

mapcount=1
maps={
 {enemy1},
 {enemy2},
 {enemy1, enemy2}
}

function _draw()
 foreach(maps[mapcount], draw_enemy)
end

This doesn't seem to work for me.

Could anyone suggest a more reliable way?

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I've been using an "object-like" idiom in my Pico-8 programs so far where I have functions where I basically pass in a "self" and do operations on an object. I also tend to keep a "type" variable. That seems to have been enough to get as "object oriented" as I need to be. I've seen that it is possible to hack Lua to basically give you full oop and inheritance. It looks as though it is a hack and not a built in language feature, and from what I've been reading not very many Pico-8 users use it.

My question is, to those that do, what do you believe the advantages are, especially in the context of making such small programs...? (guessing there aren't any, other than finding it interesting to implement)

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Cart #50248 | 2018-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Anti-Aliased Asteroids

Hastily crafted Asteroids clone complementary of the anti-aliased line thead:
https://www.lexaloffle.com/bbs/?tid=30810

Changelog


1.3:

  • Added: Teleport ('c' button)! Up to 3 chances (sort of...) to get out of trouble
  • Changed: inertia cranked up, use your thrusters!
  • Changed: safe time is now 2s
  • Changed: thrust is now 'up' only
  • Fixed: Saucer Invasion!

1.2:

  • Fixed: incorrect font rendering
  • Fixed: incorrect high score message on game over
  • Changed: reduced number of rocks to 4

1.1:

  • Fixed: crash with dead player
  • Changed: multiple rocks types
  • Added: saucer!
  • Added: highscore (saved in cart data)
  • Added: multiple CRT effects (enjoy @Felice!)
  • Bug: couple of chars incorrectly rendered

1.0f: temp. fix by @Felice (tks!)

1.0: initial release (did not work)

[h2]Tech. Details

[ Continue Reading.. ]

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I'm new to this, so please go easy on me. I'm not trying to claim this is good, I just wanted to get SOMETHING on the BBS. This was the lowest barrier to entry for me. I may improve this, I might just leave it like this forever. The code is crap and it's a massively unfinished experience. I'm just happy to have made even the smallest, dumbest, more boring thing :)

Player 1: E/D
Player 2: up/down

There's no "win" state. The game is over when you decide it is. IT'S INTERACTIVE LIKE A GOD DAMN DAVID CAGE GAME

Source code on Github, if you're into that kind of thing: https://github.com/Jonic/pico-8-pong

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Cart #52365 | 2018-05-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's finally here!. Some of you may have seen the video tutorial I was working on over the year. Well, the game is finally ready to be playtested!

How to play

The game is a straight-forward vanilla Breakout / Arkanoid clone. You need to destroy the bricks by hitting them with a ball. If the ball leaves the bottom of the screen you lose. You need to move your pad left and right to keep the ball on the screen.

There are some finer details that make it more interesting. If you move the pad WHILE you hit the ball, you can change the angle of the ball's trajectory. The ball snaps to 3 different angles. There are also different powerups, which appear when you destroy a blue block.

[b]Playtesting Help!

[ Continue Reading.. ]

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It's system/kernel/gpu time. Basically, it's all of the CPU time spent in code you can't see directly in the PICO-8 source editor.

If you have an app that does nothing but call cls() around 68 times, then both stat(1) and stat(2) will be around 1.0 at the end of your _draw() function.

If you have an app with an empty loop that iterates around 69905 times, and does nothing else, then stat(1) will be around 1.0 at the end of your _draw() function, but stat(2) will still be close to 0.

I can't believe it took me this long to work that out. :)

Caveat: I don't know exactly where the system/user border lies. Like, I haven't looked to see if what we think of as intrinsics, like abs() or flr(), are system time for the few cycles you're inside, or if they're considered user mode. Similarly, longer functions like sqrt()... could be system, could be user. I'll probably go through and figure them out at some point.

Honestly, it's not a very useful piece of information for practically anyone... even me... but it's been bugging me for aaaaages and I'm so glad I finally got a little 3-watt lightbulb over my head about it.

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So if you've been around for a while, you've probably discovered that the PICO-8 call mid(a,b,c) can be used for clamping values to a range. The middle value in a set of (lo,val,hi) once you put them in order will either be val if it's between lo and hi, or if it's beyond, either lo or hi will be the middle. That's a clamp.

-- change volume but keep it in range
volume = mid(0, volume + volume_adj, 1)

It's convenient, if a little unintuitive. Some folks might alias the function to make it read better:

clamp = mid

-- change volume but keep it in range
volume = clamp(0, volume + volume_adj, 1)

Problem is, it's three args and each arg slows you down a bit. In most cases, one end of the range is 0. If you're writing a really tight inner loop, sometimes it'd be nice if you just had a function that assumed 0 for the top or bottom, instead of you having to pass it.

But wait! A useful bit of info is that PICO-8 API calls usually accept nil, or a missing arg, as if it were 0. For instance, x=cos() sets x to cos(0), or 1. Not useful for sin/cos, but...

Since mid() doesn't care what order the arguments are in, we can just leave off the third argument to implicitly pass it a 0 that way:

-- change volume but keep it in range
volume = mid(volume + volume_adj, 1)

[ Continue Reading.. ]

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Cart #49642 | 2018-02-25 | Code ▽ | Embed ▽ | No License
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Beautiful! This edutainment game will teach you about the world of cryptocurrency trading.

Inhabit the persona of any of seven different moguls -- six colorful animal mascots who just made their own ICO, and Zaurg, an everyman who just wants to strike it rich with his retirement fund. Choose one and receive constant informative commentary from the other six. Sometimes only the other five -- Zaurg doesn't comment much. Seethe as they jeer at you and relish their downfall.

This game has two end states. If you get one, why not try for the other one?

Different trading strategies will affect the game outcome. The coin prices follow a standard model for stock prices, augmented with additional rules to capture cryptocurrency market behavior and adjust the difficulty. (For minimal cheating on the part of the game, play as Zaurg.) In addition, NPC commentary is influenced by your trading strategy, and one end state can only be reached by an entire day of optimal trading.

The soundtrack consists of five tunes including a chorale and a fugue. Not all tunes can be heard in every playthrough.

Made specifically for Zaurg's personal finance thread on SomethingAwful.

Music by Zekka -- art and text by Zekka and a dozen swans -- code by Zekka -- testing by Frank West.

(This is my first PICO-8 game, so sorry about the low production values!)

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i'm trying to allow players to choose between two different versions of the same sprite without having both on the sprite sheet. at the same time, my game has a day/night cycle that modifies colors as seen in this gif:

i want to largely work out the how for myself, at least at first for the sake of learning, but first wanted to check that i'm not missing something:

is it possible to have both these per-sprite palette swaps and the day/night swaps just with appropriately placed pal calls, or would i need to do something a little more manual?

i'm aware of the difference between remap-on-draw and remap-on-display; also note that there's ui whose colors must not change with the time palette, which would seem to rule out using remap-on-display, unless i'm just missing something.

edit: just to clarify, please do not post full solutions. i'm okay with hints in the form of nudges in the right direction though.

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Cart #49637 | 2018-02-25 | Code ▽ | Embed ▽ | No License
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(The Post-Jam version has the score continually decrease, encouraging frequent sniffing! Aside from that it's identical.)

Cart #49613 | 2018-02-24 | Code ▽ | Embed ▽ | No License
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Sniff flowers! Blow bees away! Don't sniff bees!

This is a game I made in 24 hours for WPI's "Take a Breather" Jam. The theme was "A Good Sniff." All assets and code are my own work.

If you're interested in seeing more of my work, check out my Twitter: @Jusiv_

[ Continue Reading.. ]

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Cart #49606 | 2018-02-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Can you survive to the "Do It" attack of Shia Labeouf?

Create in 1 Hour for the 148th One Hour Game Jam with the theme Dream

Controls
Arrow key - Move

Itch : https://bigaston.itch.io/do-it-and-dreams-1hgj

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