If you are interested in adding orbits and gravity to your projects, here is a simple bare bones cart that might help. For a full explanation, check out my post here: http://gamedev.docrobs.co.uk/orbital-motion-in-pico-8
It's just a demo of the concept, so reboot the cart to see a different orbit.
Welcome to Virtual_Computer!
This is a little game with 4 levels were you have to crack 4 firewall with tiny puzzle.
To play this game you need a keyboard and a mouse! You can't play this with a gamepad.
This is a game create for the 3rd Fantasy Console Game Jam with the theme One Minute (that while you have 60 seconds to finish every levels). I use PICO-8 to create this but I don't have enought time so this is a very tiny game.
You can't play this online because the Web export of PICO-8 cause lot of bug with the keyboard support, so if you want to play it, download it on Itch or save the cardrige!
from the manual:
"EXPORT FOO.HTML DAT1.P8 DAT2.P8 GAME2.P8"
not crystal clear, but I guess those 3 carts are just added alongside the currently loaded one, say GAME1.P8.
but then load("game1.p8") doesn't work from GAME2.P8
this only happens with the main cart, so it seems the "boot" cart name is not set properly.
here's a workaround:
--boot.p8
print("I am Boot")
load("game1.p8")
|
| LOAD BOOT.P8 EXPORT FOO.HTML DAT1.P8 DAT2.P8 GAME1.P8 GAME2.P8 |
Update:
All rightey. Missing music and some sounds but I'm good calling this finished.
Original post:
Still need to add gamey things like life, combo level, money and a store. I'm quite positive I won't actually finish this! But it was fun to procrastinate doing this instead of working.
I might make the game a little easier by removing the lower set of holes. Right now, even with a very low spawn rate I find it very hard to coordinate myself.
My "inspiration" (not to call it blatant ripoff) is not directly from plain whack-a-mole but from another game called Tontie by Eyemaze. It's a 2004 game from that era where flash games were all the rage. You can still play it online here. I really like this one. I owe my numeric keypad dexterity entirely to this game lol.

I'm trying to get P8 to run in a window on my Linux Windows install on my Raspberry Pi, so I can have it and my editor up on the same desktop (like I do in real Windows). But by default, P8 runs fullscreen. I've tried launching it from terminal with the flags outlined in the docs and even by editing the config file, but none of that is working, it's still going fullscreen.
Anyone else tried to run it windowed on Linux (RPi)? ..and got it working? Or is all that windowed stuff for "real" Windows only.

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.

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?

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)

Pico-8 0.1.11g, macOS 10.13.3. Running a bare test cart in headless (-x) mode runs successfully but then crashes.
- Make a cart with the code "print('hi')" (doesn't seem to make a difference) then save it as t1.p8.
- Run: ~/PICO-8/PICO-8.app/Contents/MacOS/pico8 -x t1.p8
Before the cart runs, Pico-8 prints this to the console:
/BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Common/ChunkCompression.cpp:50: Error: unsupported compressor 8 /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/Exceptions.plist' /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Common/ChunkCompression.cpp:50: Error: unsupported compressor 8 /BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Library/AppExceptions.bundle/Exceptions.plist' |

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

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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