Everything I type in Pico-8 comes out in bash, including pressing of the enter key. So if I accidentally enter a bash command, it gets executed. For example "reboot" in pico-8 not only reboots pico-8, but my raspberry -pi itself.
I'm not extremely experienced with Linux, but I've used enough linux software to think this should not be happening by default. In the meantime I am attempting to find a way to somehow capture the mouse and keyboard while a process is running so it is ignored. Tried "wait" from bash to no avail.

The second game in my undergraduate capstone project, Picohistory, in which I remake very old games for PICO-8 with my own tweaks. This particular game is Hunt the Wumpus, made graphical with as few changes to gameplay as possible.
I originally intended to include lighting (for atmosphere) based on Dank Tombs, but realized that it would prevent the player from seeing which directions had exit doors, or else be so broad as to not matter, and so saved time by not bothering.
Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 .
The third game in my undergraduate capstone project, Picohistory, in which I remake very old games for PICO-8 with my own tweaks. In this case, Pac-Man, but zoomed in so you see only about a quarter of the maze at once, with slightly different ghost AI (no bugs when you're facing north), and no lives, multiple levels, or fruit.
Pac-Man is, as far as I am aware, property of Namco.
Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 .

The second game in my undergraduate capstone project, Picohistory, in which I remake very old games for PICO-8 with my own tweaks. In this one, I heard of Spacewar!, and rebuilt it in PICO-8 having never played it, based on the Wikipedia page describing it.
I think it turned out quite well.
Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 . I'm thinking this one is pretty stable, but it's still got room to change if critique/playtesting points that way.
So, this is the first thing I've done in PICO-8, and part one of four of my undergraduate capstone project which I'm calling Picohistory. It's a series of very old games remade in PICO-8, with various tweaks. In this case, Pong with full 2D movement, and your horizontal position affects the ball speed.
Uses some engine code from eevee's Under Construction. I know it's not a good fit here, but I was coming into this pretty much clueless and well behind-schedule due to personal and bureaucratic issues.
Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 . I'm thinking this one is pretty stable, but it's still got room to change if critique/playtesting points that way.

Hi folks,
I'm trying to implement the sketch from this video in
pico-8.
but I'm confused by some of the magic included in the Processing API.
Does anyone have any tips or resources on creating the triangle strip mesh and rotating the whole scene on the X axis, or have a cart doing something similar.
Thanks
Adapting a solution found ca. pages 179-180 of this white paper:
support.amd.com/TechDocs/25112.PDF (archived)
Apparently it's commonly called "popcount" or "popcnt", after an asm instruction on some CPUs. Basically, it's the population-of-1's count. I think I assumed it would be called "bitcount".
I finagled it into this PICO-8-specific form, which counts every bit (including fractional bits) in constant and pretty-brief time, with just 2 muls, 2 adds, 3 shifts, and 5 bitwise ops:
function popcount(v)
v-=v>>>1&0x5555.5555
v=(v&0x3333.3333)+(v>>>2&0x3333.3333)
return (v*0x1.1&0x0f0f.0f0f)*0x0101.0101<<8&0xff
end |
It's a bit uglier than it would be in C/C++, but it's mostly the same operations, with a minor adaptation for the 16-bit shifts inherent in 16.16 fixed-point multiplies. PICO-8 also benefits from being able to do a fast multiply by a fixed-point value like 0x1.1 in the third line of the function, which would have required a shift and an add otherwise.
Randomly generated turn based tactics arena.
All units have 10 AP. Moving costs 1 AP and shooting costs 2 AP. Shooting does 1 DMG if it hits. All units start with 5 HP.
Thin lines are half walls. They cost one extra ap to crawl over. They block shots 50% of the time.
Thick lines are full walls. They are impassible. They block 100% of shots.
Hold X to hide UI while menu is up.
Updated with new ai, old ai is called "AI simple". Plus a few little improvements.
Future updates?
-Even better AI!
-Even more general polish.

"Low Nibble Overflow", by Pingo, 2018.
Original Amiga Pro-Tracker Module by GOTO80/HT, April, 1997.
My first take on covering GOTO80's stuff on the PICO-8. I've done some similar stuff on the BeepBox.co before, but this was actually a bit more difficult. :) Anyway - not the whole song, but at least it kind of works.
/ Pingo
@zep
I'm pretty sure this is a bug... shouldn't stat(24) return -1 when no music is playing (like all the other music/sfx stats which use -1 to indicate nothing is playing)? Instead it returns 0, which makes it impossible to differentiate from when music pattern 0 is actually playing :O
(There is technically a workaround, i.e. other stats can be used to check the current note numbers on the channels, which return -1 when nothing is playing, which I am using for now, but this really feels like it should not be necessary... :)
P.S.
Thank you for adding those new music pattern-related stat numbers recently! They are very useful and I am getting a lot of benefit from them in my current project :D

Screenshots/gifs
https://imgur.com/a/bWMw3
== Old Screens ==
Souls-like, Bloodborne style game for the PICO-8. Navigate your way through insanity as you unlock your mind and free yourself.
Save your mind from the grasp of great insanity. Gather your treasured memories to increase your stamina and keep yourself moving while you expand and unlock your twisted mind.
Discover the 2 different endings...if you can survive your own psyche and make it out alive!
Explore the procedurally-generated maze that changes around you, every minute. Destroy you inner demons, only to see them reborn along with the maze. Luckily the exit, items and treasures stay put...as do your enemies corpses, scarring your soul.
For fans of Rogue-like and Souls-like games, with a fair but challenging difficulty, requiring skill and timing.
[u]Tips:

Cathode Ray Sunshine
Note: If you get a game over, hit the reset button to try again.
This is a short horror game that I developed for Fantasy Console Game Jam #3 using the Pico-8 fantasy console. This game is not suited for children or those who are easily disturbed.
Controls:
-
Directional keys: move around
- Z: progress through menus
Objective:
The objective of this game is to move around a desolated town and touch certain magic pillars. When you touch the pillars (it's a little finicky, so try to move around them a bit), a streetlight will come on near a lighthouse to signify your progress. You must light all six streetlights, at which point the lighthouse will light up. Touch the light of the lighthouse to complete the game.
Controls
Z to start. Arrows move the bear.
Commentary
I got tangled in a dirty web of vector rotation when I was working on this month's game, and it so distracted me that I never actually worked on the other parts of the game...so instead, I threw this together in two days! Just like I always seem to do.
Nonetheless I think it's pretty good. You play as a bear who's just woken up from hibernation to a snowy landscape with no grass! Have to clear that up so grass can grow and spring can really begin.
There's no real fail state in this game, but it happens in moves - you'll continue in a straight line as long as you're moving over unbroken snow. But it's fun to try and complete levels in the shortest time possible. To be fair, I wasn't able to create as many or as clever levels as I had hoped, but if you're interested you should be able to add some easily by editing the file. If not, just enjoy the 7 levels already there!
itch.io: here
Now updated with High Score table.
I also realised that I had left a debug setting switched on in 0.9 that made the player run unrealistically quickly!! This is much tougher to win now...
Old School button smasher!
Still need to get the high score table working properly, but it's not far off.
Any suggestions gratefully received!

This is a port of a html canvas experiment i made, which you can see here:
https://fireworks.100yen.co.uk
Full code is on Github here:





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