(Hoping to catch you before you finalize 0.1.12)
Similar to how I felt ceil() was missing from the fundamental math toolset in PICO-8, I feel like there are a couple of fundamentals missing from the table toolset.
Would it be reasonable to add these to the built-in table operators?
function ins(table, index, elem)
local temp = elem
while temp ~= nil do
table[index],temp = temp,table[index]
index = index + 1
end
return elem
end
function pop(table)
local elem = table[#table]
table[#table] = nil
return elem
end
-- (and possibly this alias, just for the sake of being symmetrical with pop)
push = add
|
Hello, I did post this up at the end of 2017, but decided to remove it partly due to imposter syndrome and partly because it just didn't work too well under iOS.
Anyway, I've had a change of heart and have decided to put this up again.
Thanks to Vanja and Andreas of Pond software for allowing me to make and share this Pico-8 interpretation of their 8-bit C64 game. (Find it here: http://http://pondsoft.uk/splorf.html )
Also, a special mention must go to Paul Nicholas ( @Liquidream), who helped me solve some nasty bugs, Chris Donnelly (@gruber_music) for the awesome music/sound, Morgan McGuire (@casualeffects) who supplied me with some great particle code to play with. Also Justin Ray (@designinvan) and Urban Monk.
I hope some of you enjoy this simple little highscore chaser game.
CONTROLS:
X - to thrust or start game.
Z - for credits, story and info. (on title screen).
That's it.
Cheers,
Roy

This is a little game that I made with my son (I did most of the code, he did a bunch of playtesting ;-) ). It was inspired by a game that I remember from my own childhood on the Atari 800 XL where you had to fly a spaceship around and dodge the space junk. If you survived for long enough, you got a brief reprieve while the next "level" started before the junk started flying at you again!
The pixel-perfect collision code is based off of this cart by joshmillard
Hello there! Just asking for some light around installing P8 on my recently installed Elemantary OS linux distro.
I've used P8 on linux before with another distro and I barely remember that I had to install additional libraries to make it run, so I assume that I need to do something else in order to run the .bin file into this new distro.
Does anybody know about these additional libraries/dependencies? I already followed all the basic installation steps (extract, run the .bin) but it doesn't run.
Thanks!

Hello friends.
I have one music track in my game. When the player picks up a certain item, I would like the music to get one octave higher.
My first thought was to have a second song that is just a transposed version of the first song, and switch to it upon item pickup -- but this of course resets to the beginning of the song instead of continuing smoothly from the current position. Is there any clever way to achieve a more seamless transition?
I'm open to any other tricks that would let me get the same effect. I'm also open to forgetting all about it if it's not possible. =P

v1.0.1 - post gamejam bugfix
Fixed the bug that caused people to have broken noses forever.
[Game for the Game Dev Network Gooseberry Jam. Theme: You are the villain! Deadline: 5/27.]
In Repo Runner, you're... the repo-person! The one who tows cars that people haven't paid up for. You work for Repo Co., and each day you must extract the target vehicle before the debtee drives it away.
v1.0
To reproduce:
- Click the SFX number of an SFX
- Push Ctrl/Cmd + C to copy the entire SFX
- Use the keyboard to move around to some note(s) and select them (with shift)
- Push Ctrl/Cmd + C
Expected Result: the selection which was just made with the keyboard will be copied
Actual Result: the entire SFX is copied, because only the mouse's last focus is respected, not the keyboard's

v0.7.
- adjust velocity changes in levels (soft cap at level 20?)
- fix more bugs when tetramino is in the last row until collision
- sfx
v0.6.
- allow to avoid up on rotations?
- fix some rare bugs on movement
- fix timings when tetramino is in the last row until collision
- adjust delays
- code refactoring
v0.5.
- adjust timmings on rotations & movements
- adjust delays on keypress
v0.4.
- dodge on rotations
v0.3.
- Fix collisions on rotation
- Code refactoring
v0.2.
- Fix problems with borders

[EDIT] Turns out I had the "cart" directory replaced with a broken softlink. Totally my own fault. The exceptions do not seem to be relevant.
Just unzipped & copied pico-8 0.1.11g to /Applications on macos 10.13.3.
When running, the console reports "WARNING: NO PERMANENT STORAGE" after the boot message.
DIR returns an empty root even after a MKDIR.
SAVE XYZ results in an "FAILED TO SAVE" error popup.
Same when running as sudo from the command line or after disabling the security assessment policy subsystem (with spctl --master-disable).
Console.app shows error message "AEGetDescData of non-desc type 'reco' not a good idea" and several exception that are also shown when running pico8 from terminal:
/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'
Any ideas?

UPDATE: Version 1.1:
- faster ship
- constant enemy spawns (no delays)
- muzzle flash effect and better explosions
- other gameplay tweaks
STORY: Welcome, Pilot 8. You are our top choice for this mission. I mean, 8th choice. Nothing suspicious at all happened to the other 7 pilots that came before you. They... uh... retired. Anyway, here is your comprehensive battle training: use the arrows to move, press [Z] to shoot. End of comprehensive training. Off to war you go. Good luck, Pilot 8.... Ok, that pilot is hopeless, let's start training Pilot 9. Oh, what? It's still on? How do I turn this off <click>
This is a simple space shooter.
- 18 levels across 6 worlds (Flood City, Oasis, Marshes, Coast, Canals, Fortress)
- Different weapons and powerups (shield, weapons, etc).
- Collect chips dropped by enemies to upgrade your ship. 14 upgrades available:
- extra speed
- rapid fire (3 levels)
- ammo capacity (3 levels)
- shield (3 levels)
- starting laser
- powerup frequency
- World map
Tech aspects:
- Dynamic lighting (via framebuffer post-processing).
- Screen-space reflection (water effect, lightning, etc).
- Particle effects, rain, etc.

https://github.com/fartenko/pico-nn
https://fartenko.itch.io/pico-nn
A pico-8 based neural network with genetic algorithms.

Does pico-8 have any console window or area where users can see any output?
In javascript people can get output with console.log() method.
In java people can get output with System.out.println();
Any equivalent methods in pico-8??
print() is really annoying because it is displayed on the game screen






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