The extended color bits to specify the fill pattern are applied to the next draw command.
There is no way to remove the fill pattern by specifying a draw command color unless fillp() is called.
circfill(64,64,20,0x114e.abcd) -- expected: solid white -- actual: 0xabcd pattern is applied circfill(32,45,12,7) |
Example cart:


https://www.hardkernel.com/main/products/prdt_info.php?g_code=G152875062626
Odroid just released this new product. I'm to noob to understand how, but since it can run game boy it could run pico-8, or am I missing something?


This is an animation editor I've made to help me with my current project. It's made for a very specific use case and I don't expect it to be particularly useful for other people, but might as well post it. In particular it's designed to help compress animations that have lots of repeated elements. e.g. In the example data in this cart the head layer is used across almost every animation, but only appears once in the spritesheet.
To this end it is very much optimised to favour saving space in the sprite sheet, and not optimised for CPU or RAM usage. It also assumes the data outputted is going to be handled in a very object-oriented fashion (see example implementation further down).




Hi devs,
I'm tryin' to code a Magical Drop demake, and currently i'm doing the pull mechanic, but in the for loop where i get all the drops with the same color i can't set them to blank (value = 5, the blank sprite slot). It's like it doesn't read that line at all :/
Here is the snippet, in case someone comes up with something.
function drps_by_v(c,v) local ds={} for d in all(c) do if d==v then add(ds,d); d=5; -- here i set them to blank elseif d~=5 and d~=v then return ds; end end return ds; end |
where "c" is for column of the player board and "v" the first drop value of the column (to get all consecutive same drops).
Lots of thank in advance! :D


A small platformer game about frog and crown!
Brave frog trying to get the crown of the king of frogs in mysterious temple.
This is my first completed PICO-8 game, I hope you will enjoy it.
You can also support and download the game via itch.io.










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A puzzle platformer by Matthias Falk, made in 5 days.
The only thing you can do is jump - is that enough to climb a mountain?
Some stats:
- 6613/8192 tokens used (did some refactoring near the end since code wouldn't have fit otherwise)
- nearly full tilesheet/map used
This is my first PICO-8 game, I hope you like it.
Touch controls (touch to jump) also supported.
You can also support and download the game via itch.io.
Updated to v1.1 with following changes:
- Save game: Game will now autosave each level and you can quit/resume the game any time now at the point you left off.









Been experimenting with music and MuseScore, and transcribed the song from Jelpi (one of Pico-8's demo carts and playable here).
And here is my piano transcription of it. Some of the ledger lines did get kind of ridiculous. I wanted to make the octaves true to the Pico-8 one. I'm not entirely sure if I got it right, but I think it sounds right.




Here's a decent example of a Doom style 3D setup. I had a hard time finding one myself that I could understand. This is a combination of what I found. I'm posting it here to help anyone else trying to find something similar or couldn't understand what the other ones were doing. The code here is pretty bare bones so it should make it easier to follow. Let me know if you have any questions.






