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Cart #gotya-14 | 2020-01-10 | Code ▽ | Embed ▽ | No License
36

UPDATE 10/24 - Up to 56 cards, along with new secrets:
[NOTE: 34 and 55 are /only/ obtainable by finding secrets in other 'games'..]

Also, streaks should no longer reset at midnight so yay.

UPDATE 10/09 - 2 more monster-iffic cards!

UPDATE 10/08 - Another day, another 2 cards :) These feature The Conductor - Electric Ghost. It also brings the total card count up to 50!

UPDATE 10/07 - 2 MORE cards, this time featuring Della Muerte - Undead Mahou Shoujo!

UPDATE 10/06 - 2 more cards, this time of the lupine persuasion. Try to uncover Felicia - Furred But Fashionable

UPDATE: 10/05 - Some graphics tweaks to make portraits look nicer! And yet more cards -- These 2 feature Cecilia - Weird Detective!

[ Continue Reading.. ]

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65 comments


Hi,

for anyone interested I made a Google Analytics integration for pico 8. Just add water and some code and you can track what's going on in your games (HTML export). Here is a short demo video: https://twitter.com/mtths_flk/status/1045647528811798528

You can find the code and all details on github:

https://github.com/mtthsflk/pico8-google-analytics

As of now, the code just needs 144 tokens - so, it might be a useful addition for many PICO-8 carts.

Let me know what you think.

Best,
M.

PS: Thanks to @nucleartide for doing similar stuff with segment.io.

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0 comments


Cart #57201 | 2018-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
100

My goal was to make something meaningful because that's the direction I want my work to take in the future. The result is very experimental, super short and quite imperfect. But I do like it, and I hope you do too! :)

Controls:

  • Use the arrow keys on a keyboard or the left joystick on a controller to move the selected hand.
  • Move it to the highlighted spot on the screen.
  • Embrace whatever is in front of you.

[b]Play more of my games!

Follow me on Twitter!

Read about my indiedev adventure!

[ Continue Reading.. ]

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15 comments


Cart #57198 | 2018-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Hey! Are you like me and terribly inept at making music?! Well fear no more! I've developed a tool so that you can write code that writes music!
It's based off of the nodejs scribbletune library, but instead of generating midi files, it pops the music directly into pico-8's sfx memory. I made this because I'm not too talented when it comes to music, and this helps me test and try out an insane amount of rhythms and effects far quicker than I can with pico-8's sfx editor. It may not give you the full flexibilty that the sfx editor gives you when it comes to getting certain effects that you may see in your typical gruber video, but of course you can go over them once you pump out a nice rhythm and sound.

This is a cart meant to be used as a tool to create music tracks! Load it up locally, save a copy to edit and check out the code. It's got documentation on how to use it, and if you like what you create, simply bring up the menu and hit save. The saved sfx will be directly on the cart for you to copy over into your own projects.

As proof to its usefulness, the music that plays on the cart is created with the code in the cart, and it took me about 3 minutes to throw together with no actual musical skills.

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0 comments


Cart #57192 | 2018-09-28 | Code ▽ | Embed ▽ | No License

Simple coding example for Scrub of a scrolling map handled by code instead of internal mapper (thereby freeing space from mapper and extending beyond 128 tiles across).

0 comments


pc
by dw817
Cart #pc-0 | 2019-12-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

TO LOAD THIS CART in Pico-8, in immediate mode type:

load #pc

UPDATED: 12-28-19
Saving all SRAM now. CSTORE() RELOAD()

Despite the setback of not being able to retain all the sprite images with 8192-bytes of data (the full-screen), you can certainly save 4096-bytes and still retain a good 128 of 8x8 pixels sprite data.

In this program, press LEFT to clear the screen.
RIGHT to add a random colored circle in the recorded screen area.
UP to confirm the sprite area is not overwritten (top 128 sprites).
(O) to save off that screen area.
(X) to load it back. Try rebooting and loading only to confirm it is recorded.

[ Continue Reading.. ]

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0 comments


A fully working and useful example of this method can be found HERE:

https://www.lexaloffle.com/bbs/?tid=31950

What follows is an exploration into CSTORE and, as of this thread, does not reveal any code that can be implemented for immediate and accurate use.

Cart #57177 | 2018-09-27 | Code ▽ | Embed ▽ | No License
1

(09-27-18) TODAY I'll be working on proving it works with more than one cart.

Right. Well after fighting with CSTORE() and RELOAD() for exporting to BIN (Windows EXE), I have some very good news indeed.

It can be done, and this includes saving 8192-bytes of Online data.

When you are ready to create your EXE or export to HTML, use NO NAME at all when you make use of CSTORE and RELOAD, thus:

cstore(0,24576,8192)

and

reload(24576,0,8192)

If you'll look inside:

C:\Users\(yourname)\AppData\Roaming\pico-8\cstore\

[ Continue Reading.. ]

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3 comments


I'm working on "LINE stickers"

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2 comments


Cart #57632 | 2018-10-07 | Code ▽ | Embed ▽ | No License
9

Made a Pseudo-3D using map tiles strips technique.
Update: Added movementation and map loading.

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8 comments


As you know, Pico-8 is capable of creating an executable from any cart via:

export (cartname).bin

What you DIDN'T know is that you are put ... well ... I'm not sure exactly where. Try out this program to see for yourself:

t=dir()
cls()
for i in all(t) do
  print(i)
end

Now convert that to EXE. Then run the EXE. Notice the directory.

Just where the heck are we ??

3 comments


A small side-project to help distract myself. There are 8 distinct endings, some of which are achievable!


3 comments


Made this for a friend, its probably the most annoying pico8 cart ever made :P

Cart #57071 | 2018-09-25 | Code ▽ | Embed ▽ | No License

10 comments


Cart #57053 | 2018-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Short story of the sherpa Sydney after a snowstorm blew her off the trail.

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5 comments


Cart #57029 | 2018-09-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

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5 comments


So I'm relatively new to coding, so I thought Pico-8 would be good to fiddle around with.
So after playing a few games and messing with a few of the demo's code, I found a problem.
Sometimes, in the bounce demo which I modified, when you bounce the velocity y of the ball
would suddenly stay at 0 mid-air. I don't know why can anyone help?

-- bouncy ball demo
-- by zep
-- modified by help_plz

size  = 10
ballx = 64	
bally = 80
floor_y = 100
bounce_per_sec = 0	
-- starting velocity
velx =0
vely =0	
frame=0
lag=0
offset=3
bounce=false
collision=false

function _draw()
 cls(1)
 map(0,0,0,100,16,1)
 print("press ❎ to bump",
       32,10, 6)

 --rectfill(0,floor_y,2227,127,8)
 --circfill(ballx,bally,size,clr)

 if vely < 5.5 and vely > -4 then
  lag=vely
 end

 spr(1,ballx-offset-velx, 
       bally-4-lag)
 spr(17,ballx-10,bally-10,2.75,2.75)

       print("x:"..ballx, 20,26)
       print("y:"..bally, 20,32)
       print("b_p/s"..bounce_per_sec, 20,38)
       print("vx:"..velx, 20,44)
       print("vy:"..vely, 20,50)
       print("col:"..(collision and 'true' or 'false'),20,56)
     --print("cx:"..camerax, 20+ballx,56,1)
     --print("cy:"..cameray, 20+ballx,62)
end

function _update60()

 offset=4

 collision=false

 if bally < 0 then
  cameray=flr(bally)-64-flr(vely)
 end

 if bally	 > 10 then
  cameray=0
 end

 camera(camerax, cameray)

 frame+=1

 if frame==60 then
  bounce_per_sec = 0
 end

 if frame==60 then
  frame = 0
 end

 if ballx+velx < 0+size or
    ballx+velx > 128-size

 then
  -- bounce on side!
  sfx(1)
  velx *= -0.8
 else

  ballx += velx
 end
--==================--

 -- move ball up/down
 if bally+vely >= floor_y-size
  then
  -- bounce on floor
   bounce_per_sec+=1
   vely = vely * -0.8
   collision = true
   sfx(0)

  else
   bally += vely
 end

 --so the ball doesn't bounce forever, and instead stops 
 if bounce_per_sec >= 5.5 then
  vely = 0
 end

 -- gravity
 if vely > 0 or vely < 0 then
  vely += 0.2
 end

--====================--
 if btn(0) then
  offset=8
 end

 if btn(1) then
  offset=-1
 end

 if (btnp(5)) then
  vely = 5
  sfx(2)

  if btn(0) then
   velx=-4
  end

  if btn(1) then
   velx=4	
  end
 end
end
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2 comments


I am working on a node based particle effect editor, and things are starting to come together. There is still a lot missing to use this to make sensible effects, but I thought I'd share it early to get feedback. Thanks to @Goldfsh who has helped me out with some painful HTML.

try it out!
Source

The idea is to have an editor that allows you to be very flexible with particle generation (for example, chaining and layering particle effects) without having to write code. Green sockets pass numbers, while Purple sockets get "Triggered". For example, the emitter node will trigger at the given interval. You can then chain this to a Linear Emitter node, that will trigger CNT times, at different offsets. You can then feed this into a particle system to actually generate particles with speed, weight, lifetimes. ANother example would be to take a sine wave generator, scale it with MultAdd, but use a MouseInput to trigger the particle systems. You can then use the Die output of particle generators to add more particles when the first set dies. There is currently a very limited set of nodes. Future plans include many more nodes (math nodes, event handling nodes, and of course particle system types), more controls (for example, loading sprites from HTML into pico, palette, bezier curve editors). And of course a way to generate efficient pico8 code out of the graph.

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1 comment



This is the game I made for the Low Res Jam 2018. Your task is to collect Carbon Credits to heal the melting iceberg and avoid Bad Don who will corrupt you and Doom the planet.

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1 comment


Hello there,

Is anyone able to tell me why my little bit of code just returns:

[NIL]
[NIL]
[NIL]
[NIL]
...and so on?

I thought maybe I had to manually return something from the function, but I understand all values are global unless declared local - is that right? I thought maybe forcing it into a string with TOSTR might work, but no.

I'm not sure where to go from here.

function _init()
	createtable()
end

function _update()
	pickrandomteam()
end

function _draw()
	print(randteam)
end

-- user functions

function createtable()
	team={"liverpool","welling utd","arsenal","accrington stanley"}
end

function pickrandomteam()
	n=rnd(3)
	randteam=team[n]
end
8 comments


Hey guys! The weekly highscore competition starts today! This week's game will be rez's ZEPTON
https://www.lexaloffle.com/bbs/?tid=28957
https://www.playpico.com/games/play/zepton

Rules for the competition:

  1. You must play the game within the web browser in one of the two links provided above. This is to prevent cheats and anyone changing source code to gain an unfair advantage.
  2. You must have an account in lexaloffle.com in order to post your score in this thread. You can make an account for free to my knowledge, so this shouldn't be a problem. This is to make checking and tallying scores easier as it's all in one place.
  3. When posting your score, you must both write your score in your post and also post a screenshot of your score.
  4. You can submit your score as much as you want, in case you manage to beat your previous high score.
  5. Only highscores achieved within the week count, you cannot submit highscores from the past.

Example:
0079 (I know, I suck)

[ Continue Reading.. ]

2 comments


Cart #57104 | 2018-09-26 | Code ▽ | Embed ▽ | No License

[8x8]

Since copyright was a concern earlier, I would like to state that this code and any other code I have or may produce in the future is licensed for use only under PICO-8. That is, my code is free for anyone and everyone to use entirely as they like for whatever freeware project they have in mind, yet its use is to remain strictly in this programming language PICO-8, and no other languages or derivations are allowed unless permission otherwise is granted from the author.

[ Continue Reading.. ]

7 comments




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