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Cart #58266 | 2018-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a game I worked on briefly last year but ended up abandoning, I brought it out for the #gamegraveyard.

Control your ship with the arrow keys, and use your exhaust to erase the obstacles. If you collide with an obstacle the game ends.

Posting it on Twitter helped me find the game that inspired it, which is called Spout.

https://aquaplus.jp/piece/contest/02gatsu.html

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Cart #58594 | 2018-10-31 | Code ▽ | Embed ▽ | No License

Cart #58588 | 2018-10-31 | Code ▽ | Embed ▽ | No License

Cart #58260 | 2018-10-22 | Code ▽ | Embed ▽ | No License

Cart #58254 | 2018-10-22 | Code ▽ | Embed ▽ | No License

Just testing if I can share a cart. (Newbie)

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Cart #58247 | 2018-10-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Arrow Keys to Move around
X to Scramble the maze
Z to go back to the beginning or Retry
CTRL-R to restart after you reach the goal

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Important note: Due to the multi-cart nature of this game, do not use the "reset cart" menu option. All that will do is corrupt the data loaded from another cartridge and make the whole system crash.

Cart #58338 | 2018-10-24 | Code ▽ | Embed ▽ | No License
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A massively multi-cart Mario Party type of game. Currently an early proof-of-concept tech-demo type of thing and not actually "playable".

The character select can be huge because every character exists in its own "sprite blueprint" cart and gets chainloaded compressed into RAM when the game starts, followed by the game board or game mode (eg. a minigame select free-play menu) cart which drives the rest of play. The board/mode itself (and any minigames it loads into) decompress only the specific sprites they need into the active sprite sheet for use in play. Some minigames might only use the sideways character sprites because they're 2D. Some might use tiny Jelpi-style sprites for players. Some might opt to use player portraits instead of world sprites. And so on.

The sprite blueprint system supports multi-part sprites (in this case Nora's head is separated from her body in all but the portrait sprites) made of parts which are independently offset, vertically and horizontally flipped, and palette-remapped (including primary and secondary "special colors" which might be remapped for duplicate players or special events), and all that data is transferred between carts so the sprites, colors, and character names are consistently recreated.

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Cart #58225 | 2018-10-22 | Code ▽ | Embed ▽ | No License
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Cart #58216 | 2018-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a simple shoot 'em up I made for the GBJAM6.
The game had to use only 4 colors to mimic the Game Boy style.

It's really hard and I didn't have the time to implement a good way to restart.

Controls
-Arrow keys
-X, C

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This is a lightweight particle system that can be used to simulate most particle systems.

Full instructions in the comments.

Feel free to use it in your projects, but let me know if you do - I'd love to know if it's useful!

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Cart #58205 | 2018-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Small test cartridge, Pong with a twist!

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This is my effort at trying to make the mouse work as a joystick. Click to move.

Also it's sort of a cart I want to work on more, so it's in WIP instead of Snippets

Cart #58200 | 2018-10-21 | Code ▽ | Embed ▽ | No License

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Cart #58191 | 2018-10-20 | Code ▽ | Embed ▽ | No License
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So I was writing some compression functions and I think I found a bug with the token parsing in PICO-8.

Here's the code:

-- entire code should be 6
-- tokens, not 49!
x = "\
34,36,93,91,1,\
  33,35,94,92,1,\
    29,31,36,38,1,\
   91,31,98,38,1,\
  29,89,36,96,1,\
 91,89,98,96,1,\
35,37,92,90,0x1015.8421\
"
print(x)

Pico-8 claims the code size is 49 tokens, but there is just a big string here that looks like it has sub tokens. Overall size should be 6 tokens :).

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3 comments


Cart #58154 | 2018-10-19 | Code ▽ | Embed ▽ | No License
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When a wish is made, a fairy is born to grant it...

Join Dynia the fairy in a grand adventure to make wishes come true! Journey across three exciting stages and battle numerous foes! Collect powerups, escape danger, and contend against mighty bosses! Remember, when suffering is eternal, hope is futile!

Circle button (Z): Start game

Cross button (X): Shoot

Directional buttons: Move

Thank you for playing!

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I'm about to make a dozen blind assumptions based on this old Tamagotchi device, the original Digimon Digital Monsters Fighting Virtual Pet. I know very little about electronics and don't currently own one of these devices to do any tests on, so please excuse my ignorance if I'm completely wrong.

Those two metal bits on top? They're GPIO pins, essentially. If you're lucky, it's likely even 3.3 volt and won't need to be converted up or down to utilize it.

Because they're oriented vertically, the top pin will always connect to the matching top pin of the partnered device. Therefore, instead of using one pin as an input and the other as an output and just hoping the clock speeds of both devices match (which would require a horizontal pin layout so that the input pin of one device connects with the output pin of the other and vice versa), they probably use an i2c method of communication. https://learn.sparkfun.com/tutorials/i2c

Therefore, if you carefully inspect the transmissions between two of these devices (which should be simple, considering the pins are spring-loaded and would easily compensate for a wire being shoved between them), figure out which pin is the clock and which pin is the data, and what kind of data is being transmitted...

Theoretically, you should be able to develop a virtual pet on Pico-8 which can utilize the GPIO pins of a Pocket CHIP or Raspberry Pi device to fight a Digimon. And win. How cool is that? :3

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Cart #58113 | 2018-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi all, here's a multi-player open-world shooter I'm working on, using an entity-component-system model,
I'd love feedback, and am also interested in collaborating on this game (or a new one) with anyone interested.

Thanks!

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Hello!

I am an indie designer/curator and I am curating a gaming exhibition at my local art gallery on Nov 1.

As part of the exhibition, I am building an arcade cabinet for a Pico-8 game I designed a little while ago. I'm looking for someone to help me debug and polish the game so that I can focus on refining the hardware side of things.

The game is a cheeky spin on traditional bubble shooters. I've already completed a full game loop with most of the core mechanics fully working as well. I'm looking for some help debugging, optimizing, and refining some of my collision code.

I'm willing to pay industry standard wages (I live in Canada) and I'm up to discussion for milestones and rates. The exhibition is on November 1st, so this would need to be in the next week and a half.

I will provide much more detail about the game and its architecture if you are interested! Coder will have full rights to showcase project and will be given credit in exhibition.

Please let me know if you're interested at kade67 [ at ] gmail [ dot ] com.

[ Continue Reading.. ]

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Cart #58087 | 2018-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A program created for TAP at Georgia Gwinnett College.

Object: Fly through the universe collecting planets while avoiding alien invaders! Collect 7 planets to win!

Controls: 'x' button fires lasers
'z' button fires missiles that destroy aliens AND asteroids. They regenerate after a few seconds once fired.
'up' button to fly up
'down' button to fly down
'left' button to fly left
'right' button to fly right

How high can you scores?

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Cart #58076 | 2018-10-18 | Code ▽ | Embed ▽ | No License

Escape with your spaceship, the further you go, the more points you get !

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Hello:

I recently came across this link trying to find a particular cart from PICO.

It's interesting in the fact it shows that in other programming languages capable of directly accessing the internet, you can load up PICO source code and elements.

https://www.lexaloffle.com/bbs/snippet.php?cart_id=57568&src=0

-- "fireflies" (10-05-18) ----- -- written by dw817 ----------- -- \138 standard pico-8 license - -- big props to remagamer for - -- human movement method ------ s=16 -- ^ speed of rotation -- lower = faster -- higher = slower n=128 -- ^ number of fireflies ring,ok,z,t,a,x,y=0,0,0,{},{},{},{} for i=0,n-1 do t[i]=0 x[i]=rnd()*128 y[i]=rnd()*128 a[i]=rnd()*360 end cls() repeat cls() if ring==1 then circ(64,64,8,2) circ(64,64,16) circ(64,64,24) end for i=0,n-1 do c=1 if t[i]>0 then t[i]-=1 c=10 if t[i]<4 then c=4 elseif t[i]<8 then c=9 end end pset(x[i],y[i],c) a[i]+=(rnd()*2)-1 h=x[i] v=y[i] x[i]+=cos(a[i]/s) y[i]+=sin(a[i]/s) ok=0 if pget(x[i],y[i])>0 and (abs(flr(x[i])-flr(h))>=1 or abs(flr(y[i])-flr(v))>=1) then ok=1 end if x[i]<0 or x[i]>127 or y[i]<0 or y[i]>127 or ok==1 then if (ok==0) a[i]=rnd()*360 x[i]=h y[i]=v if (ok==1) t[i]=16 end if (x[i]<0) x[i]=0 if (x[i]>127) x[i]=127 if (y[i]<0) y[i]=0 if (y[i]>127) y[i]=127 end if (btnp(5)) ring=1-ring if (btn(4)==false) flip() until forever 

[ Continue Reading.. ]

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Working on some sort of burger game, still figuring out the mechanics, but here's a random burger generator

Cart #58060 | 2018-10-18 | Code ▽ | Embed ▽ | No License
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I'm just curious, since pico 8 and the ti84 share almost the same memory size and both as colors, is it possible to run it on ti-84?

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Cart #58044 | 2018-10-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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