Previous Version: https://www.lexaloffle.com/bbs/?tid=31728
What's New
-Player Moves Slower on Stairs.
-Player Sprite Darkens when in Shadows.
-Bridge that can be walked Under and Over.
-An Arrow above the player to distinguish Direction.
-Map has been fleshed out further.
What's to do
-Finish the Map
-Make Sprites for when walking upwards.
-Make actual the actual Game element, a Collectathon.
-Title Screen.
-Audio.
Overall, I've made a load of progress on this recently. Considering how little coding skill and knowledge I have, I'm amazed that this works as well as it does. (Must admit I'm fairly proud of the Bridge) The Arrow was added after the inability to distinguish direction was pointed out by someone in a previous upload I did. As for the Game element, I plan to have collectable items scattered across the map, however they will be in different places each time to make it less predictable. Current, these positions are marked by the Map Pin, however in the final version they'll be items of some kind. Once again, I'd love to hear any criticism and advice you have! Till the next update!
As a fun side-project, I created pico-build. With it, you can build multiple lua files into a single PICO-8 cart. Here's a demo gif showing the usage:
There are a bunch of other great tools that do similar things. You should check them out too: p8, picotool, picobu.
The main things that pico-build does differently from the other tools that I've seen are:
- Formats the separate lua files as tabs within the PICO-8 editor
- Launch/reload cart in PICO-8 and log printh() output in the terminal
I'm using it now for my own projects. If you try it out, let me know how it goes!


I made this game a while ago (it was published on itch.io on the 7th of January 2019), but at the time didn't know about uploading carts to this page, and I have finally taken the time to do it.
You can find it in itch.io here.
Controls:
Use the right arrow key to move right and the left arrow key to move left.
Jump with C or Z.
Enable/disable the timer using X (you can only perform this action while in the titlescreen).






Crossover of Mega Man X + Celeste Classic :)
Controls
Arrows - Move
Left Shift - Dash
Z, C, or N - Jump
X, V, or M - Shoot







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Hi! Making a game for my midterm and I liked how this one is coming out.
--hit the bricks to uncover the game logo
--no win screen, but there is a loser screen
--keep the cannonballs coming!
Golden Barrel Cacti designed by Sophie, age 9 (sister)
Cliffs of Dirt designed by Jamison, age 5 (brother)
Enjoy! (or not, it's a free country)
COLLABORATION WITH @0x1096d274 !
(if anyone knows how to properly mark a cart as a collaboration please let me know)
attn: @zep
A tab character is supposed to move the cursor to the next column that's a multiple of the tab-width setting, but instead it just advances the cursor by tab-width columns every time.
In other words, it currently does this:
function do_tab() cursor_x += tab_width end |
And it should do this:
function do_tab() cursor_x = (cursor_x + tab_width - 1) % tab_width end |

Hello PICO-8 community! I have a somewhat large problem. Today, during school, I was told to sign out of my user, and I did the thing we needed to, and when I had reopened the tabs upon login, the cartridges on the BBS had lower quality! The pixels were blurred, and it is just kind of annoying to be playing a good game that has pixels for display, and the pixels are fuzzy. So, if anyone else has had a problem like this, can you help me out?

I'd like to be able to rebind the various IDE actions to different keys, as some of them are frustrating for me to use. This includes the capacity to bind multiple keys to the same action, and multiple actions to the same key.
Normally I don't like presenting my own personal case that prompts these general requests, but I feel like this time it won't detract from the original argument.
I personally need to rebind the keys for the SFX editor, because the “piano-like layout” for typing notes is impossible for me to wrap my head around, to the point where I genuinely can't use it. I can show you what I mean if you want, but remember that the request is for everything to be arbitrarily rebindable.



I tweeted at Zep some weirdness about the new block comment feature (CTRL+B) not working properly for the first line of a given tab.
This was fixed, but in testing it, I discovered this other weird behavior with CTRL+B. The cursor seems to move every time you hit the key combination, but will continue modifying the same line. It's not a super important detail, and ultimately doesn't really matter; who the hell is going to spam comment/un-comment for single lines?
Me, I guess. I am.
EDIT: Additional details: This only happens on lines that are not already commented, and only if there is no initial text highlight before CTRL+B is pressed.
EDIT2: It also happens on commented lines with many additional leading '-'s, mashing CTRL+B will remove leading dashes a pair at a time, while also advancing the cursor like in the above gif.
EDIT3: I just keep finding new interesting things! In this image I have pasted a large amount of HTML code from another project I'm working on right now. By pressing CTRL+B a couple (2) times at the bottom of the file, it jumps me back up to the top of the tab.



Hey PICO-8 people! Builds for 0.1.12 are now live on Lexaloffle and Humble. UPDATE: PocketCHIP users can get it here.
If you just want to see what's new, please scroll down a bit. But first of all, I should issue a..
Breakage Warning!
Future Compatibility: You'll need to update to 0.1.12 to play cartridges made in 0.1.12 or later. This update is another attempt at eternal future compatibility (can handle any future carts). There were a few bugs in 0.1.11g that needed a cart version bump to fix, and so I also took the chance to tweak the API (more on that below).










It may be a side effect of fixing the peek4() CPU cycle exploit, but now all “adjusted” functions seem to cost the same as if they were standard Lua API calls.
The following program used to run at 21.6% CPU on 0.1.11f. Now on 0.1.12b it runs at 64.5% CPU!
function _draw() cls() local i = 0 for j = 0,10000 do i = bxor(j, shl(i, 3)) end print(tostr(stat(1)*100).."% cpu", 2, 2) end |

Hi !
I'm working on a game project since several months.
The player moves in a dungeon in top view, like a 2D zelda, generated randomly.
He must find a treasure randomly placed while avoiding the boss who will chase him from the moment the player is too close to the room where the treasure is.
Currently, I find myself a little blocked by the limitations in the code. Also I would like to separate the game into two cards. A first will take care of generating the dungeon, the location of the rooms, etc.
And the second for the gameplay.
Basically, to use the gameloop model, a cartridge will be used for the _init () function, say "init_dungeon.p8".
But the question is: is it possible?
Knowing that my game elements (dungeon, player, boss, treasure, etc.) are tables integrating functions, is it possible to transfer this from one cartridge to another?
I'm thinking of the cstore function for example:
cstore (0x4300, 0x4300, 0x1aff, "game_dungeon.p8") [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=63573#p) |
It’s now possible to include .lua files, but PICO-8 seems to be very confused when they have CRLF line terminators, reporting syntax errors at weird locations.
Note that including .p8 files with CRLF line endings works just fine, but not if they have an UTF-8 BOM ( @Niarkou reported this a while ago: https://www.lexaloffle.com/bbs/?tid=31617). To summarise:
- .p8 with UTF-8 BOM: fail
- .p8 with CRLF: OK
- .lua with UTF-8 BOM: OK
- .lua with CRLF: fail
It’s not unusual to have CRLF line endings, even unwillingly; for instance, if I push a .lua file to Git from a Linux box (with LF line endings) then pull the file on Windows, by default it magically gets CRLF line endings. This can be configured but it may confuse users.