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Cart #hofusewoni-9 | 2019-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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You are the god of this planet, unfortunately your powers are limited to the control of gravity in this patch of the galaxy. Do everything in your might to keep the planet at temperatures that can sustain organic life. To guide you, the habitable zone of each system is shown in green on the playing field.

Remark: the solar systems are auto-generated from the seed given at the start of the game. I tried to make it so all generated solar systems have a good starting position, but if you encounter a particularly bad system just restart with a different seed.
Also: After hitting start in the menu, the game may take a while to actually start. The calculation of the habitable zone is not very optimized and takes a while, so just be patient, there's nothing wrong with your browser. ;)

[ Continue Reading.. ]

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Credit to MBoffin who inspired me to write this, mostly so I myself could prove that I understood seldom used Pico-8 command set of COROUTINES such as COCREATE(), CORESUME(), and YIELD().

Cart #cocreate_demo-0 | 2019-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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If you just want the source without the sound effects, that can be found HERE:

-- dw817's very simple
-- cocreate() program

function main() ------------->>

cls()

init=0

repeat

-- if press (x) or this is the
-- first time to run,
-- prepare for being able to
-- call function "act" as a
-- co-creation
if btnp(5) or init==0 then
  init=1

-- make a pointer for the
-- cocreation function "act"
  go=cocreate(act)
  sfx(0) -- low pitch
end

-- if press (o) then call
-- routine here to plot three
-- circles, one at a time, and
-- one for each press
if btnp(4) then
  coresume(go)
end

-- update screen
flip()

until forever
end --<<-----------------------

-- three circles, click (o)
-- three times to see all three
function act()
  circfill(10,10,10,5)
  sfx(1) -- high pitch

-- each time yield is used,
-- the position of where the
-- program is in the function
-- is recorded and the function
-- exits
  yield()

-- the second time you press
-- (o) the function will start
-- here, not at the beginning
  circfill(20,10,10,6)
  sfx(1) -- high pitch
  yield()

-- as above, this function
-- starts here on a 3rd press
  circfill(30,10,10,7)
  sfx(1) -- high pitch
  yield()

-- there is nothing more here
-- so pressing (o) a 4th or
-- more does nothing.
-- you must call cocreate()
-- again in order to reset
-- this function to start
-- running the 3-circles again
end

main()

[ Continue Reading.. ]

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Cart #kodiborisi-0 | 2019-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My first actual PICO-8 game that I made without any tutorials.

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Cart #bowobah-0 | 2019-09-18 | Code ▽ | Embed ▽ | No License
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Wandering carelessly through space you get swallowed by b'Ah, the semi-sentient semi-cybernetic semi-grumpy semi-planetoid! Now fight your way to its other end (there's one)!

Still in need of some polish here and there but (hope)fully playable, so here it is!

(edit) moved from w.i.p. to cartridges after all. some update still coming up later on...

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Chrome 76.0.3809.132, macOS 10.14.6. Cannot repro in Safari. Not sure when this started, but all of the web players on the BBS are blurry. Anyone else seeing this?

Web export from 0.1.12c still works fine, so I assume the BBS web player has an upgraded player with this regression.

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Cart #mb_textflow-2 | 2019-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a heavily commented cart that shows one way of doing flowing dialog text with coroutines. If you have any questions on how it works, feel free to ask. Again, this is one way of doing it. :)

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I apologize I have no code snippets here, it's actually a question about code.

Reading the specs for pico8, there's a 32kb limit. Is this for JUST code? I know that obviously the cart cover shouldn't be counted against any actual program/graphic/sound data, it's just for decoration and distribution, but I am working on a program at the moment, I only have 800 tokens, have used about 1/4 of the sprite sheet, no audio/sound data, and about 64 lines of text in the code...

But I'm reading 15kb already and that seems a little excessive and it's got me spooked in terms of how much further I can take this even though I'm barely using any of the resources.

Is the 32kb for JUST code? Is it 16kb for 'built in data' i.e. graphic memory and 16kb for code?

I'm curious what the actual structure is because I feel like as little data as I have thus far (no cart image taken for this program thus far) is far below 15kb.

Thanks for any help on clarification.

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Cart #terrain3d-0 | 2019-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I recently made a little 3D thing and after it took off on twitter I was asked to write up how it was done.

Please note though, that this was basically my first 3d-thing, so I'm likely not using all the right words. :) I started by jamming around with Zep's 3d dot party template and ended up with the above.

Anyway, as most things - it is not as complicated as it looks. It grew quite organically, but it boils down to these steps.

First I made sure I had a working grid.

I wanted to have a height map, so I used the sprite sheet to draw a very simple repeatable map.

[ Continue Reading.. ]

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Cart #knighthawk-0 | 2019-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is an old cartridge my brother and I never quite finished because we hit the token limit. I am not very pleased about how it came out, as I don't have much skill in level design.

Knighthawk's theme was inspired by a board game called Scythe. Scythe had great artwork, and I believe the game was based on the art. All the art in Scythe was painted by Jakub Rozalski. I loosely tried to follow the theme of the art. If anyone wants to know why I chose an orinthopter, it was because it seemed to fit this theme. I hadn't read the Dune books at the time, though I have started reading them last week.

About Gameplay:

The main mechanic of Knighthawk is to swap between weapons based on the situation at hand. Use X to do this.

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Cart #jellocalypse-6 | 2019-10-02 | Code ▽ | Embed ▽ | No License
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"Oh My Blob!" is a turn-based puzzle action game where you play a knight fighting against a horde of different kinds of blobs.

Controls:

Arrow keys: Move/Attack
Z/X: Skip a turn (or "start game" in the menu)

Levels 1-28 are complete, 29 needs a bit of adjusting, after that it just ends unceremoniously with a glitchy screen.

I'd love to get some feedback on how it feels, if you get stuck anywhere, if you feel like you're learning how the different blobs work and so on.

Thanks for looking!

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My Father died nearly 20-years ago from today. Outside of my Sister and my Step-Mom, they are the only family I have now.

I remember my Step-Mom sending me the classic poem from Robert Frost.

And I remembered ... I remember when I was young.

https://www.writerscafe.org/writing/dw817/1260511/

So ... in tribute, I have two programs. One is to try and recreate that very program for the TRS-80 I typed in those so many years ago - and to have it run at the same speed.

Cart #siparefiti-0 | 2019-09-17 | Code ▽ | Embed ▽ | No License
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The other is something a bit more magical. A year after the funeral I wanted to make SNOW, real snow, on the computer, and as accurately as I could. A majestic tribute to my Dad and that program typed in from so many years ago.

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I have never really liked to write code in BlitzMAX despite the fact it can work with a screen of 1980x1080 with true 64-million color pixels for a very simple reason. It takes time to compile the code and test it.

About 5-seconds to be precise, and that includes finding errors, even for a 2-line program.

My programming style if you are curious is a little like a rabid rabbit. It's like I take a cracker, nibble on it, look at it, nibble on it, look at it again, and nibble a little bit more.

That is - I write a bit of code, run it, add a bit more, run it again, then add a bit more.

My Dad was the opposite in that he could sit down and write a flawless program from beginning to end and NEVER have to run it once until he knew it was completely done. I can't do that.

So ... Pico-8 is a bit of my friend now for as you know when you RUN or press CTRL+R the language is already off like a shot and running.

Therefore I decided I could use it to write my Pico-8 website of favorite games.

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Cart #ninoutest1-6 | 2019-11-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #ninoutest1-0 | 2019-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my first video game with Pico8!
I know it's not very impressive but I hope
you'll have fun playing !

Defend the hen house from foxes

Edit 11/03/19:
Update I made for the game:

  • New music
  • Menu changes
  • Bug fixing that occured explosions on the player
  • Bug fixing that changed text color
  • (TEMPORARY) Different enemy system: a fox attack every 30s

[ Continue Reading.. ]

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im noticing as i import 3d file (magicavoxel to qb) the white is missing- i wonder if there is a way to fix this/import the white areas of the model...

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Cart #hofusewoni-2 | 2019-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

up arrow/down arrow: zoom in/zoom out
left arrow: show/hide debug information
z: multiply gravity by 10
x: turn off gravitational influence on player

Post

So, this is my second post. This time I'm posting some WIP of a gravity simulation I'm writing.
I'm not sure if this will ever turn into a game, maybe I'll just keep it as a "toy".

If you read "The Three Body Problem" by Cixin Liu and ever wondered how the trisolaran solar system worked, then take a look at the orbit of the planet in this simulation and imagine what it would be like, living on this planet. ;)

This cartridge implements a gravity simulation using a kind of modified newtonian gravity to make the simulation more stable for a simple toy like this.

[ Continue Reading.. ]

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Cart #a_parsing_bug-0 | 2019-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

So, there is a parsing bug with the unique "+=", "-=", "*=", "/=", and "%=" PICO-8 flavored lua syntax. In normal lua, something like this:

b=odds[2]b=b-1

is valid syntax, treated as two separate expressions. That works in PICO-8, but this:

b=odds[2]b-=1

throws a syntax error. It's odd because this:

odds={1,3,5}b-=1

does not throw a syntax error. It seems to be only with the unique PICO-8 equals operators and directly after square brackets.

Fixing this could benefit people working on tweet carts as well as carts that are token & character/compression sensitive.

2 comments


Cart #fewefimugo-8 | 2019-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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how to play

Use z to accelerate and the arrow keys to turn.

Post

Hey everyone,
this is my first post here, so hopefully I'm doing everything correct.

I discovered PICO-8 around two weeks ago and was intrigued by its design philosophy. As someone who is only interested in Game development as a hobby, I love that basically all tools needed for developing a small game.

So I've been playing around with the program for the last two weeks and decided that the best way to learn how to use PICO-8 (and Lua, as I never used that language before) was to develop a small game.

The result is this small racing game against the time (as I don't have any idea how to write an AI for a racing game) with two tracks. The gameplay is nothing to write home about but I'm still quite fond of the end result.

In principle it's pretty easy to add more tracks, just "draw" them on the map screen with the sprites. However, I didn't bother to write a code that automates the finish-line or the creation of checkpoints along the track, so those have to be set in code.

Some small things I personally find neat:

Animated audience

[ Continue Reading.. ]

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Cart #lookat-0 | 2019-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made this little cart as I was working through coding a look-at type function. Wanted to post it in case it's helpful for someone.

This type of functionality is useful for all sorts of things. Maybe you just want one character to look at another or a gun barrel to follow the cursor etc.

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Cart #celestebutitdoesntstart-1 | 2019-09-15 | Code ▽ | Embed ▽ | No License
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Cart #u_ssj-0 | 2019-09-14 | Code ▽ | Embed ▽ | No License
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the scariest monster of all

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