

A remake of the infamous SNES game Hong Kong 97 i made during the past few days, and my first complete pico-8 game!
Preserves the same pointless and confusing gameplay of the original.



Hi,
I have an idea-- lets say i have a voxel/pixel model with colors blue and brown. Is lUA/shader/something else
able to have the blue voxels/pixels behave/look like water and the brown like dirt? Is there another idea for this? ps also in voxatron the white voxels dont show up when importing model? well thanks keep on gaming...


Hi,
I noticed a problem in the PICO-8 web export, concerning cart data. On a computer, the cart data works just fine, and I saw by inspecting my game's page (https://artridge.itch.io/dodge) that a folder called IndexedDB is created. I guess that's where the cart data is stored, because there is a directory called /user_data/cdata containing some data. So that's all working nicely. But mobile devices is where the problem occurs. To inspect my game's page on mobile devices, I plugged them to my computer, and used Safari's web inspector, which lets you inspect web pages on mobile devices. So on my iPad air 2 (iOS 12), this IndexedDB folder gets created, and cart data works fine. But on my iPad Mini 4 (iPadOS 13) and my iPhone SE (iOS 12), it isn't created, and nothing gets saved in the game (it should save highscores, and settings). It would be great if this could be fixed, because cartdata is quite a big part of my game.
And this problem also occurs here on the BBS, cart data isn't saved on my iPhone SE or my iPad Mini 4.



Pressing ctrl+s then ctrl+r in swift succession caused pico8 to freeze.
This did not resolve, and as a result the file was not saved, and was corrupted.
(I had a very recent backup so only lost a very short SFX. This was actually the third time I've had this issue, although the other two times it either resolved or the file wasn't corrupted.)
This was with Windows 10 and pico8 0.1.12c.
On Android, using Chrome, the cartridges (at least those on the BBS - I haven't looked further afield yet) have constantly crackly audio, and the distinction between ticks is very audible so each tick sounds burbly or garbled, and some instruments sound particularly off in tone from what they should sound like.
I am using an Android tablet. It's low end, but I believe that to be not the main issue because I can get near perfect audio in Firefox with the same tablet (it could still be a contributing factor if Chrome isn't very efficient with delivery of audio but Firefox is).
The tablet runs Android 8.1.0; Oreo go.
I am using Chrome (version 77.0.3865.92 - I just updated it to make sure the issue happened with the latest version available to the tablet).
I can't say whether this is a general problem or limited to this device (I don't have extras to try it on).
I feel this is worth mentioning on the pico8 forum as a bug in case people are expecting everyone accessing their cartridges to be getting a near equal experience. This won't necessarily happen, and the delivery of the audio content that I'm experiencing is so bad that I wouldn't expect anyone to keep a cartridge open for more than 20 seconds.









The inline code syntax matcher is too greedy. A single instance runs past the closing backtick to the end of the paragraph:
One `two three` four five |
One two three
four five
Multiple instances in a paragraph help to illuminate what's happening: the styled span starts at the opening backtick but closes at the end of the paragraph, so multiple instances produces nested spans:
One `two` three `four` five |
One two
three four
five


Yep, I'm still working on my Sprite/Flag routine.
Yet I left one of my other items running in the background in a separate Pico-8 tab last night, awoke to see that it said:
OUT OF MEMORY
Well the next morning I cleared the slate and started new code for it:
cls() print"testing" repeat until forever |
About 12-hours later it crashes and says:
OUT OF MEMORY
Now I don't think there's any recursion involved in this, but if it's running out of memory just by doing a loop, it could be a problem for others coders, right ?
And yes, I know "forever" is a NIL statement.
Nonetheless for it to crash, thoughts ?
About
Your are a brave little knight who is determined to steal the mighty dragon's treasure. But first you have to fight your way through his 6 henchmen.
Combat is inspired by Puzzle Quest and done through a match-3 game where you have to build a line or column of at least 3 gems of the same type.
How to Play
You control the curser to mark gems for swapping to form a new match. Different gem types have different abilities:
- Green and Yellow: deals damage to enemy
- Red: heals player
- Blue: Player gains Mana Points (MP)
- Pink: Enemy gains Mana Points (MP)
- Skull: Deals damage to player
If you have enough MP you can cast spells that will help you on your quest. But be aware the enemy can gain MP an cast spells as well.






here is my submission for Spooky September 4-Color Jam!
it was a collaboration between me and my wife; she drew all the amazing background art! (using a vector drawing tool I made)
enjoy, and happy september/october/autumntimes! :>










Controls
Menu: Z to start game.
Game: UP/DOWN/LEFT/RIGHT to move cursor,
Z to place point (reflected 4 ways)
X to finish shape and start a new one (shape will begin spinning)
Mechanics
This is a simple toy thing I put together in a very short time (maybe 2 hours?) on a laptop because my main computer is having Issues. But it came out pretty fun! Every time you 'add a point' with the Z button, it reflects a line to the centre of the screen from that point, mirrored four times, so it looks like an X basically, but you can control the size and angle of the X. And then you can keep adding Xes until you're happy with the look. Press X to 'set' that shape and start it spinning, and then build another the same way. If you're running in PICO-8 itself, you can use F3/F4 to capture little GIFs of the thing. Sorry it is so basic, as often happens the last-ditch idea is way cooler and has way more potential scope than I thought!
Commentary
Do I even bother saying it was a busy month? It's been wild. Working on a lot of different things as usual, in and out of work! But feel like I'm learning, and have more to do as always! This is a fun idea I might come back to and significantly expand, we'll see.
itch.io page: here.
Hi. Here's a WIP that I'm starting to like. It's my first game. It def took me longer than expected :).
My goal was to simulate an aspect of asteroid mining that requires hopping between asteroids using steam as fuel and regolith (dirt) for shielding. I wanted a turn-based procedural world that's difficult to traverse.
Any feedback is welcome and appreciated. I'm still working on how to arrange these asteroids in increasingly challenging ways.
Brief Overview
You are an asteroid mining prospector trainee.
You are remotely controlling an asteroid prospecting spacecraft.
You have a limited map of the asteroid belt your spacecraft sits within. This map shows a rough approximation of the materials each asteroid contains.




Old Version
Explore alien lands with a high-color world generator.
This is a new take on Postcards From the Fringe, which I made a few years ago. https://www.lexaloffle.com/bbs/?tid=28026
Press "z" to visit a new, random planet.





The p8 file has unix end of line characters.
I created a lua file that I wanted to include and I was getting very weird syntax errors.
Then I remembered that Windows uses different end of line characters. When changing it to unix format it worked fine.
Trying to find the minimum code that triggered the error I found that it only fails when the { and } characters are on different lines.
Actually it also happens for parenthesis. If the parenthesis are more and two end of line chars apart they fail:
file that works:
print("hi!")
file that works:
print("hi!"
)
file that fails:
print("hi!"
)
converting the last file to Unix format works just fine.



A game I made during the UW GI Fall 2019 Game Jam.
The theme was Create the Unknown.
The game will create and show you a random 3x3 pattern of blocks, and your
goal is to create it from memory, but you can't see where your character is or where
the blocks that you've placed are.
The mode that you're in is displayed on the top-right of the screen.
You can switch between modes by pressing Z.
There are 3 modes:
Move:
Use the arrow keys to move around.
Press X to reveal what you've built then press the right-arrow key to see if you've won.
If you didn't get the pattern correct, it will reset the building area, but with the same pattern.
