

This is a very rudimentary simulation of a multi-colored Langton's Ant AKA a Turmite https://en.wikipedia.org/wiki/Turmite
Controls:
Menu:
LRUD - Navigate the menu
Z - Toggle buttons on menu
X - Start simulation
Simulation:
Left - decrease simulation speed
Right - increase simulation speed
X - back to menu
Combinations to try!
-LR: this is the classic Langton's Ant automata
-LRRL: this is a symmetrical automata
-RLR: a chaotic automata that seems to have no recognizeable pattern
Let me know if you find any cool patterns :)




is it possible to create a await function?
for example..
if await(60,"my identifer") then --done end |
here is my code
function await(t,id) if not cofun[id] then --don't know how to return true here add(cofun,cocreate(function() while t>0 do t-=1 yield() end end)) else return false end end function coupdate() for c in all(cofun) do if costatus(c) then coresume(c) else del(cofun,c) end end end |
EDIT: idk if this is possible but maybe something like this..
--id is determined by function execution index if await(60) then --done end |
for example..
await(60)--await id 0 await(60)--await id 1 await(60)--await id 2 --nextframe await(60)--await id 0 await(60)--await id 1 await(60)--await id 2 |




bbs version can show new chars. neat!
▮■□⁙⁘‖◀▶「」¥•、。゛゜
!"#$%&'()*+,-./
0123456789:;<=>?
@abcdefghijklmno
pqrstuvwxyz[]^_
`abcdefghijklmno
pqrstuvwxyz{|}~○
█▒🐱⬇️░✽●♥☉웃⌂⬅️😐♪🅾️◆
…➡️★⧗⬆️ˇ∧❎▤▥あいうえおか
きくけこさしすせそたちつてとなに
ぬねのはひふへほまみむめもやゆよ
らりるれろわをんっゃゅょアイウエ
オカキクケコサシスセソタチツテト
ナニヌネノハヒフヘホマミムメモヤ
ユヨラリルレロワヲンッャュョ◜◝




My first-ever game, Foxcatsquirrel, is out now for Pico-8!
🍦🍪🍔 Chomp tasty food in quick arcade action
💫💀🦆 Repel enemies with your shockwave
🎼🎵🎧 Hum irritatingly catchy music!
Can you finish all five levels and get on the high-score table?
Thanks to this forum's own grumpydev for the fantastic high-score table code that let me finally call this game complete!
December 2022 update: Now running at 60fps!









This is a WIP boilerplate that I hope to use for upcoming games and update as I progress. It may be useful for other beginners out there as it is organised, features simple states (based on Nerdy Teachers improved menu tutorial - https://nerdyteachers.com/Explain/MainMenu2/) and some bits and pieces learned from building my first game COVID-19 -> https://www.lexaloffle.com/bbs/?tid=36863
It also features some modified print functions courtsey of Sparr's GitHub (https://github.com/sparr/pico8lib) and shout outs to everyone from the discord!
Hit me up with any comments, improvements or suggestions.


can someone tell me how to fix this bug?
function range(low,high,step) local t={} for i=low,high,step do add(t,flr(i/step)*step)-- end return t end |
for example I am doing this for my menus..
function run_menu1() scene.upd = upd_menu1 scene.drw = drw_menu1 --options selectors optiony=1 --optiony options= { --optionx and options {1, {false , true }}, --powerups {1, {"grow", "infinite" }}, --tail type {42,range(-4.0, 4.0, 0.1)}, --player speed {42,range(-4.0, 4.0, 0.1)}, --player accel on any deaths {1, range( 0.0,32.0, 1.0)}, --border size {42,range(-4.0, 4.0, 0.1)}, --border speed {42,range(-4.0, 4.0, 0.1)} -- border accel on any deaths } end |





I created this cart to show a way to make the outline() function affect many objects (in this case the circles) at once instead of outlining each one individually.
Some people got interested in how it works, so I'm sharing it here to show the code behind it.
The bottom one uses just 3 more tokens than the top one.


Hello there,
(English isn't my first Language, I hope it doesn't sound too bad, Sorry^^)
I was looking for a easy Solution to "modify" the Linux in my GPi Case to boot directly into PICO8. I don't want to use something like Retropie/Recalbox/Lakka, just a PICO8-Machine.
There was already a Project called PICOPI, which already assembled that. But it seems this Project doesn't exist anymore (Homepage is down; the Files I could find on archive.org doesn't seem to work anymore).
So I thought I write my own Script for this, which builds upon Raspbian, the Default-Linux-Distribution for Raspberry Pi (which builds upon GPi Case). I thought it could be useful for others, so I uploaded the Script^^.
While using this Script, you will be able to put your .p8-Files directly on the "boot"-Partition on the SD Card.
Script can be found on Github, including a Manual for using it:
https://github.com/Astorek86/Pico8-Script-for-GPi-Case
EDIT: I also uploaded a Video on Youtube to show the Process:

for example, when i have these files in my working directory:
tiny terrarium.lua tiny terrarium.p8 |
and i enter "load t" and then press tab, it completes to "load tiny terrarium.", as it should, but then even if i type "p" and then press tab, it will not complete to "load tiny terrarium.p8". i tested various variations of partial entries of the file names, and they seem to work as long as the space hasn't been entered yet, and fail as long as it has been.
(also, inline code snippets on the bbs don't seem to work as advertised? i couldn't get them to format this post properly. they insisted on making full code blocks every time)

Hello and welcome back.
WOW !
Sorry for taking so long to return. Has been quite the busy week for me, babysitting, entertaining company, visiting family, G/F visiting, and working on the main company project (not yet released).
To see what's been done in Applecart on this particular project so far, go HERE:
https://www.lexaloffle.com/bbs/?tid=36805
Continuing the Applecart PENSATE we were going to do five stages of the Apple puzzle game, PENSATE.
- Sprites and game appearance (due now, I finished mine all in just an hour)
- Movement of sprites and player (due now)
- Menus, scoring, opening animations (etc) (scheduled for next week (02-23-20)
- Sound
- Cleanup and completion
So here is the video so far in my own attempts at writing PENSATE:
This is a sample of the last and hardest level. The player must make 3-moves at a time stored into an action queue and each time he moves the opponents also make a move.
"Sweet Sip"
279 characters
m,z,t,c,l,s=55,127,0,circfill,line,sin::_::cls(0)for i=-6,6 do c(m-i*3+s(i*t/z),80+i*6,12-i*i,7)l(46+i,90,41,115,7)c(60,m,9)l(66+i/6,48+i/7,87,36,1)end ?"●",m,50,1 for i=0,z do l(m-sqrt(i),66+i/8,m+s((t-i/9)/z)*50,66+i/m-s(t/z*2)*9,3)l(z+4,3,90+i/9,9+i/4,8)end t+=4 flip()goto _ |


Very potato and not finished but hey that was fun to code :)
needs lots of everything...
-- 0.6 update: drift!!! wheeeeeeeee! totally unrealistic though...
-- 0.5 update: a lot less potato and fast thanks to @fred72 :)
-- 0.4 update. forgot to put checkpoints on the second track...
-- 0.3 update: sound, checkpoint, still need better driving physics...
-- 0.2 update: more optimization and refactoring
-- 0.1 update: better perfs...






NOV 23 REFACTOR UPDATE!
-
STILL NO IN-GAME INSTRUCTIONS BUT THE LEVEL IS COMPLETE.
-
Enemies will shoot at you if you are in front of them, otherwise they will follow the direction of the BLOODY FOOTPRINTS underneath them. If there are not bloody footprints underneath them, they patrol in a pattern dictated by their colour.
-
Lead a guard to the RED SCANNER in order to open the first YELLOW DOOR. YELLOW DOORs require all nearby RED SCANNERs to be green (probably need a UI for this).
-
KEYCARDs open BLUE DOORs. the BLUE DOOR won't open unless your keycard is high enough level.
- When you get the GLOVES, you can vault over railings (as in the gif).
--
The controls are:
- Use the arrow keys to move around. You can queue a move a little ahead to keep the game going if you want to (i tried a full input queue which worked but I had no method to cancel it. Feedback on movement welcome



