The game & watch series is pretty iconic. So this my own take on the first game ball.
Left/Right - Move arms
Z - start Game A
X - start Game B
press and hold z or x - to see your high score.
To play you must stop the balls dropping to the floor. the more score
you gain the faster the balls will drop.
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looking for some help on importing sprite sheet. i am using Gimp and Inkscape to create my artwork. I am using RBG number to insure i have correct colors for pico 8. exported sprite sheet and importing 128x128. However, when i import into Pico 8 result is not as expected. first pic is my art in gimp. Second pic is Pico8 after import of that art.

In 60fps carts, using "." to advance a frame will skip a frame and advance 2 frames instead.
n=0 function _update60() n+=1 end function _draw() cls() ?n,30,0 end |
To reproduce, run the code above, press ESC, and advance with ".".
If you instead put "n+=1" in the _DRAW() function though, it will not skip, essentially behaving like a 60fps cart running at 30fps:
n=0 m=0 function _update60() n+=1 end function _draw() m+=1 cls() ?"update: "..n.."\ndraw: "..m,30,0 end |
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So this is probably going to be a long, weird post, and is inspired by this post by @Mot a few weeks ago. I kind of dislike the way that Pico-8's cartridge RAM and Lua RAM exist in different worlds, and how everyone eventually uses huge strings to store data on the Lua side, when they run out of token space. It's fine to do that, and in fact I love that the option exists, but is it really a good default way for people to bypass the Pico-8 limitations? I have an idea I want to float to the community about this.
My proposal is to add two functions to the API, that convert between a Lua table and a cartridge bitstream. Using them to get your token count down would be a pre-publishing task, but it could be automated so that you only have to comment out the table to publish your game:
table = { true, x=15.5, [0]="yes", {"why?"}={"because","lua","supports","this","too"} }
len = luastore(0x0,table
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Not a bug but a feature request since Zep is still adding features on 0.2.0j. It would be great if the drawing tool would show a preview of the pixel you are about to draw as the cursor moves into the canvas. Here is a gif of what I mean:
This is the default setting in programs like Aseprite. It helps judging the scale and placement of pixels especially when the canvas is blank. I'm so used to it from Aseprite and I really miss this when I jump into Pico-8 to touch up things.
Heya, I'm trying to add a scrolling level to my game but finding difficulty implementing it. Got some code (see below) from a kind fellow user but when I put it within the question referring to the fourth level function ( 'if _FOUR() then' in the window 0 code), nothing happened. Is there anything I'm missing?
code:
cam.x = cam.x + time()
camera(cam.x,cam.y)

As an excercise to better understand the music tool I made a "cover" of the song "Surviving" by Namnambulu. I say "cover" with quotation marks because I suppose it's more... uuuh... "inspired by" =)
Edit: The sound quality in the web player in Chrome is really bad for me. Either try another browser, or click that little "sfx" link under the player to copy the song into pico8 itself.
Hello everybody,
after years of playing all your amazing Carts, and failing to build something more complex i proudly present you:
"pico Skate IV"
I built this in my free time over the course of two weeks, to get my self away from 3D art and back into programming. I had a lot of fun animating the board sprites by hand and having such huge sprites and tile sets. This also required me to use all of the available sprite and map space with only small unused spaces.
What to expect
In this quick retro game you can control your skateboard along four different levels, each with it's own look and play style. Tricks can be done by jumping on rails or pressing the arrow keys in the air. When you mastered these try to combine you tricks in to a combo by pressing the down button to manual.






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