Gold Harry
Anfangs nur zum austesten, wurde Gold Harry schnell zu einem vollständigen Spiel, dass besonders im zwei Spieler Mode richtig viel Spaß macht.
Harry ist ein alter bekannter aus Atari 2600 Zeiten.
Sammle alle Goldstücke ein bevor die Zeit abgelaufen ist.
Auf jeder Etage wandern tödliche Strahlen hin und her, die mit den Schaltern ihre Richtung ändern.
Wände versperren manchmal den Weg und Löcher im Boden sind zu überspringen. Und dann sind da noch die Dynamit-Stangen!
Harry hat einen Freund, der Ihm im 2-Spieler Modus beim sammeln hilft.
Steuerung Spieler 1:
Cursor-Tasten,Y,X
Steuerung Spieler 2:
Lately I've heard bits here and there about a new function called unpack that seems to have some significant benefits, but after searching the BBS, the Pico 8 Wiki, and Google, I've barely been able to come up with any solid infomation on it or how to use it.
If someone could point me in the right direction, I'd much appreciate it.

Just tried to notify someone with a dot in their username.
Upon posting, the underlining and link was only for the start of their name, upto the dot, which makes me concerned that the wrong user will have been notified.
If the right user was notified, the less serious bug is then that the underlining and linking in the post are in error.
Problem can be seen on this thread: https://www.lexaloffle.com/bbs/?pid=79116
Thanks. :)
Hii picoerss!
first time posting here.
Anyways after a couple year hiatus doing things on pico 8 I read about new serial communication with outside processes;
So I wandered if anyone has done any trials communicating pico-8 with something like nodejs. I don't if I should simulate gpio pins (don't know if that can be done in x86) or is there another approach. I know about prevous work simulating gpios on html exports but I couldn't find something similar in a non-web enviroment.
I've been researching P2P protocols like ssb and dat and it would be awesome to be able to connect those protocols to pico8 and build small p2p apps in it (just being able to exchange small strings between pico8 and nodejs would suffice, I think...)

A little proyect to learn about pico-8 based on the Top down adventure game tutorials by Dylan Bennett
-Now with music!
-Now with something to do i guess
-Now there's also this version with "funkier" sprites.

Introduction
Stretched City is a tiny room editor for PICO-8 games.
It can be used for other programs as well, but then you have to parse the string yourself.
The tool works in the web, but for a more smoother experience I would recommend you to use it in PICO-8.
A room is 16x16 in tile-size. It goes from row to row writing down the id of that tile. 0 represent an empty tile.
So if you want to use this in another program it should not be that difficult to parse the string.
To load your string into the map in PICO-8 use this method:
function load_room(room_str)
local room=split(room_str)
local m_x=0
local m_y=0
for i=1,#room do
mset(m_x,m_y,room
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=79089#p) |

-- un jour ca sera vide
-- by noemie sauvage
-- helped by fabrice de chaumont, many thanks to him
-- music provided by robbyduguay
One summer on the beach in Normandy, France, a boy meets another, Baptiste. His new friend has a "perfect family" while he has only a grandmother with a strong accent and a "monstrous" aunt.
They have fun watering jellyfish (press x) and avoid Baptiste's grandmother, aunt and mother. Otherwise they are ashamed!

Space Crawler is a turn based dungeon crawler with Sci-Fi setting, inspired by StarCrawlers.
Thanks to freds72 and waynau
Any comments or criticisms are welcome :)
release 1.5.0 (2024-09-03)
- add range in combat
- influences weapon effectiveness
- influences flee percentage
- updated infopoint
- small updates in mission screen
- tweaked inventory on combat
(checks the conditions for the turn change and exits if it is the enemy's turn)
release 1.4.6 (2024-06-30)
- fix "hacking" skill
- tweaked flee
release 1.4.5 (2024-06-28)
- fix "crawler" skill
release 1.4.4 (2024-06-27)
- fix game end text

Space Race
Your private space company SpicoX must successfully deliver 10 rockets to orbit
to win a government contract. Along the way, each rocket will have to dodge its
way through an ever-growing field of space
debris.
As a private space startup, money is tight. Your company only has enough
funding to lose 3 rockets. Any more and you will run out of money and be forced
out of business.
Controls
Up and down arrow keys - control your spaceship.

...but you might not like it. Here it is:
Here's a video: https://youtu.be/C2ui4anDwBc
The idea is very simple: make 2 versions of the cart, called A and B, running essentially the same game, but have them display different parts of the game (in this demo, based on Jelpi, I simply shifted the camera); cart A is the one you actually play on, it receives inputs and sends them to cart B, which uses them, ensuring that exactly the same thing is going on in both. (as long as the game is deterministic, otherwise you'll have to send over the random seed or something)
I first had this idea a few months ago, but couldn't figure out how to send the data from one cart to another in real time; I hoped to accomplish this using the system clipboard, but it turned out that it can only be read whenever the user presses Ctrl+V, so you can't just do it every single frame.
With the release of PICO-8 v0.2.1 it became possible to (easily) do this using the serial() function, because it now allows you to use stdin and stdout IO streams of the current PICO-8 process. Stdin is 0x804 and stdout is 0x805. All you need to do is create a linking program that will launch both carts, connect to the stdout of A and to the stdin of B and pass the data. I wrote the following Python script:
Woohoo I made my first game! Quite ugly (both graphics and code) but correctly working 3x3 tic-tac-toe for 2 players, no computer opponent. Also available at GitHub.
So I'm obviously following the roguelike tutorial from LazyDevs, I'm on the combat section where we add a flash to indicate damage done by the player to the mobs and I'm using multicolored mobs, which is fine. But everything else that uses or shares the same color with the mob will also flash when the player deal damage to the mob, and one of the mobs doesn't seem to be drawn correctly as the others, as you can see in the cart I have little yellow dots to indicate space and how far apart something is and the mob in question is being drawn above the dots where as the others are being drawn underneath. The one that's drawn above is the only one that makes other things that share the same color as the mob flash when damaged. So idk what the hell is going on lol if anyone can explain or help me out with is I'd greatly appreciate it! Thanks!






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