You are 'Topsecret', an adventurous cub who wants to escape from Alpha Park!
This game was inspired by a "true story": in October 2020, a storm has freed wolves from "Parc Alpha", a French park dedicated to wolves.
I'm not a developer and I used Nerdy Teachers' tutorial (https://nerdyteachers.com/explain/platformer/) to code this game and Gruber's tutorials (https://twitter.com/gruber_music) to compose the music.


Hi,
I would like to create a screenshot of the entire map (8x4 screens of 16x16 tiles) instead of just the "viewport" (1 screen of 16x16 tiles). I've looked for ways to take screenshots from the command line but this doesn't seem to be possible.
My current idea is to use an automation (probably AppleScript since I'm on Mac) to press two keys every second: "X" on which I advance the camera to the next screen using some code attached to btnp(), and "F6" to take the screenshot. Once I have all 32 screenshots I would stitch them together with another script into a single image.
All in all not super complicated, nor a lot of work, but before I write any code I wanted to check if there isn't some easier/ready-made way to do this to avoid facepalming myself later for missing something obvious :)
Cheers, 32bitsago



I'm reposting this from this thread:
https://www.lexaloffle.com/bbs/?pid=84403
On the web player, with Xbox controllers and on both Firefox and Edge, the D-pad doesn't work, it opens the menu instead of handling directions. The games are only playable with the analog stick, which is weird. Apparently, this is a bug.
This is the final version, It's been one hell of a ride and one I thank you all for, and please tell me if you beat hard mode...
And yes the skulls are supposed to spawn on the snake, I removed it, but found it funner with it on.
Also I would recommend not asking me to make the game faster until after you have played it all, lol you'll understand soon...





Poke values to change the width of various things, such as:
how wide the map is interpreted as
(poking 32 will make each row be split into 4 rows, below each-other)
sprite width+height
(pretend that PICO-8 has built in ?? sprites)
(so you can have 512 addressable sprites at 48,
but the map editor can only have the first 256, due to data reasons)
like fillp(), these would effect the editor.
These would just effect how data is read, not give you more or less (besides leftovers in the sprite memory)
Of course, this would be limited, but you could have one continuous line of map tiles, with no Y axis, or a 8 wide pillar, or anything in between.
Thanks for your time!
Hi everyone!
I made this simple 2D heat simulation to experiment a bit with PICO-8. It solves the steady-state heat transfer equation iteratively using the Gauss-Seidel method and it shows the evolution of the solution at each step. During the simulation the fps gets a bit low since the grid is fairly big (128x128), but anyway I think it gave an interesting result so I decided to post here! I hope you like it.
You can edit the configuration of the simulation using the mouse functionality to add or remove high and low temperature boundaries. If a boundary does not have a fixed temperature block it is considered an open boundary (dT/dx=0 or dT/dy=0).
Thanks and all feedbacks are very welcome!

How to play:
arrow keys to move cursor
X to open cell
O to place a flag
You need to open all cells which don't contain bombs.
Number of bombs around a cell equals numeric label of that cell (e.g. cell with number 1 has one bomb hidden in adjacent cells).
Place a flag to mark a cell which you think contains a bomb.
I really wish you could use the alternate colors (the ones shown in this video: https://youtu.be/AsVzk6kCAJY) in the sprite editor, because one of the colors is perfect for a sprite I need, and none of the other base colors do it for me. It would be nice if you could hold down a key combo and the colors would change to the alternate ones.
Edit: And yes, I understand that you can only have 16 colors on screen at a time. But it would be nice if you could toggle certain colors, so you only have to replace some of them.



A recreation of the Videlectrix video game, Secret Collect. from homestarrunner.com, as featured in Strong Bad Email, Video Games (http://www.youtube.com/watch?v=R22zSrpeSA4).
Play something that probably only looks kinda like Strong Bad. Run all around a futuristic maze collecting things that look nothing like Strong Bad.
This was my first go at creating something for Pico-8, so I figured recreating this simple game would be a good start. I am interested in recreating other Homestar Runner games in the future, as the death of flash has left modern web browsers unable to play them.




BoozeSnek
Official port of PePuSnek for SCRIPT-8, improved.
WARNING: Contains flashing lights!
Changelog
- 14-11-2020
- Changed scoring rules; points are now accumulated, instead of calculated when the game ends
- Added persistent HiScores
- Music on/off setting is now persistent




