Continuing my topic of custom fonts, here's one that replaces almost every character in the later half of the character set (which is usually taken by patterns, hiragana and katakana) with the 120 official characters of the "sitelen pona" writing system for the minimalist conlang "toki pona".
Here's the charts of characters:


Changelog:
Version 1.1 (current):
- slight adjustments to some characters, an easier-to-understand "moli"
Version 1.0:



This is a demo for a game I did for class which I hope to expand on in my free time, when I actually have some of that again lol.
You play as the volcano god of an island city. When foreign ships carrying missionaries of another god arrive at your shores and convince the villagers to convert and stop their worship of you, you get revenge by destroying the city with your fireballs.
X to fire a shot
Goal is to destroy as much as you can in 10 shots
Some areas give more points than others
Here's a cart I threw together for myself to use with the new custom font feature.
When run it will read the spritesheet into memory as a custom font, then copy a code snippet to your clipboard that will import that font into another cart. It doesn't include the values from 0x5f60->0x5f64, that define the overall font attributes. Those must be set manually in the cart you are importing to.
The import has several optimisations. Instead of always copying the entire custom font memory block it starts from the first non-zero memory value in the block and continue to the last. To save characters it will construct two exports: one that uses poke and one that uses poke4 and export whichever is smaller. It will leave out unnecessary zeroes and also trim leading and trailing zeroes in the hex values for the poke4 export. It also stores all the values as a big string that's split and unpacked at runtime to save tokens.




Just testing...
Jakey using Pico 8 to do his homework. It's more fun than pencil and paper!

I just completed my first Pico-8 Game.
Event was a local (online) GameJam-Project (8 hours to create a game from scratch, theme was "Sailing"). Thing is, I've never touched Pico-8 before, nor had I any Lua Experience whatsoever, but I wanted a challenge and (kinda) succeeded; fiddling with the Pico-8 Engine was tons of fun, and I certainly will continue my Pico-8-Endeavours in the future.
The following day I tweaked my code and added fancy stuff, like, a Scoring Objective.
Use [Arrow Keys] to navigate the Ship.
Press [X] and any direction to throw out your fishing rod.
Catch as many Fish as you can without crashing your Ship.
The Moving Fish scores 1 Point, the Stationary Fish 3 Points, but it will disappear after a few seconds, so you gotta be fast. A new Stationary Fish only spawns after you've caught the Moving Fish.


This cartridge uses the PICO-8 v0.2.2's custom font functionality to provide an additional font with Russian letters (with the exception of Ё).
The characters are mapped similarly to the KOI8-R encoding, so that similar Latin characters are mapped to similar Russian ones. For example, "РУССКИЙ ТЕКСТ" (Russian text) is encoded as "RUSSKIJ TEKST".
To use the font, just copy the "setfont" function into your program, call it at the start of the program, and use the commands to switch to the custom font and back whenever you need to print Russian characters.
For example, this line will output "привет, мир! pico-8 пишет по-русски!" ("hello world! pico-8 is writing in russian!")



I am looking for any kind of intercom to or from an exported binary.
I guess the clipboard is not practical because of the constraint (CTRL + V).
But maybe using files (R / W) or pipes. Maybe if the cartridge is invoked by a parent process, it could write to the STDOUT?
I am looking for any type of suggestion (even the most exoteric).



Strap into one of the world's fastest race cars and blast around the legendary Bronzerock circuit like it's 1988!
...or something - there's not a lot of physical or historical accuracy in this game :)
Z/X=accelerate/brake
Left/right=steering
Driving off road slows you down. Driving too fast around corners causes you to slide.
You can use the pause menu to view your last/best lap times (my best so far is 1:43.23)
This is work-in-progress, so some caveats:
- There are no other cars yet.
- Lots of things need tweaking/adjusting.





I'm pleased to unveil my finished weekend project: Robosumo! Inspired by this entertaining video a friend showed me this week.
Special thanks to:
freds72, for helping me in the forums.
huulong, for an invaluable sprite rotation function.
NuSan, for a number of useful physics functions in Combo Pool.
Daisyfield's archive of public domain Japanese music.
Introduction
It's sumo, but with robots! Ram your opponent and send them flying from the dohyō. Speed and finesse are your only weapons – but take care they're not turned against you.
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A small cart I made a while back and just remembered to upload here, testing spirals and palette cycling. It's 241 tokens, and runs at 0.71CPU @ 60fps. Surprisingly cheap, considering the fastest render method was to just draw a bunch of circfills and memcpy half the screen. Could be great for a menu background!
I put a lot of tech into hiding the drawing and palette limitations of pico 8, so feel free to browse the code. Some of the exploration is also commented out in the cart, for anyone that's interested about alt method efficiency. :)
current
hotfix time!! fixed healing and image cover
old
this is the nigh final release??? ive added a new enemy, a tutorial screen, and the option to clear your savedata. all future updates will probably be code cleanup. enjoy!
soooooo ive completely reworked this game. i changed around how collisions work, added a new enemy, and even a healing item. careful though, if you arent damaged itll take away points. have fun!


A puzzle shooter.
Shoot down waves of enemy ships. Take as much time as you need to work out the next best move, or blaze through it as fast as possible. This game moves as fast as you do.
Controls
Arrows: Move ship
O: Fire plasma bolt
X: Lay mine
Note: You may have only one plasma bolt deployed at once! Take care that you do not waste it.
Version History
A0.1
- Initial Release
- 4 different kinds of enemies
- Simple wave system