I'm just curious how you might save data easily that would otherwise be a bit much for the usual 64 number limit of dset/dget. I am trying to store high scores and have tried a lot of things and just ended up confused, the data format is something like:
AAA - time (minutes:seconds) - clicks
(1 byte per letter) - (1 for m, 1 for s) - 1 for clicks <---when I tried poke this is how I approached it
I wish to store different scores for each difficulty so people can compete at different levels and probably about 10 scores per difficulty (though I don't mind going lower if I have to). I tried dset and dget but it didn't provide enough spaces for data, and so I was looking at peek and poke, I should be able to store it no problem then but then how do I make the data persistent? even though I saved to the persistent data area in memory, it is empty when I reload the game, do I need cstore? and if so, I read that that doesn't work with browser played games so it isn't really going to work for me either right?


A simple tech demo I threw together after months of fiddling around with ideas.
It's barebones, pseudo-3D but it works.
Inspired by Doctor Who's titular spacetime-timespace travelling vehicle, as well as a fellow BBS member Trasevol_Dog's post "Lands of Yocta."
l/r/u/d left/right/up/down
z/x to move backward/forward
s set coords to inside TARDIS interior
(or z+x+up+down if on mobile)
You spawn in the overworld, which is just near 0,0. You will see The Doctor's Type-40 TARDIS among some very programmer-art grass. Either match the x,y,z coordinates to 102,102,102, or hit 'S' to enter into the TARDIS, where you will see your TARDIS Console.

Vingals!
Vingals is a mod of Fingals by Kamera (a mod of Celeste 2 by EXOK Games) that replaces Elaina's Spelunking Hook with a vertical one.
This mod is quite difficult and I highly recommend you play Fingals if you haven't already: https://www.lexaloffle.com/bbs/?tid=43065
Changes (not including those made in Fingals):
- Grappling hook only works vertically
- You can only pick up an item if you are in the air
- Crumble blocks will break when you push against them
- Grapple cooldown lowered from 6 to 5
- A few checkpoints added to make pogoing sections slightly more bearable o_O
- Title screen???
All credit for the original game goes to Noel, Maddy, and Lena https://mattmakesgames.itch.io/celeste-classic-2






Here's another alternate palette cart, although this one is a bit more optimized and easy to put in a game with just ONE function!
Function if anybody wants to copy it:
Basically how it works:

As you can see from the gif, there is a menu-item that will change the palette from the regular PICO-8 palette to the alternate one.
That's pretty much it, just a little base for any games taking advantage of this
Also, if you want to learn more about these alternate colors, Lazy Devs has a much more in-depth **



Hi! I'm in the middle of trying to make a 2-D platformer as my first game, and I've been wondering how I would do something like this.
I want the player to spawn on a specific map tile with a specific flag. I don't want to have to jot down the specific tile to record for each spawn location, but if it is what I need to do then so be it. Any help at all would be appreciated!

Note: NOT MY GAME, this is a mod of skulldude that adds color. check out the original here https://www.lexaloffle.com/bbs/?pid=45622#p



Nostalgia is a mod of Celeste Classic created by KikooDX and Massena.
We decided to focus on player experience and narrative level design to create a new experience.
Special thanks to the original creators of Celeste Classic Maddy Thorson and Noel Berry, and to Meep for creating Smalleste.
Update 2021-8-3: improve atmosphere and game lisibility by changing decor color according to current zone.










I am going to work on this. Later I will remake this with actual line intersection code for raycast hits and vector objects. For now this is just a little 1D raymarching program that is a bit sluggish and uses the map for checking ray hits.
But this is what it would look like living in a 2D universe. You would see a 1D image. I will later remake this, probably in Godot engine, as a high resolution stereoscopic 2D VR adventure game.
