Hey, all!
I live out in Seattle, and I think there are probably at least a few of us in or near that area. If there are enough people interested, I'd love to start putting together a group to meet up as the city reopens post-pandemic. I don't think it would take too much to run a monthly meetup, especially in a city like Seattle, and we could run tutorials / show and tells / demo sessions / collabs / local events if we got enough interest.
So who's interested? :D


I was fiddling around with the printable sfx when I discovered the f character affected the sound playing, so I decided to make this list:
-- Filters -- n: Noise filter (Noiz) b: Buzz d1: Detune 1 d2: Detune 2 r1: Reverb 1 r2: Reverb 2 -- Characters -- 1: n 2: b 3: n b 4: d1 5: n d1 6: b d1 7: n b d1 8: d2 9: n d2 0: [none] Q: b r2 W: d2 r2 E: b r1 R: n b r1 T: n d1 r1 Y: b d2 r1 U: b r1 I: d1 r1 O: r2 P: r2 A: b d2 S: r1 D: n r1 F: n b r1 G: d1 r1 H: n d1 r1 J: n b d1 r1 K: d2 r1 L: n d2 r1 Z: n b d2 r1 X: n d2 r2 C: r1 V: n b r2 B: n b d2 N: n b d2 r2 M: b d2 r2 -- Example -- ?"\asffbc2c3c4c2c3c4i6c2" print("\asffbc2c3c4c2c3c4i6c2") |
As of my knowledge, this is not yet discovered or documented, so I'm going to document this discovery.
For more info on P8SCII and printable sounds, go to the manual (https://www.lexaloffle.com/pico8_manual.txt) or this informational website (https://iiviigames.github.io/pico8-api/)
One thing I've noticed a WHOLE lot of in pico8 games is screen shake and extreme overabundance of particle effects.
I think these are both useful in providing presentation flourishes and I love them both but, especially with screenshake, some designers seem to want to 'flex' their knowledge of special effects without thinking about the actual point of the effect itself.
I will not pull up any specific examples so as not to offend any one in public or make them feel bad. What I will offer is some advice, and this advice is very generalized, but is a good principle with any kind of creative endeavor. I know some people are thinking at this point I'm going to say 'less is more', but instead, what I want to say is 'consider dynamics'.
So what I mean by this is the peaks and valleys of your presentation, your art, your game, your sound, anything. The idea is that without the quiet, there's no such thing as loud. Without the still, there's no such thing as the movement. Without the weak, there is no such thing as the strong, etc. The idea is that when presenting your game that uses a screen shake, for instance, if literally ever tiny explosion causes a screen shake, then when a boss blows up and it also screen shakes, it's impact has been lessened by the fact every other little explosion causes the screen to shake. If every little tiny flame has a ton of particle effects on it, then when there's a need to dip into particles for a huge explosion with smoke and all that, then it will just look like yet another flame in your game.
Here's a quick demo of a 6 degree of freedom 3D engine that I have been working on.
You can just explore a small space station in a Descent-like style.
Controls
Z: Thrust
Arrow Keys: Turn
X+Arrows: Roll
Notes
The map is stored in a long string and is generated from a Blender OBJ file. The station is as complex as I can make it before running out of compressed code space. To make something larger, I think I would have to switch to more of a 3D tile system with room building blocks that snap together.
The engine uses a simplified portal system paired with convex sectors to determine room visibility and draw order.
Thanks
Thanks to Fred72 for the polyfill code. (https://www.lexaloffle.com/bbs/?tid=3393)
Updates: fixed some code that broke with version 2.5g






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can someone help me remake scratch games on pico-8?
for example:
https://scratch.mit.edu/projects/370427015/
not that dead by Noentiendo2005



Hi everyone! Here is something awesome I am working on. this is my 1st pico-8 game made w/out a tutorial!! This is a demake of a cool game called Luck be a landlord
(check it out here:https://trampolinetales.itch.io/luck-be-a-landlord)
I chose this game because I was having a lot of trouble with collisions but wanted to make a roguelike.
Before and while making this game, I watched many youtubers like my-- correction, studied the game in great depth so I could make a good demake. So here is the early version and I am open to feedback.
if you have better sprites, let me know in the comments.
anyways, without further ado, here is the game:



Hello all who see this post! I've been working on a game in pico 8 for around a week and a half and have gotten some pretty good progress in it but I reset my computer and now it won't let me load the project or play it in the splore menu, it did the same thing to an test game I made as well. I'm not sure what to do so if anyone does know what to do to fix this that would be greatly appreciated!


idk needed to practice I guess, also some political figure apparently made a solitaire app that took "countless hours" to debug which frankly astounded me but hey, if he wants to make a game, power to him I guess
...I am really bad at Solitaire, so it took me longer than necessary to actually make sure the win condition worked properly, ahahah


Update 1:
So far only title screen was implemented.
Wanted to add some fancy flickering effect which builds up
from rapid blinks to a constntly lit title logo, but couldn't
find out how to do it so the flickering is constant and kinda
mind boggling. The ASCII-art actually made with two separate
print () functions even though I tried to use new control codes
feature (its' still used in the credits at the bottom of the screen).
I tried various colour combinations and even though I would rather
choose something retro-looking I eventually settled on the vibrant
and cyberpunk-esque dark-blue + neon-green combination.
I am trying to use as little else's as possible which could be