In an effort to easily contain 64-different characters for use in a compression table, I am seeing that if I use PRINTH() to @CLIP - that it is forcing the clipped data to be uppercase only in Pico-8.
a="" for i=33,98 do c=i if (c!=34 and c!=92) a=a..chr(c) end printh(a,"@clip") |
The results saved to the clipboard are:
!#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`ab |
yet when pasted in Pico-8, you get:
!#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[]^_`AB |
Where the last 2-characters are converted to uppercase.
So pasting with CTRL-V in Pico-8 apparently converts the entire clip to uppercase.
I would like to recommend that if you copy something to the clipboard from Pico-8, you have the option of it pasting it entirely as it is supposed to be.
printh(a,"@iclip") |
"i" for ignore case for instance.



An alien abduction game with procedurally generated planets
ATTENTION, PLORBO! We require new critters from across the Universe for our intergalactic zoo, the Pride of Plorbia. You must venture to new, unexplored worlds to find specific critters that we beam to your Mothership and return them to us.
Controls
When controlling green ship:
- ARROW KEYS: move
- Z: boost
- X: abduct
When docked to Mothership:
- DOWN: undock
When out of energy:
- LEFT / RIGHT: control Mothership for a rescue
Any time:
- Press ENTER to VIEW THE ZOO or MUTE THE MUSIC
In the zoo:
- Left/right to scroll
- Hold Z + left/right to scroll quickly
- X to exit zoo


Original demake by @krajzeg: https://krajzeg.itch.io/low-knight
I did not make the game, just changed visual effects and sprites as well as a feature or two.
Music is not by me, I just slightly changed the music from https://www.lexaloffle.com/bbs/?pid=64735 to be a bit more accurate
It has a license so I think I can remix and share it but if I'm wrong please tell me and I will remove it.
License:
https://creativecommons.org/licenses/by-nc-sa/4.0/

Low Knight is a demake of Hollow Knight made in the 2018 Demake Jam.
Controls:
Jump: Z/C
Strike: X/V
Rest: Up
Focus: Down
Changes from the original:










I was only able to find a few examples of rotating sprites using tlines on the forums. While the code worked, I couldn't really make sense of all the variables and magic numbers.
After spending quite a lot of time reading, debugging, and sketching hundreds of triangle, I think I have a decent understanding of the math and how it works. SOH-CAH-TOA haunts my dreams.
At some point, I'd like to make a more detailed post, but for now, I've written a tile rotating function with a lot of comments.
Hopefully it explains the math and the concept well enough that you can modify the code to suit your projects.
This code is intentionally not optimized or minified.
Hello.

I was recently looking at the source-code to a well-known Atari game called, "Adventure" and wondered if Pico-8 could have a piece of this pie.
Having seen @zep's mind-blowing, "Squiddy" clocking in at 1024-bytes:
https://www.lexaloffle.com/bbs/?tid=44826
I wondered if it was possible for Pico-8 to adopt the Atari's 6502-assembly code and memory locations (choose between P8 and Atari) and for a few reasons.
-
Pico-8 could play any Atari game, source-code or not, you just need the binary.
- Most Atari games are at 4096-bytes or less. This includes PITFALL.

- New graphic tricks could be done, resolution would expand, sounds would be unique, and you would have a whole host of new colors to choose from. See Barnstorming skyline for instance.

- It would increase the existing Atari 2600 library, serve the Atari 2600 community, and educate people in new methods and styles of programming for it.



Celeste, but there's speed tech from the steam release, and there's climbing from the steam release.
Thanks a lot to RubyRed for adding the speed tech, I added the climbing.
To climb: Just act as if you were sliding into a wall, and you'll stick. Hold up to climb and down to slide. But be careful because you have limited stamina, and you won't be able to climb when it runs out.






