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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

All | Following | PICO-8 | Voxatron | General | Off-site
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Cart #aphorism_gen-1 | 2022-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This was just a silly idea. It's not perfect but I hope you get a laugh out of it.

P#111072 2022-04-29 20:25
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Cart #minsnakegame-3 | 2022-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


An attempt at size-optimizing the classic game of snake.
The final code was 416 in characters.

m={}x=3y=2r=1c=0o=0d=2^7f=flip
l=3w=16h=w::_::cls()for i=1,w*h do
m[i]=m[i]or 0if(m[i]>0)m[i]-=1
if(o)k=flr(rnd(w*h-l))+1o=nil
if(m[i]==0)k-=1m[i]=(k==0)and -8/3 or 0
p=(i%w)*d/w
q=flr((i-1)/h)*d/h
rect(p,q,p+d/w-1,q+d/h-1,3*min(m[i],1))?l-3,0,0,7
end
b=btn()t=(b&2)/2-(b&1)if(t~=0)r,c=t,0
t=(b&8)/8-(b&4)/4if(t~=0)c,r=t,0
x,y=(x+r)%w,(y+c)%h
n=x+w*y+1if(m[n]<0)l+=1o=0
if(m[n]<=0)m[n]=l f()f()f()goto _
?"game over"

Here is the commented version.

Cart #minsnakegame_commented-0 | 2022-04-29 | Code ▽ | Embed ▽ | No License
1


Feel free to post any suggestions!

P#111066 2022-04-29 17:47
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I was putting together a Minecraft-themed intro for my Twitch streams a while back. It all started when I made a silly grass block in PICO-8. Then I thought, "Hey, couldn't I just arrange this block into an array and create art with it?" Sure enough:

Cart #wogeweduyi-0 | 2022-04-29 | Code ▽ | Embed ▽ | No License
6

Pretty basic, right? Not bad, gets the job done. Scrolls and shows whatever you put into a 2-D array, with the sprite ID as data and 0 always meaning "empty". Cool. That led me to think about "what if I made an actual 3-D ish Minecraft scene with this?" The map system could be useful for isometric games, too.

Putting it together was pretty easy, aside from the rendering math. You have to get your offsets just right when dealing with isometric, or you can get some super weird results. You also need to structure your data in a way that ensures the drawing order layers correctly without separating things into discrete layers. Thankfully, an isometric map format works best from the bottom, top left tile. Generally the top-most tile of the bottom layer. After tinkering around for a while, I discovered the correct offsets, verified through various tricks, and set out to make some fancier "tiles" for lack of a better word. I think it came out decent:

Cart #ripuguzune-0 | 2022-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Some palette rearrangement is going on to produce a better look, but I'm pleased with the assets I put together to test how expressive the mapping can be.

If you use it for anything, please let me know! I won't be building on this idea but it's a fun one.

P#111064 2022-04-29 17:24
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Cart #wobozotowa-0 | 2022-04-29 | Code ▽ | Embed ▽ | No License
3

Tagged as work in progress.

Press C to shoot
Press X to hyperspace (move to random X location)

Powerups

  • Green ball - dual lasers
  • Blue ball - drone

Enemies

  • Small, big spinners - will destroy your ship if hits the ground
  • Ufo - will shoot at your ship, look out

Asteroids, there's lots of them, shoot them down and rack up your score. If they land, they will take some score away!

Somewhat of a Demake of Astrosmash. Let me know what you think.

Planning on adding a level system, more powerups, highscores, better sfx and gfx. Will attempt sprite rotations, but we'll see how that goes :)

P#111063 2022-04-29 17:19 ( Edited 2022-04-29 17:20)
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Witch n' Wiz

Cart #witchnwiz0-0 | 2022-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Note

Hi, I'm 9tk, designer and pixel-artist / pixel-animator of Witch n' Wiz 2017!
I'm re-uploading the game to share it with those who are interested in my older works.
The game was co-developed with talented programmer Matt Hughson in casual collaboration.
Please enjoy playing!

Screens

About Witch N' Wiz

Your main goal is to defeat all enemies on screen by giving them a hearty tackle.
You can step on enemies to solve the puzzle and reverse time in case you made a misstep.
Solve the game as fast as possible - how long will it take you?
The gameplay concept was inspired by an amusing old gameboy game named "Catrap".

Witch N' Wiz Controls

Use the arrow keys to move,
ESDF keys to scroll the map,
Z key to reverse time / actions,
X key to confirm

PS

If you enjoy this, please consider supporting me by buying any of my other games: Girls & Dungeons over on steam - or Project Hedgefrog on itch.io. Thank you!

P#111062 2022-04-29 16:46 ( Edited 2022-04-29 17:14)
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Cart #smb1celeste-1 | 2022-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11


madeline but bad

P#111050 2022-04-29 14:44 ( Edited 2022-05-02 13:25)
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@cubee heres the bugged save file

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"

P#111041 2022-04-29 09:42 ( Edited 2022-04-29 09:51)
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Cart #fiwabitawo-0 | 2022-04-29 | Code ▽ | Embed ▽ | No License
1

Hexxerae was made for the Linux Game Jam 2022. It was made exclusively in PICO-8 on Linux. It is inspired by the DOS game Tesserae, converting its gameplay onto a hex-based grid.

This is a single player strategy game played with color tiles. Combine colors and think ahead to clear a board of hexagonal tiles. The object is to remove all tiles until only one is left, in as few moves as possible.

P#111030 2022-04-29 08:46
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In this forum, I'm having an odd problem. I can't see it anyway when I'm creating a topic in this forum. I started trying out yesterday and almost posted three or four topics, but I can't see any of them. What is causing this? Has anyone encountered such kind of issue?

P#110986 2022-04-28 06:08
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Cart #op8_add-16 | 2022-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13


4OP-8 is a tool for creating sound patches with four operators. This instrument editor features additive, AM, ring modulation and orbit (bitwise or) synthesis. This effect is achieved by mixing four sine waves and playing them through the PCM channel.


Controls and layout:

Just like PixEditor, this tool only uses the mouse for its controls, which also makes it mobile compatible (except for saving and loading). The patch editor has several parameters which can be changed to obtain unique sounds:

  • Global parameters
    • Master Volume: set the global patch volume (x1 or x2).
    • Operator: select the operator currently being edited.
    • Octave: set the keyboard's octave (0-3).
    • Synth Type (located between the octave parameter and the save/load buttons): swithes the synthesis between additive, AM, ring modulation and orbit.
  • Operator parameters
    • Volume: set the operator's volume (0-10)
    • Multi: set the operator's frequency multiplication (1-15).
    • ADSR: set the operator's attack (A), decay (D), sustain (S) and release (R).

Patches can be played with the on-screen keyboard, which features an entire octave that can be selected with the Octave variable.


Saving:

The 4OP-8 save format is an array with 26 items. The first item is always "4op-8_patch" and it's used for format checking. The second item stores the instrument's synth type. The other 24 items store the paramenters of all the operators.
To save a patch on the BBS, press the key combination ctrl+c after clicking the save button to complete the copying process. For a string copied outside of PICO-8 to be loaded on the BBS, the keys ctrl+v must be pressed before clicking the load button.


Thanks to the PICO-8 discord server for all of the help and feedback!
Thanks to Bikibird and Luchak for helping with and providing code for PCM playback!

P#110980 2022-04-28 02:41 ( Edited 2022-05-03 14:06)
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Cart #hafewujaga-0 | 2022-04-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15


Celeste but with a twist: The original Celeste levels but with a fun twist! Have fun playing around with the levels and try to get every strawberry!

P#110981 2022-04-28 02:40
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Cart #bros_sorb-10 | 2022-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Go to pause menu for controls and to delete autosave

v0.0.1

testing export and splore upload
BROS
features cool custom font
Public domain, see https://github.com/joelsgp/Bros/blob/main/LICENSE

edit v0.0.2
fully working persistent highscore system

edit v0.0.3
music datamined and recreated

edit v0.0.5
music 100% accurate with multiple channels, tempo etc.
music player for trying out all 4 tracks (no playable levels yet)
more improvements

edit v0.0.6
Playable demo!

edit v0.0.8
New playable demo version with lots of improvements, like movement more accurate to the original, jump sound, you can pick up coins, lots of bug fixes, code refactoring.
If you played a previous version, your hiscore data will be corrupted.

edit v0.0.9
Iconic BROS sounds from the original now work in PICO-8's hidden sampled sound system!
Also contains a number of other improvements, fixes, and progress, like sprites, end screen, and controls guide

edit v0.0.10
Lots of bug fixes and polish. Main features are pretty much done, next release will probably be a beta

P#110950 2022-04-27 16:10 ( Edited 2022-06-15 11:39)
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Cart #biocide3000-0 | 2022-04-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15


It's the year 30XX. You are a soldier in the Technocracy's army. A group of dissident organics have taken a large mining compund. The Technocracy wants you to take out their leader. Make them feel hard steel against weak flesh. All hail the machine!

Biocide 3000 is a short side-scrolling shooter where you change the direction of gravity, rather than jump, to evade traps and enemy bullets. Three levels and a boss fight. Have fun!

Controls:
Arrow keys - move left/right
Z - change gravity
X - shoot

https://slumma.itch.io/biocide-3000

P#110924 2022-04-27 03:18
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Cart #aminals-3 | 2022-12-14 | Code ▽ | Embed ▽ | No License

A simple little fighting game featuring animals with very different abilities. Supports up to 4 players.
(Sadly does not yet support single player)

The controls:

  • move: p1: arrow keys, p2: wasd
  • o (special move): p1: z, p2: w
  • x (attack): p1: x, 2: q

The players:

  • shru: a speedy little guy
    • o: dash and turn (can quickly get behind your foe to strike)
    • x: bite
  • waps: can buzz through the air
    • o: not a thing
    • x: sting (will poison your enemy -- if they can get you back, they'll be cured, otherwise they're toast)
  • forg: a jumpy little dude with some reach
    • o: jump (hold to jump farther)
    • x: tongue (long range attack -- hold up & down to aim, using the fly as the reticle)
  • sulg: slippy, slimy, and spiky (leaves trails of slime that will make your foes slip & slide)
    • o: nope
    • x: spikes (all over)
  • brid: quite a flappy one, that
    • o: flap
    • x: dive
  • mant: a sneaky feller if there ever was one
    • o: hide (don't move or you'll be seen -- just hold an attack, and wait for your prey to come to you)
    • x: slash (not a quick move, you'll have to hold the button to charge it up, and no moving while you do)
  • trut: what? I like turtles
    • o: retreat (no one can penetrate your shell, but you won't to much good tucked away in there)
    • x: bite (my what a long neck you have)

things I still want two do:

  • two more types of playable characters (shhh)
  • enemy ai
  • different levels

There's probably lots of bugs (like, other than the ones you play as). Hopefully it's still somewhat playable.

P#110920 2022-04-27 02:24 ( Edited 2022-12-14 04:18)
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Cart #naturojeb-0 | 2022-04-26 | Code ▽ | Embed ▽ | No License


alright, this was made for the uhhhh I'm Hungry! game jam
I'm bored please follow me on Twitter or something
https://itch.io/jam/im-hungry

P#110905 2022-04-26 21:26
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Cart #imhungry-0 | 2022-04-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

> Vous contrôlez un petit rennes qui doit attraper le plus de nourriture possible, il s'agit de pain et de mûres. Plus vous attrapez de, plus la nourriture va vite et plus il est compliqué de l'attraper. En haut à droite, vous verrez qu'il y a votre tableau de bord, chaque aliment pêché vaut un point. Et en haut à gauche, il y a un panneau qui vous montre combien d'aliments vous n'avez pas attrapés. Attention ! au bout d'une dizaine d'aliments non attrapés vous perdez et le jeu affiche alors « GAME OVER ! », alors il faut appuyer sur enter pour recommencer.

> Les commandes sont : la flèche droite pour se déplacer vers la droite, la flèche gauche pour se déplacer vers la gauche et la flèche vers le haut pour sauter. C'est si simple !

(for more info, see https://itch.io/jam/im-hungry / https://pancelor.itch.io/im-hungry)

P#110904 2022-04-26 21:12 ( Edited 2022-06-01 14:24)
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Hello.

With the understanding that Pico-8 graphics will always use memory location 0x6000-0x7FFF (hexadecimal memory location), then what new resolutions could be added by ZEP without using any additional memory ?

Well, quite a few actually.


(128 x 128 / 2) = 8192

Let's look at the primary resolution which is 128x128 pixels with a maximum of 16-color choices. Now be aware a new palette was found for it so you can change any of these 16-colors to really 32-colors, but you cannot change the TINT, either R G or B of any of them. They are a fixed color set from the 32 shown above. And despite this palette you can only view 16 of them at a time - conventionally.

With "hardware" tweaks you can have more on the screen at a time.

But this article is not going to cover that. Instead it is going to cover what CAN be done with those 0x2000 or 8192-bytes of memory for graphics and where any pixel can be any other colored pixel. This primary resolution uses 2-horizontal pixels to make up one byte.


So the next resolution available would be 64x128 wide-pixels to give you a true 256-colors per pixel.

(64 x 128 x 1) = 8192

Here you can see a much larger palette with long pixels double-size across yet it is also uses a fixed palette, in this case 216-colors derived from 6-shades of red, 6-shades of green, and 6-shades of blue. While it might be possible to use any portion of extended memory to hold a custom palette, that is not covered in this article. Where a single pixel representing a single byte. Still only using 8192-bytes of memory.


(64 x 64 x 2) = 8192

The next resolution from here is 64x64 both wide and tall pixels to give you a true 65536-colors per pixel or 32-shades of red, 64-shades of green, and 32-shades of blue with a single pixel representing in this case =2= bytes of memory. Still only using 8192-bytes of memory.

So we now have more colors. Let's reverse this and get more pixels once again still only using 8192-bytes of memory.


The next resolution is 128 pixels across by 256-pixels down.

(128 x 256 / 4) = 8192

Using the 32-color palette above you are now limited to only showing 4-colors on the screen at a time although in truth you should be able to pick out which of the 32-palette for each of the 4-color slots. Where 4-long pixels represent a single byte. Still only using 8192-bytes of memory.


For wide-screen monitors or cellphones you can have this 256 pixels across by 128-pixels down with no distortion of the actual pixel shape:

(256 x 128 / 4) = 8192

Although you can see quite clearly this breaks the perfect square Cosy™ resolution and may not be feasible to do considering the interface and current display. Yet if it were limited to only appearing for the output of the cart, I think this could be done. Like the resolution above it also only allows 4-colors on the screen at one time. Where 4-pixels represents a single byte. Still only using 8192-bytes of memory.


The last would be one I would really like to see. True 1-bit graphics, black and white.

(256 x 256 / 8) = 8192

This gives you a whopping 256x256 pixels maintaining the square shape and square pixels with the ability to choose from the 32-palette any of the 2-colors available displayed here, default of BLACK (color #0) and WHITE (color #7). Where 8-pixels represent a single byte. Still only using 8192-bytes of memory.


And that's it ! Likely you can see additional ways of cutting up that 8192-bytes of memory for graphics and I think I've only touched the surface of this. Here is hoping @zep will in the future allow for some of these added resolution modes which of course could vary from one cart to the next.

For more information on colors, resolutions, and the hardware they run on, see this WIKIPEDIA comprehensive chart.

https://en.wikipedia.org/wiki/List_of_color_palettes

Hope This Helps !

P#110888 2022-04-26 16:13 ( Edited 2022-06-16 17:47)
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Hello,

I was trying to edit code of an existing cartridge, trying to follow the flow step by step and doing some experiments.

Unfortunately, pico8 code editor is ugly and (in my opinion) lacks of some useful functions.

I don't know if this is possible but anyone knows how can I edit the code of an existing cartridge with an external editor?

Thank you
Fred

P#110879 2022-04-26 08:06 ( Edited 2022-04-26 08:08)
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Cart #mizetohh-0 | 2022-04-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#109908 2022-04-25 22:56
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Cart #sunnysongofmoruspico8-0 | 2022-04-25 | Code ▽ | Embed ▽ | No License
9

Taoist Priestess Song encountered a Jiangshi (Chinese hopping vampire) and fight under the light from her campfire.

The boss changes her attack pattern for every 4000 score, and it goes forever until your character loses

CONTROL

Z: attack (hold)
X: jump
Arrow: move

CONTEXT

This game is a small self-learning experiment, for me to learn pico8 and also catch up with BulletHell Jam. This game is a part of my Song of Morus project, and kinda a demake of one of my game.

P#110842 2022-04-25 17:07
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