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Cart #bsod_hd-0 | 2024-04-01 | Embed ▽ | License: CC4-BY-NC-SA
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I posted my previous cart in the Picotron discord and werxzy revised the code to work in the full resolution! now it looks much nicer. after that i made a few further edits to give it a little more polish and "authenticity" :3

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Cart #tinyronin-2 | 2024-04-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Tiny Ronin 🎋

You are a tiny ronin cursed with immortality for the crime of killing 100 samurai. To regain mortality and escape the endless grind, you have sworn to kill 10,000 bandits. This is your story. It will never end.

Hold X to charge your sword and release to slash. Press Z to roll backwards and avoid incoming attacks. You can cancel your attacks with the roll or another attack.

To start a new run after death, you must clean your sword (hold X or Z).

There are now eight achievements to unlock. Three of them will change the look of the game.

Update 1

Rewind Selector!
With the first update you can now toggle the rewind feature in the PICO-8 pause menu. Turn it on to make enemies back off after a successful kill.

[ Continue Reading.. ]

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Cart #puzzlemod-4 | 2024-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Skull and Roses

Cart #jugiganifo-1 | 2024-04-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Skull and Roses is adapted from the excellent Herve Marely card game Skull Link to BGG

Gameplay

Start of the hand

Each player chooses one card and places it face down on his mat.

Placement of cards: Place a card or challenge

Starting with the first player and going clockwise around the table, each player may either:

  • Place another card face down on their mat
  • Or they may challenge. A player with no cards in hand must challenge.

Challenge: Pass or raise the bid

The player who issued the challenge bids the number of cards he intends to flip.
Going clockwise, each player must then either:

[ Continue Reading.. ]

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Cart #pony9k_2_2-0 | 2024-04-01 | Embed ▽ | No License
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SOUND NOT WORKING YET

If anyone wants to tell my why my one sfx isn't getting called when the pony is hurt I'd love to know

CONTROLS

...are a bit sticky in the main menu, idk why, but anyway HAVE A BASTARD MODE!

WASD/arrow keys: Fly
G/O: Fire Prism Laser
V/X: Release Rage Attack

Changelog/to-do coming soon

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Cart #eigenbom_ray-0 | 2024-04-01 | Embed ▽ | No License
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Here's a simple raytracer for my first picotron cart. Just playing around and runs at about 1fps.

To run locally: load #eigenbom_ray

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Some trouble understanding basic functionalities:

-Open Picotron and go to the editor. Type in some code into the blank tab called
main.lua. hit ctrl-s which saves as a cart: untitled.p64.

-Loads fine, runs great. Can change the name later.

-Now I want to create a new, different cart. Go to the desktop and open Files.
Click on the hamburger menu and select New File.

-I enter in myNewFile and it gives filetype not found.

-I enter in myNewFile.p64 and it gives filetype not found

-I enter in myNewFile.lua and it likes that. very good.

-It opens myNewFile.lua as a tab alongside main.lua in the editor.
But when saved, it doesn't save as a .p64 and it cant be loaded obviously.

I've taken to shutting down and restarting in order to start a new cart. What is the correct way to do it?? (v 0.1.0e)

A basic explanation of the mechanics of how this all functions would also be of great interest for anyone up to it. Like, are new files just tabs of whatever is loaded into ram/cart? Is there a way to 'unload' a cart to start fresh without a reboot?

[ Continue Reading.. ]

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Hi all,

I decided very soon after getting started in Picotron that I was going to try and use it as the primary workstation for my projects (instead of working in external editors like I did for PICO-8). I created a /projects folder and realized very quickly that if I wanted to do this, I was going to need to write some utilities to quickly "build" my projects. So I started working on a build utility in /appdata/system/util that I could call from the terminal.

Pretty quickly, however, I ran into an issue of trying to get user input from this utility. The idea was simple: if the user tries to build into /ram/cart, get confirmation from them before potentially clobbering whatever cart was currently loaded. This is pretty trivial stuff in any "real world" scripting language but every approach I tried in Picotron seemed to not work.

Basically, the "program" completes instantly instead of hanging and waiting for user input. Here's the main way I tried getting user input:

[ Continue Reading.. ]

1 comment


I'm new to Pico 8

Cart #gekwalking748neworange-0 | 2024-03-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


I've been developing this simple game as a first project where you play as "GeK" a simple character that has animations when walking around, however i've found that when moving diagonally it makes the character faster than usual. This issue is very confusing to me and I know it has something to do with the Pythagorean theorem, and I need something called a "movement vector" My code is simple as it has a variable known as speed that is set to 1 and is used when pressing a direction to move by 1 pixel. The character also has a hat and tail that follows it and is supposed to be locked on at all times.
I'd really appreciate it if anyone knows the solution to my problem.

[ Continue Reading.. ]

3 comments


Cart #nuhafajone-0 | 2024-03-31 | Embed ▽ | No License
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This is my first cart to test out making games with picotron! It's a simple lights-out game.

In this version only the basic logic is there.

In the next release we should have a win screen after turning all of the lights out, some levels, and a score!

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Not sure if this is a bug or not but it is really hard for me to get left-clicks to register on my macbook pro. Whether I'm tapping to click or actually pushing the trackpad it generally takes 4 to 5 clicks to register 1. I don't have any issues in any other apps so it isn't my hardware.

Is anyone else having this issue? Are there any known workarounds? Thanks!

EDIT: I am having this problem on a 2015 macbook pro but I was able to test with a new m2 macbook pro and all the push left clicks registered correctly but the tap left clicks still took 5 or 6 solid taps to register.

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just noting that the following crashes picotron:

function _draw ()
	print (tostring (1 * vec(1, 1, 1)))
end
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Cart #pocket_watch_wallpaper-2 | 2024-03-31 | Embed ▽ | License: CC4-BY-NC-SA
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You won't need a widget to check the time in style while you work in Picotron.

Instructions:

  • run load #pocket_watch_wallpaper-2

  • run save /appdata/system/wallpapers/pocket_watch_wallpaper.p64.png (you might have to create the wallpaper folder, if you haven't done that yet)

  • open System Settings and select this wallpaper from the list.

Updated to show more realistic proportions

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Cart #pocket_watch-3 | 2024-03-31 | Embed ▽ | License: CC4-BY-NC-SA
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Show how fancy you are by displaying your own Picotron pocket watch. Load it by typing load #pocket_watch-3 in the terminal. It actually tells the time (in GMT only at the moment).

Updated to show more realistic proportions

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So I just wanted to know if there is a way to export your music / sprites created in picotron to like png / wav format, or if it will ever be possible.

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Cart #jujefegeyu-2 | 2024-03-31 | Embed ▽ | License: CC4-BY-NC-SA
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First windowed demo for the Picotron, with some exploratory misuse of the window command and the audio system, and the usual pushing of bad lua code to its' extremes.

released at Revision 2024 Fantasy Computer compo.

code and music by visy

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So I know the documentation is a bit spotty at the moment but I was curious if the btn() function is the same as in P8?
I set up a simple sprite to move around and used the usual btn() setup for up down left and right but am getting weird behavior. Sometimes when I press left or right it will go up, or go diagonally randomly.
Sometimes it will work perfectly normal.

Anyone else experience this?

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Cart #bsod_of_the_land-0 | 2024-03-31 | Embed ▽ | License: CC4-BY-NC-SA
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I tried to adapt this classic tweetcart for picotron. when i couldn't make it work the way i wanted i decided to break it further :3

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Cart #uforide-1 | 2024-03-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cross the seas of blue.

Look the free birds fly.

Ride the UFO.

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Cart #okpal-11 | 2025-03-29 | Embed ▽ | License: CC4-BY-NC-SA
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Okpal is a tool to create and edit color palettes. You can easily use those palettes in your programs, and even directly in Picotron's sprite and map editors.

To use a palette in your programs:

	fetch("pal/0.pal"):poke(0x5000)

Features

  • Any change to the palette is propagated to Picotron's sprite and map editors.
  • Use a perceptually uniform color space (oklab).
  • Choose colors by hue, saturation and lightness.
  • Reorder colors by drag-and-drop.
  • Supports two file formats: ".hex" and ".pal"
  • Multiple options for importing external palettes (keep default palette, overwrite it, or try to match it)

Changelog

2025-03-18: version 1.2.1 (release #okpal-10)

  • Added: "Export File" menu entry to save a copy of the current file without opening it.
  • Changed: ".hex" files are saved without metadata.
  • Changed: dragging color dots is much more precise.
  • Changed: constrain color changes along an axis when dragging a color dot
    using the right or middle mouse buttons (instead of holding "shift" or "control").
  • Changed: bigger color dots, easier to grab.
  • Changed: propagate palette to sprite and map editors only when focus is lost.
  • Changed: Don't automatically register as default app for ".pal" and ".hex".
  • Fixed: bug in opening files (due to bug in picotron's wrangle.lua since 0.1.1e)
  • Fixed: reset display palette rows when hiding the color band.


2025-03-13: version 1.2.0 (release #okpal-9)

  • Added: new alternate view with hue/lum and hue/sat pickers.
  • Added: hold "shift" or "ctrl" when dragging a color dot to constrain the change along one axis.
  • Added: ability to scroll the hue axis of the alternate view, either with the scroll wheel or the dedicated control at the bottom of the screen.
  • Added: color names in the alternate view.
  • Added: color band in the alternate view.
  • Added: settings to hide the color names and color band.
  • Changed: simplified the old view (remove color lines on the 1D sliders)

2025-03-08: version 1.1.0 (release #okpal-8)

  • removed remapping option when importing ".hex" palettes (was not working very well anyway);
  • added text entries for the hex code, the hue, the saturation and the luminance;
  • added a new tab for drawing color ramps in the test zone;
  • added dialog when creating a new palette (to choose between empty palette or default colors);
  • added settings dialog;
  • added settings to register OkPal as default app for ".pal" and ".hex" files;
  • added settings for disabling the propagation of the palette to the sprite and map editors;
  • changed dialog when importing ".hex" files;
  • changed dialog for displaying help;
  • fixed menu bar colors when default colors are redefined;
  • fixed undo/redo of test cube color changes;

2025-02-26: version 1.0.4 (release #okpal-7)

  • added registering as default app for ".pal" and ".hex" (needed for the file dialog?)
  • added undo/redo and help buttons;
  • added "clear" button to the "test cubes";
  • added legends for the two pickers;
  • changed: moved the luminance slider to the left of the sat/lum picker for consistency;
  • fixed: palette is now propagated to all gfx and map editors (thanks to Eiyeron for the implementation);
  • fixed: the "test cubes" saved in metadata where not properly loaded;

2024-08-23: version 1.0.3 (release #okpal-6)

  • added: add file icon to saved palettes;
  • changed: can load and import palettes by
    double-clicking in the file dialog (no need
    to drag-and-drop anymore);
  • fixed: bug in BBS;

2024-05-03: version 1.0.2 (release #okpal-5)

  • fixed: bug while using "+" button in Picotron
    0.1.0g;
  • changed: disabled tabs in BBS, as it prevents
    the cart from running;

2024-04-27: version 1.0.1 (release #okpal-4)

  • fixed: picotron's palette was not locked in the
    default file on first opening;
  • fixed: saving a ".pal" file from an imported
    ".hex" file was not working;
  • explain how to export to .hex in the manual;

2024-04-06: version 1.0.0 (release #okpal-3)

  • propagate palette to sprite and map editors;
  • undo/redo;
  • reorder colors by drag-and-drop;
  • import dialog;
  • reorder imported colors to match default colors;
  • added a manual;
  • menu entries to initialize the palette and open
    the manual;
  • flash padlock icon when trying to edit a locked
    color;
  • shift-click paint-bucket icon to change the "white"
    color used in the interface, and ctrl-click the
    icon to change the "black" (useful when importing
    external palettes);

2024-04-02: version 0.0.3 (release #okpal-2)

  • Added the ability to change the background color (by clicking on the small paint bucket icon), and switched the default background to black.
  • Added the ability to import ".hex" files (using drag and drop from the "Open File" dialog); to actually create the ".pal" file, you need to save.
  • Improved the color pickers.
  • Added the ability to copy/paste colors (using a hex string starting with #).
  • Added the ability to show/hide individual colors (right click on a color in the palette).

2024-04-01: v0.0.1 (release #okpal-1)

  • Added the ability to lock colors, to avoid accidentally modifying them. By default the first 33 colors are locked (click on the padlock to unlock)
  • Added the ability to hide specific rows of color from the two color pickers.
  • Added sliders to change the individual components (hue, saturation and luminance).
  • Added the ability to select a color by clicking on their dot in the color pickers.
  • Added a test zone, with 24 paintable cubes (click on a cube face to change its color).
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