I'm trying to change my email, so tried to change it through my account settings. After I put the new email in the email field, I get an confirmation email, but when I click at the confirmation link that's sent to that email, the bbs email doesn't change, I just get log out from my account. Pls help!

my request
here are some fragments of the game code
if collectibletype==colt_ring then
s.score=100
end
add(entities,s)
return s
end
function collectible_update(s)
end
now if on one level I have 3 rings the same and for each ring I get 100 points
I would like to change the code to something like this
if collectibletype==colt_ring then
s.bonus+=1 end
if s.bonus=1 then s.score=100 end
if s.bonus=1 then s.score=200 end
if s.bonus=1 then s.score=400 end
so that for getting the first ring in any order there would be 100 points, for the second 200 points, third 400 points

Compressed Jelpi
For modders' sake, I have compressed the Jelpi demo using Shrinko8 (https://www.lexaloffle.com/bbs/?tid=48591), and the result of the compression is this:
There isn't anything different visually or auditorily (I hope), but the code is compressed ~1000 tokens (I think). Hope this helps, in some way.
Also, all credits to Zep, Jelpi was all made by Zep.
Okay I installed a demos folder I went into a game by loading the game from SPLORE, and then exiting back to SPLORE.
Then, exiting SPLORE. Then I got into the editor. Am I missing steps because I still try to export the game to html and js but the problem is that I can't find it on my computer still.
I just need a step-by-step instructions somehow or I'm missing something.

Quick loader for picowesome v1.5. Place games in carts/picowesome/[genre]/name.p8.png. The square brackets around the genre directory are necessary.
The previous version was working with an older pico-8 version's limitation with the ls system command. At that time, the ls called from a cart could only look at the root directory. This was changed in v0.2.5 I believe.
Cart must be saved local in your carts directory to work.
Download picowesome 1.5 for here:
https://www.reddit.com/r/Roms/comments/1c2wcdg/picowesome_v15_apr122024/
Download picopi here:
https://github.com/keints/picopi/
DISCLAIMER: This mod REQUIRES Celeste Tech
This is Celestial. It is a fun(?), challenging mod that requires immense knowledge of tech(in which you can learn here). I hope that you don't give up! Also in the menu there is a practice mod option to get better at a level (if you dash left on the first level). Enjoy! :)
Everything but "thou shalt not wj" is verified
This mod includes:
- New levels
- Harder map
- New balloons
- Barrier blocks?
if on_ground = true????????????
CREDITS:
- A human human (code+Berries)
- Me (mapped + verified(?))
- Helper (?)
- Evercore

I'm a bit of a beginner in Pico 8 programming and I wanted to know how to implement a gravity system that doesn't activate the collision function.
(I saw some tutorials on YouTube and I think I will have to change a large part of my code)
Could anyone tell me how to fix this? (ps: typos due to Google Translate)
player code (related only to movement):
[hidden]
--ben 10
ben = {
x = 4*8,
y = 9*8,
hp= 3,
spd= 1,
dx=0,
dy=0,
timer=1,
oframe=80,
sframe=80,
eframe=83,
atimer=4,
d=false,
form=0,
head=96,
}
local benwx=1
local benwy=2
local omini=0
gravity=1
--ben sprite
function _draw_ben()
spr(ben.head,ben.x,ben.y-8,1,1,ben.d)
spr(ben.sframe,ben.x,ben.y,1,1,ben.d)
end
function benupdate()
lx=ben.x
ly=ben.y
ben.dy=gravity
--gravity check??
if mget(nil,ben.y+7/8)~=2 then
ben.y+=ben.dy
end
--walk buttons
if (btn(0)) then
ben.x-=ben.spd _animate() ben.d=true end
if (btn(1)) then
ben.x+=ben.spd _animate() ben.d=false end
if collide() then
ben.x=lx
ben.y=ly
end
--trasform button
if (btnp(3)) then
omini+=1 ben.form=1 _transform()
if ben.head~=96 and omini==2 then _untrans() omini=0 end
end
end
--collision
function collide()
local benwx=ben.x/8
local benwx2=(ben.x+7)/8
local benwy=ben.y/8
local benwy2=(ben.y+7)/8
if fget(mget(benwx,benwy),1) or fget(mget(benwx2,benwy2),1) then
return true
else
return false
end
end |





3 comments
