Like the title says, the return value of :matmul
, when passed true
to indicate that the result should be stored in itself, is that same boolean value. This is inconvenient since it breaks method chaining. Here's a small repro as proof:
-- declare vector & metadata local v = vec(1, 2, 3) local m = userdata("f64", 3, 3) m:set(0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 ) -- ok, should return userdata ? "return type 1: "..type(v:matmul(m)) -- ok, stores result in copy local vcopy = v:copy() ? "return type 2: "..type(vcopy:matmul(m, vcopy)) -- prints boolean, breaks chaining local vcopy = v:copy() ? "return type 3: "..type(vcopy:matmul(m, true)) |
THIS VERSION HAS THE HALLWAY SCENE REMOVED SO THAT I DON'T NEED TO USE SHRINKO8
A simple roguelike game.
I'm still working on some things but the game is playable! The original game was created by Zach Gage and Kurt Bieg.
HOW TO PLAY
LEFT & RIGHT KEYS (Select your card)
X KEY (Attack with Fist | Use Potion | Pick up weapon)
Z KEY (Attack with Weapon)
RULES
- There are only 44 cards to the deck. (The RED face cards have been removed)
- DMD (Diamonds) - Are weapons you can pick up. If you have a weapon attached it will automatically gain a attack limit (BLACK card behind it). You can only attack monsters of the SAME or LOWER limit attached to the weapon. If you don't have a weapon or your weapon limit is too low, you can attack with your FIST.
- HRT (Hearts) - Health Potions. YOU CAN ONLY USE ONE POTION PER ROOM!
- SPD | CLB (Spades and Clubs) - Monster cards which rank from 2-14 (J(11),Q(12),K(13),A(14))
- Each new dungeon room has four cards to get past. Once you have 1 card left in your hand you move on to the next room.
- You have the option to FLEE a room if you choose. Those cards will be shuffled back into the BOTTOM of your deck. You cannot FLEE two rooms consecutively.
SCORING
- Getting out of the dungeon means playing through the entire deck. Once you have played all the cards and none remain, your score will be your current HP points.
- If you have ZERO HP points, the game ends. All monsters left in the dungeon are subtracted from your ZERO HP.
ART AND CODE - TheSailor
MUSIC - The Packbats







Layer Paint
A simple painting program with layers.
Controls
Mouse or button mode can be selected on the Start screen.
Mouse mode
Button | Function | |
---|---|---|
lmb | : | Paint / click toolbar item |
rmb | : | Select background color (right click on palette) |
Hold ❎ | : | Draw straight lines |
Hold 🅾️ (Z) | : | Quick actions popup menu |
rmb | : | Pick color from canvas |
rmb | : | Toggle layer visibility (right click on layer button) |
⬆️⬇️ | : | Adjust brush size |
Button mode
Button | Function | |
---|---|---|
❎ | : | Paint / click toolbar item |


My first game!
This is my very first pico 8 game, i love how pico 8 looks and feels already!
I hope to be able to make more carts for the pico 8!
Revision 1
Added Help, fixed menu and bankrupt screen using X instead of O
Revision 2
Fixed bug where half of the Help button appeared on the bankrupt screen
sidenote: renamed the buttons in the help menu in revision 4 so
ideas for release 2.0
Milk and cocoa, not much but its another release







Found two bugs that I should report here:
Bug 1
This code doesn't compile - looks like lua's const feature breaks picotron's shorthands (are shorthands still using a preprocessor in picotron?)
local test <const> = 1 a = {3} a[1] += 4 |
(same happens with close instead of const)
Bug 2
This code takes takes a ton of real time to execute.
This only happens due to the "<<32" and doesn't reproduce on the latest lua 5.4
t={}; for i=0,0x10000 do t[i<<32] = i end |
I was curious so I checked what was happening and it looks like the older lua version picotron is using is computing hash for integers based on the low bits, meaning large powers of two get really bad hashing. Some later lua version (still in the 5.4 line) fixed this to use modulo with a non-power-of-2 instead
pico-8 cartridge // http://www.pico-8.com
version 16
lua
--advanced micro platformer
--@matthughson
--if you make a game with this
--starter kit, please consider
--linking back to the bbs post
--for this cart, so that others
--can learn from it too!
--enjoy!
--@matthughson
-- 1-1 features remaing:
-- [!]lives/game over/press start
-- [!]transition to next level
-- [!]flag pole
-- [!]items in blocks
-- [!]mushroom
-- [!]flower
-- [!]star
-- [!]coin blocks
-- [!]default coin
-- [!]dont smash bricks that contain stuff.
-- [!]1up
--
pico-8 cartridge // http://www.pico-8.com
version 16
lua
--advanced micro platformer
--@matthughson
--if you make a game with this
--starter kit, please consider
--linking back to the bbs post
--for this cart, so that others
--can learn from it too!
--enjoy!
--@matthughson
-- 1-1 features remaing:
-- [!]lives/game over/press start
-- [!]transition to next level
-- [!]flag pole
-- [!]items in blocks
-- [!]mushroom
-- [!]flower
-- [!]star
-- [!]coin blocks
-- [!]default coin
-- [!]dont smash bricks that contain stuff.
-- [!]1up
-- [!]flower power
Welcome to PICO-16!
PICO-16 is a Fantasy Video Game
console and is the successor to
PICO-8.
Specifications
Display 256x224 16 colours
Cart Size 64k
Sound 8 channel chip blerps
Code P16 Lua
CPU 8M vm insts/sec
Sprites 256 8x8 sprites
Map 500x300 tiles
Images
Cartridge Look

Backwards compatable with PICO-8

Terminal For PICO-16
