In a recent update, fetch()ing a .png file will now return a paletter-fitted u8 userdata, instead of the i32 we had before. Unless I've missed something, this means it's now no loner possible to get the actual colours in the image? Maybe an extra argument to fetch could resolve this, as we still have the ability to pass true to userdata :convert to get the palette alongside a u8.

I made a 206 token eval function for PICO-8.
I forgot the code but I know how the code works.
How it works
How to use it
[hidden]
Functions use a function name, parenthesis, and comma-separated values: name(p1, p2)
Functions can even be symbols: =("x",0)
Variables are simple: var
Numbers can be decimal, negative, binary, or hexadecimal: 1, -1.2, 0x123, 0b101
Strings use ONLY quotation marks: "hello world"
Strings don't care about newlines
Strings can use a lot of backslashes, just look at that code below me
--(vars)
=("x",0)
=("y",0)
while("true","
--(moveplayer)
if(btn(0),\"
=(\\"x\\",+(x,-2))
\")
if(btn(1),\"
=(\\"x\\",+(x,2))
\")
if(btn(2),\"
=(\\"y\\",+(y,-2))
\")
if(btn(3),\"
=(\\"y\\",+(y,2))
\")
--(draw)
cls()
print(\"what you are seeing right now
is being ran from evalmini
you can control the x with ⬆️⬇️⬅️➡️\",0,0,1)
spr(0,x,y)
flip()
") |
Hi all, so I've been working on my table that adds bread slices to my duck game. It's working fine now and I can add the desired amount of bread. But there is a strange oddity - I have a little animation of the water rippling under the bread slices, but for some reason the more bread slices there are, the faster the animation goes, so if there's a lot of bread it's just a crazy flickering. I can't really get my mind around why this would be happening, so would appreciate any thoughts.
Here is all the code relating to the bread and ripple animation (rip stands for ripple):
--bread
--contents:
--init bread (empty table)
--breadset
--update bread
--draw bread
--ripple animation
function initbreadslice()
bread={}
breadtime=true
end
function breadset()
add(bread,{
sp=42,
x=20+rnd(75),
y=20+rnd(75),
act=true,
dis=4,
draw=function(self)
if self.act==true then
ripples(self)
spr(self.sp,self.x,self.y)

Hey all! New to Pico 8 and coding, here's my first game! Putting it up to have friends play test, still lots of kinks to iron out, but give it a play and let me know what you think!
--UPDATE 01--
Added main menu (will add game over loop soon)
Fixed issue where baby quails spawned in fox's path
Fox speeds up as score increases

When I'm drawing i dont' want to accidentally bleed into another image, so I select the sprites and zoom level I want. But when I hit CTRL+Z, not only does it properly undo the last action I did, but it unfortuantely skips back the zoom to default.
This is super annoying. I'm not sure if it's a bug, but it makes drawing super frustrating in Pico8 when using non-standard sizes with the sheet selection tool.

Mondrian
Combines the style of Piet Mondrian with this recursive squares thing-I-don't-know-the-name-for-but-I've-definitely-seen-before, all in 296 characters. It's also a one-liner, although I wasn't trying to make it one originally. One line just happened to save the most characters in this case.
Requires mouse controls, so check out the actual cart here: https://www.lexaloffle.com/bbs/?tid=152064
(296 chars)
poke(0x5f2d,1)p={x=0,y=0}pal({8,10,-4,7,7,7},1)function s(x,y,w)srand((x-m)/(y-n))rectfill(x,y,x+w,y+w,rnd(7))rect(x,y,x+w,y+w,0)if(p.x>=x and p.x<x+w and p.y>=y and p.y<y+w)w/=2s(x,y,w)s(x+w,y,w)s(x,y+w,w)s(x+w,y+w,w)end::a::cls()p.x=stat(32)p.y=stat(33)m=-(t()*8%256)n=m/2s(m,n,512)flip()goto a
|
Mondrian
poke(0x5f2d,1)p={x=0,y=0}pal({8,10,-4,7,7,7},1)function s(x,y,w)srand((x-m)/(y-n))rectfill(x,y,x+w,y+w,rnd(7))rect(x,y,x+w,y+w,0)if(p.x>=x and p.x<x+w and p.y>=y and p.y<y+w)w/=2s(x,y,w)s(x+w,y,w)s(x,y+w,w)s(x+w,y+w,w)end::a::cls()p.x=stat(32)p.y=stat(33)m=-(t()*8%256)n=m/2s(m,n,512)flip()goto a |
Combines the style of Piet Mondrian with this recursive squares thing-I-don't-know-the-name-for-but-I've-definitely-seen-before, all in 296 characters. It's also a one-liner, although I wasn't trying to make it one originally. One line just happened to save the most characters in this case.
Requires mouse controls.






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