function _init()
plr = {
x=16,
y=16,
fcedir=1,
moving=false,
stpct=0
}
movespeed=1
end
function _update()
movement()
end
function _draw()
cls()
spr(0,plr.x,plr.y)
end
--player--
function movement()
if plr.moving != true then
if btn(0) then
plr.fcedir=0
plr.moving=true
elseif btn(1) then
plr.fcedir=1
plr.moving=true
elseif btn(2) then
plr.fcedir=2
plr.moving=true
elseif btn(3) then
plr.fcedir=3
plr.moving=true
end
end
if plr.moving==true then
if plr.stpct>=8 then
plr.stpct=0
plr.moving=false
end
if plr.fcedir==0 then
plr.x-=movespeed
plr.stpct+=movespeed
elseif plr.fcedir==1 then
plr.x+=movespeed
plr.stpct+=movespeed
elseif plr.fcedir==2 then
plr.y-=movespeed
plr.stpct+=movespeed
elseif plr.fcedir==3 then
plr.y+=movespeed
plr.stpct+=movespeed
end
end
end |
I'm curious if what I wrote can be done a lot more simpler. And I'm trying to figure out how to improve it. The issue is, because of the order in which the game checks for input, if I hold down right and then press left the character moves left. But if I hold down left and then press right the character keeps moving left. (same for up and down.)
Since I was trying to make a stupid simple monster catching clone I booted up pokemon emerald to check how that game handles input priority. And funny enough it doesn't, it has the same issue as my movement does.

PICO-TRIO — A Pocket-Sized Otrio-Inspired Strategy Game!
v1.0 – PICO-8 Cartridge
Hey everyone!
I’d like to share PICO-TRIO, a compact logic/strategy game inspired by Otrio and rebuilt lovingly for the PICO-8.
If you enjoy quick tactical decisions, satisfying patterns, and a surprising amount of depth packed into 128×128 pixels, this one’s for you.
🎮 How to Play
Take turns placing your rings (small, medium, large) onto a 3×3 board.
There are four ways to win:
Concentric Trio — all three sizes in a single cell
Same-Size Line — same-size rings in a row, column, or diagonal
Ascending Line — sizes 1→2→3 across a line
HANGAKU GOZEN: one hundred arrows
Become the famous Japanese female archer and carry death with each arrow you release into the air. Collect arrows shot by your enemies, dodge spears and shurikens, and figure out how to deal with 5 different enemy types. Be quick, but patient, and earn the TRUE HANGAKU stamp.
In 1201 Japan, Hangaku Itazaki from the Taira clan joined her uncle, Jo Nagamochi, in his Rebellion aimed to overthrow the Kamakura Shogunate. During three-month long defense of Torisaka castle, Hangaku commanded 3000 soldiers to defend against 10 000 soldiers loyal to the Hōjō clan. Dressed as a boy, Hangaku stood on the tower of the castle, and all enemies that approached her were shot down by her arrows. According to historical records, for each hundred arrows she shot, one hundred enemies dropped dead.

STRIKEIST COMMAND:
BATTLE OF FALCON BEACH
Battle of Falcon Beach is an arcade Tower Defence game with shooting mechanics, the player can build and upgrade towers to hold off waves of enemies, as well as shoot them and pickup powerups!
CONTROLS
Arrow Key <--- Move Player Left + Move grid left
Arrow Key ---> Move Player Right + Move grid Right
Arrow Key UP Move Grid Up
Arrow Key DOWN Move Grid Down
X Key Shoot Bullets
Z Key Place + Upgrade Towers
NEW UPDATE
Thank you for the Feedback! I have made a few changes to the game, a few tweaks, and also added some more depth to the gameplay!
A small game made in 3 days, it's not for Pico1k (817 compressed bytes)
CONTROLS
- Left/Right : Move
- Up/Z/🅾️ : Jump
- Down/X : Crouch
- Down/X (in air) : FastDrop
- Crouch + Jump : Tiny Jump

This is my second game(the first being Meteorswarm), and stands as a testament to how much I've grown as a game developer since. After having abandoned its development for like four months, I locked in this morning as I should have done four months ago, polished it to a playable state, and published it. Better released than not I suppose:) Enjoy!
Changelog 1.1:
-Increased money drop rate
-Slightly increased base player speed
-Fixed cyber knife teleporting player into walls
-Increased lives by one
-Added indicates when the next stage is a boss fight
-Increased the time it takes for a round to be cleared
-Patched slowdown issue at start of game
-Removed the boss's hitbox when the player hasn't attacked it yet

WARNING: VERY LOUD AUDIO. DO NOT RUN WITH HEADPHONES
Hey, all! I'm playing with the instrument editor on Picotron, and I absolutely love how an instrument I'm making sounds when it's clipping the audio system. Really warm distortion, can't get enough of it. Issue is, it being a clipping effect, It really only works with max audio, which is bad for both mixing and people's eardrums. Is there a way to keep this hot audio signal and reducing the volume later in the audio processing chain? If not, I may put in a request for a peak limiter fx. If you want to hear what I'm talking about, feel free to have a listen, it's just a simple arpegio. But seriously, turn down that volume first.






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