Experience the meaningful work of Macrodata Refinment at LUMON!
Keir be praised! A new refiner is startig work today.
And this time...
... it's YOU!
Your job at LUMEN is to refine data. Find the correct numbers and use the arrow keys to move the cursor. Now all that is left to do is to put the cluster of numbers in the corresponding bin. You have 60 seconds to complete a file.
It's that easy! But don't celebrate just yet: the process of refining is delicate and increasingly difficult. You need a keen eye to spot the clusters.
Your performance will be reviewed by your supervisor, Mr. Milchick. Keir knows you are just a human, so making a mistake is natural. However, more than one mistake can not be tolerated.
Special thanks to Liquidream with his LUMON-8 game. I took some inspirations.
FAQ
Q: Is this a game?
A: It is Microdata Refinement.
Q: Are there rewards?
A: You may be eligible for a pencil. Some refiners have repordetly been offered a handshake with their supervisor as well.
Q: How do I spot the clusters?
A: Look out for floating numbers. Use the arrow-keys to move the cursor onto the clusters. The feeling of these numbers will be revealed to you.
Controls
Arrow Keys = Move Cursor
X = Confirm
O (C/Z) = Cancel

I'm trying to make a basic AABB (axis aligned bounding box) collision system, and I've got it mostly working, I'm just not sure how to implement this last part.
it can detect collisions fine, and mostly resolve them, but if I come at a wall diagonally, it resolves the collision on both axes, and pushes the player to one of the wall's corners. my solution to that currently is to compare the two offsets and zero out the smaller one, but I'm aware there's likely a better way to do it (like bump.lua's collision normals), just not how to implement it.
this is what my code looks like so far
function resolveCol(obj1,obj2)
--calculate x and y overlap, then move them by the correct amount to resolve that.
offsetx = 0
offsety = 0
if obj1.dx == 1 then
offsetx = obj1.x1 - obj2.x0
elseif obj1.dx == -1 then
offsetx = obj1.x0 - obj2.x1
end
if obj1.dy == 1 then
offsety = obj1.y1 - obj2.y0
elseif obj1.dy == -1 then
offsety = obj1.y0 - obj2.y1
end
printh("ox: " .. offsetx)
printh("oy: " .. offsety)
--this is probably a really bad way of doing it, but hey, it works.
--what I'm doing is checking which offset is smaller, and zeroing the other one.
--the square is to account for negative numbers.
if obj1.dx ~= 0 and obj1.dy ~= 0 then
if offsetx^2 < offsety^2 then
offsety = 0
elseif offsety^2 < offsetx^2 then
offsetx = 0
end
end
end
function overlap(obj1,obj2) --both args contain atleast 2 points, comprised of 4 values, x0,y0,x1,y1. x0 and y0 should be top left, x1 and y1 should be bottom right.
if obj1.x1 > obj2.x0 and obj1.x0 < obj2.x1 then
if obj1.y1 > obj2.y0 and obj1.y0 < obj2.y1 then
sfx(0)
return true
end
end
end |

I typically configure my caps lock key to act as my primary control key on all my computers. On my desktop this is handled in my keyboard firmware directly so I have no problems. But on my laptop I have this mapped in software and it does not seem to work in either the native PICO-8 app or on the education edition running through Firefox.
The normal left and right control keys do seem to work and I can copy and paste using them.
My guess is that PICO-8 is only looking for the left and right control keys specifically and not listening to other control modifiers.
I am running PICO-8 0.2.7 on Arch KDE and my keyboard config looks like this
# cat /etc/X11/xorg.conf.d/00-keyboard.conf
Section "InputClass"
Identifier "system-keyboard"
MatchIsKeyboard "on"
Option "XkbLayout" "us"
Option "XkbVariant" "dvorak"
Option "XkbOptions" "caps:ctrl_modifier"
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=192207#p) |
WIP
farm flowers for seed to feed the birds. listen for their song pattern and sing back to them by holding X and using the direction keys. sing the birds tune after feeding them to calm them all and win the game.
plant seed O
toss seed X and O
singing X and any dir
water and harvest O
find all the birds!
Hello.
Some games I have are not in .p8.png format but just .png so I can't convert them to .p8 with a python script about Pico games.
for each of these games there are 3 files. The first is a file with no extension having the name of the game...let's say "game". The 2nd is "game".png (NOT "game".p8.png ) and the third is called data.pod
How can I convert them to .p8 since they are not .p8.png but just .png?
My core plays .p8 and .p8.png not .png

objective
In "orange circle" you are an orange circle, the aim of the game is to get as many squares as possible before time runs out while also avoiding the small red oval that appear
lessons learned
- Simple movement system
- Basic collisions
- Getting to know pico 8
motive
This is my first game on the pico 8 engine... well I could say this is my first game period to be honest
I have been thinking of getting into game development for a good chunk of my life without ever taking that first step... so here I go
This is my personal project, not specifically "orange circle" but rather my journey through game development, being a bit pretentious here, but I want to call this my art, my way of leaving something I made out there
Are you what burns, or what roots after?
Your home reduced to ash, a light eclipsing the sun, and a village clutching for permanence at the center of it all.

Controls
- Navigate menus and actions with arrow keys
- X to confirm
Read the wilds
Smolder is a text-adventure RPG with turn-based combat. Beware of moves that pierce your guard, shake equipment loose, and inflict ailments. Learn the difference between baits and openings. The wilds are relentless; so are you.
About
Smolder draws from classic interactive fiction like Zork, and Sekiro's telegraph system. I'm a fan of RPG series like Dragon Quest and SMT, but always wondered what deterministic combat would look like in a turn-based game. Smolder was the answer to that question.
ZX0 is a data compressor that provides a tradeoff between high compression ratio, and extremely simple fast decompression. It's especially appropriate for low-end platforms, including 8-bit computers like the ZX Spectrum.
This is an implementation of ZX0 decompression for Pico-8. You can compress data on your desktop computer using one of the existing ZX0 implementations, include the compressed data in your Pico-8 cart, and decompress it using these routines.
The source code is on GitHub at https://github.com/npryce/ZX0-Pico-8, along with documentation about how to use the library. The code is organised so that it is convenient to clone the GitHub repo and #include the code you need into your Pico-8 cart.
Demo

Cyrillic/Кирилиця/Кириллица for PICO-8
Custom font featuring 39 Cyrillic letters, arranged (more or less) phonetically, making it easy to write and read.
Examples
"\014vitann@ z ukra^ny" вітання з України
"\014xytajte ukra^ns<koq" читайте українською
"\014yly po russky" или по русски
How to use
- Copy functions
init_cyrandstr2memto your cart. (61 tokens, 608 chars). It is advised to copy from PICO-8 to PICO-8, otherwise, PICO-8 will alter the font case, breaking the data stored as text. - Call
init_cyr()in your_initfunction

Volleybally
Simple volleyball game, heavily inspired by Blobby Volley. Still very WIP - score is tracked but the match never ends. Can play two player or against the CPU.
TODO
- graphical juice to the ball
- backgrounds. Different courts
- extra text - match point? set point?
- longer term - single player circuit against different CPU personalities

TWIN TANKS
Twin Tanks is a 2 player versus top-down tank battling game played over 7 maps.
Last tank rolling wins!
It is strongly recommended to run "keyconfig" if you are going to be sharing keyboard controls.
Enjoy!
Default Controls
Blue tank:
- Move: cursors/arrow keys
- Fire/Menu select: Z, C
- Drop mine (Power-up): X
Red tank:
- Move: S, F, E, D
- Fire/Menu select: TAB, W
- Drop mine (Power-up): Q
Media






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