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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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Cart #sudutaguga-1 | 2019-05-11 | Code ▽ | Embed ▽ | No License
1

It's a neat little title screen with a short musical loop and music jingle. Might end up being part of a new project, might not! I had fun making it, at any rate.

P#64317 2019-05-11 03:43
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Hi everyone, i've been working on a pico-8 project to act as a stepping stone to a harder project.

Whilst it's going smoothly, it would be alot easier for my project if I could animate over a table of
sprites rather than the regular spr += 1 thing I see in all the tutorials.

It would allow me to use any sprite i needed from the table without having to organise the table so strictly. Furthermore, because I am using 2x2 sprites I can't as easily loop over sprites using the regular method because just going to the next line of tiles won't really help.

I tried checking some games on splore but I havn't found an answer yet.

Does anyone know a good solution?

P#64314 2019-05-11 03:06
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Cart #misajadidi-0 | 2019-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#64312 2019-05-11 01:25
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Cart #befunge-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

This is a Befunge-93 interpreter that I made in a few days. Tested on all examples from Rosetta Code that fit. You can finally code in an esoteric language inside a fantasy console!

Excuse me, what is Befunge?

Befunge is a stack-based, esoteric programming language, in which the code is represented on a two-dimensional grid. The control flow of the program is directed using instructions such as v, >, ^ and < (respectively: down, right, up, left). If a border is reached, the program wraps around (both directions). Single character instructions can pop values of the stack, or place them on top of the stack, and act based on the retrieved values. Read more on Wikipedia.

…what instructions?

Here's the list of all instructions explained, also on Wikipedia. There are not many of them, and most are self-explanatory (arrow instructions, arithmetic operators, numbers). Just like with any other language, the more fun you have with it, the more you'll learn!

…and why should I care?

In my opinion, Befunge really tests (and improves) your logical thinking and flow control skills. This is also a language like no other, in which you can actually visualize the control flow on a grid. Lastly, this is a stack based language, so it teaches you how to operate under a set of limitations (of course, you can just store and read values using g and p instructions, but that's cheating (not really)).

Also, you don't have to care if you don't want to! Democracy!

Okay, maybe some examples?

Sure:

Hello World!

"!dlrow olleh",,,,,,,,,,,,@

First, " enables string mode; all characters until next " will be pushed into the stack as ASCII values. Then, the string hello world! is pushed onto the stack (values go bottom to top on the stack). Then , prints a single character, so all characters are printed. Finally, @ ends the program.

Multiply n numbers together

1&>\&*\1-:v
  ^       _\.@

Push 1, then prompt user for n (&, stack: 1 [n]). Swap two top values (\, stack: [n] 1). Prompt user for a number a (stack: [n] 1 [a]), then multiply (*, stack: [n] 1*[a]). Swap values again (stack: 1*[a] [n]), subtract 1 (stack: 1*[a] [n]-1), and if the new value is 0, go right (_), swap values (stack: 0 1*[a]), print number (.) and end the program (@). Otherwise, repeat.

99 Bottles of Beer

92+9*07pv,_       $:|
>       >:^:<       >   70g!#@_^
^:+670+1g70"bottles of beer on"<
>"selttob"07g1+067+",llaw eht "^
^" of beer"+76"take one down a"<
>"lttob"07g0"dnuora ti ssap dn"^
^"es of beer on the wall!"+76  <
            vp70.:-1<

Sadly, I made this one myself. I'll let you figure this one out. Most important aspects of this code:

  • 07p stores the top value in cell (0,7), 07g retrieves it
  • +67 is 6+7=13 == "\r", carriage return, which is a newline in PICO-8
  • a 0 is always appended after bottle count, that is to be able to discern if a character or a number should be printed
  • going past grid borders wraps around

Features:

  • Visualization! See the instruction pointer move and wiggle as the code is being executed!
  • Load/save support! And it autosaves when you run! And it apparently also works in the browser!
  • Hints! Find out what a certain instruction does by hovering over it with the cursor!
  • It just works! I'm surprised that it really works, and it works good!
  • You can't copy/paste code in or out! This is a nightmare!
  • Procedural sound! Instructions make little bleeps when they are being executed, and so do your keys! Doesn't seem to work in the browser! Family fun!

If you want to share your code, you can either share a screenshot, or you can copy the save file, which should be in your usual PICO-8 cart location under the name _picofunge_save.p8. Interwebz!

How to use:

All the usual ASCII characters from your keyboard work, so just poke the interpreter in any way you want!

Use arrow keys to navigate the grid. Use Backspace to erase an instruction and go back one cell, or Space to go forward.

Use Tab to quickly run code. You can also use the Tab button as an alternative for Enter in situations where you would normally use the latter, since Enter opens the pause menu.

Use Enter to enter the pause menu, in which you'll find the following options:

  • RUN/STOP CODE
  • SAVE
  • CLEAR GRID
  • ENABLE/DISABLE AUTOSAVE
  • ENABLE/DISABLE SOUND

To reload code, restart the cart. There is no LOAD button, since there are only 5 menu items available to me :(

Limitations/known bugs/quirks:

  • Backspace button doesn't work in the browser (tested in Firefox)
  • If the p instruction is used to put a nonprintable (value outside of ASCII) character in the grid, the character is displayed in a distinct way as a "glitch", it is considered data, and is not saved
  • The P key opens up the main menu, which can be sometimes annoying, but is not otherwise a problem
  • The grid is smaller than usual Befunge (it's size is 32 columns and 8 rows)
  • There is currently no support for big numbers, numbers inside the interpreter are normal PICO-8 numbers (so usual things like integer overflow can happen)
  • Small ASCII character codes assumed for letters, since PICO-8 only supports one case.

Bug reports

If you encounter any bugs or weird behaviour, please let me know either in this thread or on Twitter @szczm_. Bonus points for including a screenshot!

Source code, or "how can I make this about me"

If you have any ideas on how you could use this project, the source code is extensively documented — each function and class is explained and I tried to comment every important bit that needed explanation or description. This cart is released under a CC4-BY-NC-SA licence on this website thanks to an upload option, and this is also released on GitHub under the MIT licence. Basically, do anything you want with it, if you want to, and I'll be happy if you let me know!

Last question — why?

Please don't ask.

P#64297 2019-05-10 16:10 ( Edited 2019-05-10 16:46)
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Cart #moneyo-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Made this fun lil doodle a few years ago.

P#64288 2019-05-10 09:16
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Cart #woops-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Woops, I think I broke PICO-8...

P#64287 2019-05-10 09:15
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Cart #orul-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
122

Made for local game jam under 48h hours. Platformer about bending space and connecting it in your mind. Have fun.

P#64286 2019-05-10 09:11
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Cart #plang-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Implementation of lox language (see this awesome book to learn more about it) in PICO-8.

Try typing basic commands like:

rectfill(32, 32, 58, 58, 9)
print("hello", 10, 10, 8)

For more syntax reffer to this page. I dont think I've implemented OOP, tho.

Runs a basic AST-walker, so it might be slow, but I got some simple PICO-8 carts running, like this one:

Cart #planghello-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(see the source code)

P#64285 2019-05-10 09:07
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Hi,
I have been using Pico-8 for quite some time on a Windows Terminal Client and everything went smoothly.
However, since updating to 0.1.12c I only get a notification window when clicking the Pico-8 Icon.
The message is not very helpful, stating only that the program is no longer working.

Did anybody else encouter this problem?

How can I possibly fix it?

JB

P#64281 2019-05-10 06:08
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Cart #artificial_life_meetup_intro-0 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Artificial Life Meetup 2019
when: May 14th, 2019 Noon-2pm
where: Oakland Museum of California (loitering in cafe/courtyard), Oakland, CA

This is a tweetcart implementation of almost conway's game of life. If you're interested in artificial life and in the area, come join us to hang out and chat!

Follow @antovsky on twitter for more details.

Tweetcart by: @stephan_gfx on twitter

P#64279 2019-05-10 03:38 ( Edited 2019-05-10 17:31)
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People have made mockups of how a "real" PICO-8 console and controller could look... But what about the devkit keyboard?

  • Small, compact keyboard layout, like 75%, 65% or 60%
  • Mechanical clicky switches
  • Retro keycap profile (ADA?)
  • Iconic PICO-8 font and colors on the keycaps

Here's a quick 75%-ish mockup I made (in ISO-NO since that's what I use, but a real one would probably be ANSI or JIS?). It's pretty busy, printing is WIP, and it's probably a bit too big; I added the F key row to try out symbols for GIF recording and stuff.

Group buy when?

P#64273 2019-05-09 20:49 ( Edited 2019-05-09 20:53)
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I am writing data to a p8 file from a Python program - format for 0x0-0x3200 ROM range is ok.
Issue is sfx section - each sfx (68 bytes) is actually written as 84 bytes (??) with empty bits left and right.
I have no clue what is the masking/bitshifting/... logic between my input value and the resulting p8 string.

Example:

poke4(0x3200,0x1234.5678)
cstore()

produces:

__sfx__
000100003813534011000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

wtf??

P#64268 2019-05-09 18:44 ( Edited 2019-05-09 18:49)
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And you thought the ArduBoy sounded neat.

https://www.adafruit.com/product/4200
They're working on porting NES emulation, and it comes with CircuitPython, so maybe a pico8 implementation wouldn't be out of the question.

That said, I might just pick one up and get busy. Who needs only 128 horizontal resolution and a static color palette?

P#64265 2019-05-09 17:36 ( Edited 2019-05-09 17:42)
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Cart #jutesizaba-0 | 2019-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#64264 2019-05-09 16:39 ( Edited 2019-05-11 01:25)
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Cart #summer_gnats-0 | 2019-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

just bugs eating bugs

P#64261 2019-05-09 15:44
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Can somebody explain why my steering code (well, @2darray's mostly) sometimes goes bananas and sine's itself off-screen rather than heading to the next waypoint? It only happens occasionally and I can't see why and always to the left.

Cart #nokikfiyu-1 | 2019-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Sometimes it'll do this...

Would greatly appreciate any help and a math explanation. It seems to happen more often if I decrease the turning speed from say

turnspeed=2*(pi/180)

to

turnspeed=0.5*(pi/180)

but that doesn't explain the example gif because the distance between node 5 and 6 is quite far.

Edit: I've uploaded a version with a simpler sprite and a vector to show the current target node.

P#64258 2019-05-09 13:58 ( Edited 2019-05-09 14:57)
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This is my school project.
"Learn about one topic over the year and present it to my class"
It's loosely based on "Zelda"
My Character:

moves with arrow keys
Uses weapon with x
jumps with space bar or z

I am going to continue with this in an upcoming year.
Stay tuned :)

Updated,
Started working on rooms.

This character has states; for walking, idle, jumping, etc...

feel free to re-mix :)

Cart #custom_character_with_vox_3_5-2 | 2019-06-05 | Embed ▽ | License: CC4-BY-NC-SA
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P#64248 2019-05-09 02:40 ( Edited 2019-06-05 01:23)
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Cart #zihukeroka-0 | 2019-05-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


First attempt at writing something for the pico8 with my daughter.. am loving this thing so far!

There are a load of things left to finish in this (and a lot of lovely bugs!), but thought I'd share now it's actually playable for some feedback.

Please be gentle :)

P#64247 2019-05-08 23:57
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Here is my recent video review of the GameShell from the perspective of a PICO-8 enthusiast

P#64246 2019-05-08 23:10
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[sfx]

P#64234 2019-05-07 22:24
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