So, I was looking at the manual (while I was working on a project), when I noticed the GPIO setup.
I just had the idea that if anyone owned 2 GPIO-capable devices, then couldn't that allow for networking? Sure, that does have a few issues:
- only 6 bits at a time (pCHIP has 6, but CHIP and RPI have 7)
- only 2 devices can be connected
But couldn't that work? Maybe Pong could work, as well as turn-based games.
If anyone has access to 2 of these devices, hopefully you can help me (I only have 1 RPI).
So, I think that for anyone visiting the site, there could be a pop-up to help them out.
I think this would also fix the whole button issue, as everyone would know what the X and O buttons are.
I thought that I would take a shot at a ".txt" file.
- Colors per line
- Scroll counter
Use UP and DOWN to scroll.
Text lifted from PICO-8's 0.1.10 changelog.
Visuals slightly inspired by MS-DOS Notepad.
x button(X) to select.
D-pad(Arrow keys) to move.
Pretty basic stuff, with an overworld and a (WIP)battle system.
-Calculates HP, MP, Speed, Strength, Defense, and gold.
-Saving and Loading (Though I'm not using it exactly.)
-Multiple Enemy encounters.
Leave feedback in the comments, and if anyone wants to take a shot at the music, go ahead. ;)
Here's a small suggestion: An option page!
1. To Activate
For the Web Player, I suggest we add a button. "Where can we add the button?", you may ask. There are two different methods for pausing: clicking on the screen, and pressing the button. I'd suggest we remove the button, and add a settings button!
The offline version, however, could use a command, such as "options", "settings", or "fix".
2. Suggested Settings
- Audio Buffer (web only[If you can change that])
- Separate Pause Button (So players each have a pause button, but it does the same thing nonetheless.)
Thanks for your time!
Arrows to move
Z to shoot forward.
X to shoot backward.
- Kinda WIP. It's got a bit of playability, I guess.
- Music sucks. Can a composer help me?
- Not sure how faithful to the source material I want to be.
I had thirty bucks to blow, so I got a Game Gear (No picture, due to my phone sucking).
I know this is unrelated to PICO-8, but this thing is amazing!
Came with Sonic the Hedgehog 2, which is a BLAST (see what I did there?).
Sorry to waste your time, I just wanted to tell you guys.
I had the idea to combine the ideas, so I present the PICO Junior (Jr. for short) Challenge.
- 4 colors in total (transparency doesn't count)
- Must be 64x64
- One Player
Everything else? Fair Game.
To make sure that the games are easy to find, I've got 2 ideas:
- Put them all in this post.
- Tag them with "picojr".
I've got an example cartridge, lemme know which method would be easier.
Whenever I start up a game using the new web player, it says "future-version: 5", then after some time passes, I get "timeout :(". I figure I need to update the web player by clearing my cache, no biggie.
The new player gets to "loading cartridge..." then the web page crashes! (In Google Chrome, this is "Aw, snap!")
Offline carts still work, thank god.
Zep, don't sweat. Every game/program's pre-release stage is rocky.
Whenever you find a game that you like, but it's incomplete, what's an action you can take?
Refresh the Page.
Suddenly, you see it: The game has been refreshed.
"Refreshed" is sort of a modding series, where I take incomplete games and try to tidy them up.
Any game that I fix up will still retain the author's name, but I will add my own as well.
This enhanced version will also be posted in the original game's topic.
At the time of writing, I've got one in the works.
(Sorry if this post gets a little rant-y!)
My suggestion is for one simple command:
mock-up of syntax
When I had the idea to port my Gamebuino game, Smash and Crash, I thought this was going to be easy.
I was wrong.
The resolution nor the menus were not a problem, it was collision.
See, the Gamebuino's API had something nice about it: collideBitmapBitmap().
The command checks for two bitmaps, their x and y coordinates, and whether or not a pixel was overlapping.
With this, I was able to make collision very easily implemented.
In PICO-8 however, I find it to be very frustrating.
This is probably coming off as "I can't port my game, so you fix PICO-8 so I can.", isn't it?
Thanks for letting me waste your time(just don't look at it as "wasting").
I've kinds thought about this, but there aren't any true rules established, but instead just common sense.
I feel that should probably change.
So, I've got a short list of rules that I'd like you guys to read.
- No derogatory terms/imagery (racist terms, KKK stuff, et cetera).
- Cursing is allowed, but only in moderation. (Don't go on a raging session, folks.)
- No Spamming, trolling or excessive caps. (Trolling on the lines of asking questions like "Does a penguin fart?")
- Respect your fellow members and moderation team (whenever that happens).
- Post things in the correct category. By that, I mean:
Discussion is for general chatting, discoveries, and questions.
Editor is for the Editor, and the Editor only.
WIP holds incomplete carts and what-not.
Cartridges are where cartridges in a complete/presentable form are shown.
Collaboration holds topics for community/team projects.
Support is for problems with the PICO-8 Editor/Player itself.
The full cartridge size is 32 Kilobytes, but as many of us know, games come in all sizes.
Some games have expansive maps, while others have plenty of code.
Therefore, I propose a full token system.
- 3-4 sizes of maps
- Add a spritesheet at any time
- Have only the sounds you want
- Code would take the rest
I understand that this may take SERIOUS code restructuring, but it would be sweet.
Dodge disasters created by none other than Nature!
Right now it's VERY WIP.
Pretty obvious, but it's based off of zep's JELPI demo (Sorry, zep!), but it will continue to diverge from it.
So, I'm currently using the Jelpi demo program to make a new game, and I was wondering:
Is there anyway to have multiple small maps?
What I'm using right now is going to be where there's technically one map, but it's separated into chunks.
However, I'm not confident about that.
I am going to put the game on the site Soon-ish.
A while ago, Darkhog spoke of a large list containing codes for PICO-8.
Since I don't have a source of income right now, I decided to look for it.
I found it, and used elimination to snag me a copy of PICO-8.
For treasure hunt reasons, I can't say where this is.
All you gotta do is look ;)
But I hope to crank out some games quite soon!
The first being a remake of my Gamebuino game, Smash and Crash!
Thanks for being a great community!
This isn't a forum post saying "OMG PUT PICO-8 ON STEM NAOW!!!!", but rather a post on whether or not to do so.
This question was going to get asked eventually, so I thought I might do it.
Other engines, such as Game Maker have made it on Steam, so why not PICO-8?
- Would get more attention
- Steam Workshop could make it easy to get games
- Steam Discussion is pretty useful
- Paid games
- CoD Children might show up and say "THE GREEFICS LUK STOOPID"
- Valve gets a 10% cut of the profit (They're not bad people)
- The BBS would be useless as a result
- Again, Valve gets a cut
Think it over, but I could go either way...
Technical Side of Things
To run PICO-8 games, I'd imagine the system would be a Linux machine, with a customized OS that only has the dependencies, a theme that looks VERY similar to the PICO-8 start-up screen, and doesn't show output.
(Just a thought) All it would need are the dependencies required to run PICO-8, and a small amount of flash storage that holds the system information (saying this is a well-hacked up version of Linux), along with the PICO-8 software.
Outer storage would probably be best accomplished by an SD Card slot (or a Flash drive, if you wish). The outer storage would be used to hold the games (and I guess also update the firmware), but what should we do if there isn't one detected? We could either run one of the Demo games (kinda like the Sega Master System, but not hidden), or just show a screen that says "No SD Card found!".
There are quite a few Microconsoles out at the time of this writing that look just like slabs of black plastic. LAME!
This machine probably wouldn't be very powerful (It likely wouldn't need to be), so it probably could be around the same size, but have vibrant colors and curved edges to it.
If the controllers aren't wireless, no problem! The ports could be in the front!
Speaking of ports, we haven't talked of Video Output yet!
I'm feeling Composite, S-Video, and HDMI (would probably need a good scaler for that).
Practically any connection could work, so long as it can output at least 144p.
We could tuck these in the Back, along with the power cable.
Ah yes, the power cable!
An AC Adapter is handy, but you'd have to get them STRAIGHT from Lexaloffle (which is something that I don't think they want to mess with).
Using DC would be a good choice, since you can get a cable and not worry about breaking your system, but it might take up more space in the casing to convert the power.
Now, for that SD Card Port, it would be convienient to be in the front of the Console, nestled in between the Controller ports (if there are any).
There could be two buttons on the console: MENU and POWER. Let's nestle these near the front.
Finally, the PICO-8 logo would be printed on the remaining space for the top.
Note on Input:
If the input is handled as an 8-bit variable, then it could be handled like this:
|1st Bit||Checks to see which player it is.|
|2nd Bit||Manages the "Up" Button.|
|3rd Bit||Manages the "Down" Button.|
|4th Bit||Manages the "Left" Button.|
|5th Bit||Manages the "Right" Button.|
|6th Bit||Manages the "Z" Button.|
|7th Bit||Manages the "X" Button.|
|8th Bit||Manages the "Pause" Button.|
It's got the exact amount of buttons that the Sega Master System has (I'm noticing a trend here) if you count the Pause button on the Console, so if need be, we could alter the design of the SMS controller a bit and call it a day, or we could make a brand new design, like I have!
Thank you for reading this wall of text!
View Older Posts