Sometimes when I play a cartridge from the web player from my phone, PICO-8 will show the splash screen and boot text, and then it will stop before playing the cart, printing the message: "invalid cart[ridge?] format." The issue can be worked around by refreshing, but whether it will then successfully boot appears to be intermittent and may require several refreshes. I have not seen the issue for a couple of days; but I realized I had not reported this nor had I seen it reported, so I thought it would be good to make a thread about it.
Sorry if this is a duplicate, but I could not find my precise issue in the bugs discussion.
My wife enjoyed this cart:
so much she requested we make a similar cartridge celebrating one of our favorite bands, WinterSun. This animation depicts Jari Mäenpää (drawn by my wife Laurie), the composer/instrumentalist/vocalist behind Wintersun, using a short clip transcribed from the song "Loneliness" from the Forest Seasons album. We were just talking about making an actual snowglobe figure of the same guy, but I think this PICO-8 cart is as close as we are going to get. :)
This is a little animation/transcription of Walking in the Air from "The Snowman," an animated film from 1982 that I must have first seen in about 1987 or so. I recently watched this film again and it left a really strong impression on me, and I felt I had to make this little PICO-8 cart celebrating it.
Happy New Year! I made a few more improvements to the karaoke animation so the text scrolls more smoothly, the currently sung line is highlighted by a drop shadow as the ball slides across it. After more testing it looks like the code for tracking elapsed ticks is working great on all platforms. (except if you navigate away from PICO-8, there seem to be issues but it appears to affect other carts too not just mine?)
I added a karaoke style animation above the syllables of the words, and scroll the text so it is easy to sing along with. This was a little tricky to get working. I used stat(24) and stat(26) and associated ticks values with syllables, but it does not perfectly advance in lockstep to the 30 fps update so I had to fudge things a bit. But it now seems to be working well on Windows and on Mac, we'll see how well it does on web.
I wanted to see the code from the following cart: https://lexaloffle.com/bbs/?tid=27636
I am unable to view the code from the bbs as previously.
Also, searching for "small text" from within splore results in "COULD NOT CONNECT TO BBS" even though I'm able to refresh other parts of splore such as featured, new, etc.
Thanks! (as a workaround, I'll just download the png)
In the game I'm building, I often have a need for an entity to basically make the map solid and impassable at a given location, but in the actual map editor these spaces would all be empty. Since the "flags" all reside in sprites, it seems the only way I could have dynamic collision flags or other metadata would be to use my own collision map. It would first be built from the map itself, then used dynamically thereafter by entities that need it.
It seems like a sensible thing to do and I am curious if anyone else has done this for similar reasons.
I understand Pico-8 has a subset of the full Lua language. However, I wonder is there enough of it there to make the following book useful: https://www.amazon.com/Programming-Lua-Fourth-Roberto-Ierusalimschy/dp/8590379868/ref=pd_lpo_sbs_14_t_0?_encoding=UTF8&psc=1&refRID=JKY5ABS0S7DB70RF732Z
Does anyone have this and did it help you?
I've been able to get by picking up a smattering of lua syntax just online, but I enjoy the idea of getting a deeper look at the language. However since Pico-8 is the only platform on which I'm extensively using Lua, I want to make sure the investment would be worth it.
I've been using an "object-like" idiom in my Pico-8 programs so far where I have functions where I basically pass in a "self" and do operations on an object. I also tend to keep a "type" variable. That seems to have been enough to get as "object oriented" as I need to be. I've seen that it is possible to hack Lua to basically give you full oop and inheritance. It looks as though it is a hack and not a built in language feature, and from what I've been reading not very many Pico-8 users use it.
My question is, to those that do, what do you believe the advantages are, especially in the context of making such small programs...? (guessing there aren't any, other than finding it interesting to implement)
I have pico 8 on my home pc, my work pc, and my raspberry pi, but they each have their own favorites list. Is there a way to put this favorites list in the root path? I have all my carts and such in a dropbox share that all three machines use, but not the favourites.txt.
Also is there a way to sort favourites.txt (other than just editing the file and sorting by the column of the title of the game)?
Is there any way to make a pattern stop short of 32 notes? (like famitracker has a Bxx effect for jumping to another pattern/frame) I have some music with a repeating section but it won't fit in 32 notes. if I could make it stop at say note 24 (or whatever it ends up being) I could repeat this section in a pattern and not have to waste an extra sfx.
Fixing spelling of title that I thought I already fixed...
Added bee score counter so you know if you're going to beat the high score.
Fixed a couple of bugs.
Inspired by Dino Riki on the NES. Features Dan (an old friend of mine) netting bees. And screaming: BEEEEEEEES!
I recently wrote the following routine to scale text:
--scales some text, used for title function scale_text(text,tlx,tly,sx,sy,col) print(text,0,0,col) for y=0,7 do for x=0,#text*8-1 do local col=pget(x,y) if col!=0 then local nx=x*sx+tlx local ny=y*sy+tly rectfill(nx,ny,nx+sx,ny+sy,col) end end end print(text,0,0,0) end
However it depends on first printing the text to the screen.
I was trying to think of ways I could enable scaled text printing while other things are going on. Right now I just keep a black strip at the top of the screen of my current game so that I can scale text whenever I would like.
One idea I had was to create a table outside of Pico-8 that matches the Pico-8 font, and each row would be a single byte where every bit is a pixel, 8 bytes each for all characters in the font, then look up the correct bit when scaling each character, instead. Problem with that is the space it could use up, I guess.
I was kinda hoping the font would be in some kind of pseudo "system ROM" readable using PEEK, but I didn't see this listed in the memory map.
Another idea I had was to print every character, read the pixels and keep the data in a table. It'd be a sort of ugly "blip" of text right as the game starts up, though, but it might be so fast nobody would notice...
Is there a way to adjust how quickly held keys repeat keypresses within the code editor, etc? It appears Pico-8 applies its own setting/behavior to this, it does not inherit it from the host operating system. I like to use very fast key repeat settings, in general. In particular it would be nice for using page up/page down to navigate a large program.
I'm simply curious to know whether midi input will be added natively to Pico-8. I enjoy composing in FamiTracker using my KORG nanoKEY2 (tiny piano keyboard for entering midi notes), and I really wish I could do the same in Pico-8. I guess there are workarounds for this, but, I'm still hoping this will be added in the future; it'd really push this product over the edge for me enjoyability wise.
I'm considering making a jrpg in Pico 8 at some point. Yes, I know it is a very tired genre. However I really don't mind, I still love it.
One thing I was wondering was how to make an overworld that's larger than the 128x64 cels in the built in map memory.
My current idea is to represent the overworld in terms of geometry instead of in terms of a grid, rendering the tiles manually (or temporarily filling a portion of the map cel memory). So I'd have like, a mountain range defined as a rectangle, and then I'd overlay rectangles to give them a shape, and have some logic for arranging the tiles around the edges to look correct, etc.
Then individual tiny dungeons perhaps would just be hard coded in the map cels. Not sure.
I have seen several adventure type games in Pico 8, but...are there any that are trying to give the appearance of being "vast?"
I am really interested in the idea of packing a lot of engaging gameplay into a tiny space like this.
I'm very fond of this idea of a fantasy console, and I'm enjoying Pico 8 a lot. Every so often, I think, gee, I'd like one with fewer constraints.
But then something dawned on me: There must be a point beyond which, if constraints are relaxed too far, the point of being a fantasy console evaporates and you may as well be simply using a more generic game framework.
I imagine this has been discussed many times before. But it explains to me why we will probably not see an extremely large proliferation of fantasy console software, the reason being that it is the constraints that make it unique as a console. If we make something as powerful as say protected mode DOS and make it a fantasy console, users may as well either use Dosbox or just write a game with a modern game framework, because the constraints are so relaxed relatively speaking. The craft of fitting a game idea into constraints is gone.
I'm aware of Liko 12 and PixelVision 8 and TIC-80 and so forth. The point of my discussion here is just a thought experiment about how much folks would value something that's a lot more powerful---where at that point there's really no need to have it be a console.
This is a weird (ocd) question, but, is there any way to make pico 8 normalize everything as spaces? I noticed I can select some text and hit tab and shift tab as in many modern editors. However sometimes I use spaces to line other things up as I'd like. When I open my p8 file in another text editor then I have a mess of some tabs, some spaces. I was just curious if there's a flag for config.txt to make all tabs into spaces perhaps.
I've of course found plenty of things on doing queues in lua all over the web, but it appears pico 8 has fewer of the main lua libraries available.
What I'd like to do is have a queue for passing messages to coroutines for "commands" to process. TBH it's probably overkill, but I'd like to know how anyway.
I know I can add(x, 10) to append to a table. But then there's del, which apparently only searches for a value and deletes it. I'm surprised there's no mirror operation to add which would remove from the end (or start) of a table. That's what I'm looking for, I think.
Improved the title screen music.
Fixed a crash bug and made sure starting room is never dark to begin with.
This is a WIP demake of Adventure Creator, an old Atari 400/800 game. I'm making it for my sister, as she grew up playing it and I remember playing it with her when I was really little. Haha. It's not my goal to perfectly imitate the game, just get enough of it in there to be fun and nostalgic for her to play. (and for me) The original game did not age well, and it shows in this demake, lol. But, I had fun making it as it was my first Pico-8 project. I can't really consider it finished as I think if I spent more time with it I could make it more balanced and interesting than the original, but that's not why I made this particular game.
The original game was by Spinnaker/Dale Disharoon on the Atari 400/800 released in 1984. Hopefully they wouldn't be mad if they found this ;)
To play the game:
You are presented with a goal of a particular treasure to find. When you start the game, you are in a randomly generated maze that is different every time you play the game.
-x or z to start
-move around with dpad
-z to try opening chests (some take extra tries!)
-x to open your inventory screen (also shows your goal treasure and how much energy you have)
-z to select a tool from inventory screen
-z will use currently equipped tool
Monsters exhibit several different behaviors. They can talk, give, steal, trade, zap (hurt you), pop (teleport you around the screen randomly).
Hazards are glowing blue and yellow squares. They will hurt you, but they come in and out of existence.
When actions occur, a heads-up display will pop up at the bottom of the screen telling you what happened.
-Ferrets: Shoot this at a monster to find out what its behavior will be if you touch it.
-Hobbles: Freezes monsters for a few seconds so you can get past them.
-Nippers: Shoot this at glowing hazard blocks to remove them.
-Torches: These will light up a dark room so you can see the maze.
-Shields: Makes you totally impervious to anything a monster would do to you.
-Energy: Restores 1000 points of your energy.
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