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Hey all,
Recently I was delivering a presentation about Pico-8 to a class and it occurred to me.. "Why not use Pico-8 to create your slides? Deliver everything from within Pico-8".
So that's where Pico Slides came from.
Here's a 1.0 version you can use for your own use. The code is commented and if you run the cart you'll see placeholder slides which show you what Pico Slides can do.
Feel free to edit/add awesome stuff. It's pretty easy to watch the slideCounter and hardcode some other items, even games, to happen between slides.
Have fun.
Shane.
Note! The particles code is from some else's particle cart. I can't, for the life of me right now, find the original cart to give credit so please, if you know, just let me know and I'll credit where credit is due !:)
Hey, I'm trying to figure out why btnp(x) seems to be true for one frame after stat(31)=="x" is true in devkit mode, or if I'm doing something dumb.
Here's an example cart. Press X, and it will show display the number of the frame that it registered the devkit keypress and the X button press respectively. There seems to be one frame difference.
My actual usecase is this: I have a password input in a game where I want to record numerical input from the devkit keyboard, but I also want it to record the X button, which confirms the password. Unfortunately, the 8 key is mapped to the X button; when they're also recorded on different frames it becomes a little convoluted to separate the two.
Hi all,
I've been working on tac08 for the last few months and while it is still is in development, its probably at a stage that other people may find useful. Check it out on github here:
https://github.com/0xcafed00d/tac08
What is tac08?
tac08 is an emulation of the runtime part of the Pico-8 fantasy console written in C++. It takes a .p8 (text format) Pico-8 cart file and runs it closely as possible to the real Pico-8 software.
What isn't tac08?
tac08 is not a replacement for Pico-8, it provides none of the content creation components of Pico-8, such as code editing, sprite and map creation and music tools. You will still require a copy of Pico-8 to make games. Also if you just want to run Pico-8 games you will have a much better experience with Pico-8 than tac08
Why was tac08 written?
tac08's target audience are developers that want to do one or more of the following:
- To enable Pico-8 games to be run on platforms that Pico-8 itself does not run on.
Hiya,
Pico-8 is really exciting to me cos I covet old-school music disks by demo crews and this environment leaps out as a way of making them on my own. I've been making my own music for a very long time and do now and then attempt to learn a new discipline so I had a lot of fun with this.
I kinda adore the internal tracker and all its quirks; watching the SFX channels move at independent speeds was sort of eye-opening to me in all sorts of ways.
This has no game-play elements and the code is not going to help anyone progress (in a positive way, at least); it's purely an ego project. Enjoy!
[0x0] | |
The start of an implementation of the Royal Game of Ur.
Ur dates back to at least 2400 BC, and was an extremely popular strategy race game for millennia. Hopefully I can do it some justice with my implementation!
Update 2019-02-20
The intro screen is complete and the play-screen is under way.
We can now see pieces on the playing field, and soon we will have the ability to move pieces.
Update 2019-02-21
- Swapped the color on the play pieces to show up against the background.
- Added piece selection and random CPU move selection
TODO:
- Cleanup and simplify piece selection
- Add check for valid moves
- Add check for piece collision.
- Redo gameboard to simplify collision detection
The Rules Of Ur
- Turns alternate between players
- On your turn: roll 4 4-sided dice marked 0,0,1,1 and count up the total spaces to move (0 to 4)
- Select a piece to move the number of spaces rolled
- If your selected piece ends its move on a square occupied by an enemy piece, you send that piece back to its owners starting area
- A piece on the
Hi,
I'm using a metatable for particles in my game. For example, when the player dies the sprite explodes in a burst of pixels. I use rnd() to off-set the player position with a random number, and as I generate a lot of different particles (based on the colors the character is composed of) I want to move the for-loop into the constructor.
Unfortunately, for some reason the randomness doesn't work when I build the for-loop inside the particle constructor. Compare these two examples:
For loop in caller function
particles={} particle = { x_offset=0, y_offset=0, } function particle:new(o) self.__index = self local pi = setmetatable(o or {}, self) pi.x=pi.x-rnd(pi.x_offset) pi.y=pi.y-rnd(pi.y_offset) add(particles,pi) end function game_over() for i=1,6 do particle:new({x=p.x,y=p.y,x_offset=12,y_offset=8}) end end |
Result: I end up with 6 particles, each with a different x and y value due to the rnd() function being passed the x_offset and y_offset values.
For loop in constructor
particles={} particle = { x_offset=0, y_offset=0, } function particle:new(count,o) self.__index = self for i=1,count do local pi = setmetatable(o or {}, self) pi.x=pi.x-rnd(pi.x_offset) pi.y=pi.y-rnd(pi.y_offset) add(particles,pi) end end function game_over() particle:new(6,{x=p.x,y=p.y,x_offset=12,y_offset=8}) end |
Result: I end up with 6 particles, but they all have the same x and y values. As if the rnd() is called only once and then applied to the other 5 iterations of the for-loop.
Questions
- Why does the code behave this way?
- What's the right pattern to apply here?
I can't seem to find any tutorials on how to make monsters move or patrol or have movements routines.
Nothing fancy, something like:
Go from A to B, wait a few frames, go to C, wait again, go back to A and repeat.
The monster doesn't even have to notice the player, just walk its path.
I've tried with loops but I can't make it work.
Thank you very much!!! :D
Just a small snippet from a token-saving discussion on the Discord last night.
If you need to iterate over neighboring tiles (for example when writing a path finding algorithm for 7DRL), this natural approach is pretty token heavy:
-- four directions, 29 tokens for direction in all{{-1,0},{0,-1},{1,0},{0,1}} do local x,y=direction[1],direction[2] end -- eight directions, 45 tokens for direction in all{{-1,0},{0,-1},{1,0},{0,1},{1,1},{-1,-1},{1,-1},{-1,1}} do local x,y=direction[1],direction[2] end -- eight directions, 43 tokens directions={0,-1,-1,0,1,0,0,1,1,-1,-1,1,1,1,-1,-1} for i=1,16,2 do local x,y=directions[i],directions[i+1] end -- eight directions, 30 tokens directions={-1,0,1} for x in all(directions) do for y in all(directions) do if x!=0 or y!=0 then -- end end end |
Why not use trigonometry?
-- four directions, 16 tokens for i=0,1,0.25 do [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=62065#p) |
Remember SAM? (https://simulationcorner.net/index.php?page=sam).
Would it be possible in some way to use the white-noise for samples and/or digi-speech?
I'm not talking about a full-blown conversion of SAM (https://github.com/s-macke/SAM), but maybe a smaller version. Also - shouldn't it be possible to use at least 3-bit samples on the PICO-8? (https://gist.github.com/munshkr/30f35e39905e63876ff7)
I'm not the person to dive into this, but maybe someone else might be able to do some sort of conversion of the above. Personally, I would really enjoy being able to have short/small samples and make the Pico speak!
/ Pingo
Previous version
About
Wal-Rush! is a game of walrii, fish, and flight. Based on a game I made for a programming competition at codewalr.us, this game lets you play as the mascot of the website, Walrii, as he flies through the sky. Collect fish, rack up points, and watch out for the spike mines!
Hello everyone, I'm Dead_Pixel.
I recently discovered Pico-8 and I'm really intrigued by the whole concept of it and look forward to getting to grips with it.
I'm really impressed by the quality of the cartridges and look forward to contributing some of my own work in the future too.
Before signing off I have one question - why was Lua chosen as the programming language?
Thanks.
A while ago I made a function for this
https://www.lexaloffle.com/bbs/?tid=30033
This was very clunky so I remade it. It used to have 124 tokens but I lowered it to 43.
You can use this function as much as you want without credit.
How to use:
printl(text,x,y,inner color,outer color,height)
text,
x,
y,
inner color --the color inside the border
outer color --the outline,
height --how far down you want your outline to reach. 0 means the outline has the same width in all directions.
--the x and y are the coordinates of the top right corner of the inside color.
A game about rockets, for little and big kids. This is a one-button game with no possibility of failure.
Press X to skip the SPACE WALK.
See if you can activate the hidden autopilot for landing!
Change log:
0.2
- Sound, stars, random birds, sky colours, tracking camera
0.3
- Added a countdown! Player can tap UP or hold it.
0.4
- Used fill patterns to dither the gradations of atmosphere.
0.5
- Attract screen plays out an animation of astronaut getting on board.
- Added states to complete the game loop, you can get to orbit and back.
- Added SPACE WALK.
- Added rocket heating up depending on reentry velocity.
- Adjusted volume for less pew-pew and more engines.
A starfield effect, inspired by the old Windows screensaver, though the style is more in line with Star Trek. Use up and down to increase and decrease speed, and press X to show stats.
I used nucleartide's Pico-8 snippets, specifically vec3 and pline(), to do the 3D projection. I was encouraged by reinvdwoerd's Perspective Lines and used his cartridge to figure out how to use pline().
To really get immersed, shout "increase speed to [warp number]!" as you hold the up key or "all stop!" as you slow down to zero.
Dodge is a fast paced reflex game. There is no end, you just have to survive the longest possible. Enemies move towards you and it's game over if they touch you, but they explode and give you a point if they touch each other.
There is a powerup (the ball with fire particles) that you can touch to destroy all enemies that are currently on the screen.
This game is still WIP and will be updated regularly. There will be music, better sound effects, updated graphics, and maybe even some more gameplay elements depending how far we want to go with it.