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Cart #yimizewura-0 | 2019-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pico8_0112-0 | 2019-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hey PICO-8 people! Builds for 0.1.12 are now live on Lexaloffle and Humble. UPDATE: PocketCHIP users can get it here.

If you just want to see what's new, please scroll down a bit. But first of all, I should issue a..

Breakage Warning!

Future Compatibility: You'll need to update to 0.1.12 to play cartridges made in 0.1.12 or later. This update is another attempt at eternal future compatibility (can handle any future carts). There were a few bugs in 0.1.11g that needed a cart version bump to fix, and so I also took the chance to tweak the API (more on that below).

[ Continue Reading.. ]

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It may be a side effect of fixing the peek4() CPU cycle exploit, but now all “adjusted” functions seem to cost the same as if they were standard Lua API calls.

The following program used to run at 21.6% CPU on 0.1.11f. Now on 0.1.12b it runs at 64.5% CPU!

function _draw()
  cls()
  local i = 0
  for j = 0,10000 do i = bxor(j, shl(i, 3)) end
  print(tostr(stat(1)*100).."% cpu", 2, 2)
end
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This is a very very minor thing, but the two text files that come with the Windows build of PICO-8 (the manual "pico-8.txt" and "license.txt") have UNIX newlines, which means that they might be hard to read on Windows, at least if you use a "dumb" editor like Notepad or similar to read them.

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Hi !

I'm working on a game project since several months.

The player moves in a dungeon in top view, like a 2D zelda, generated randomly.
He must find a treasure randomly placed while avoiding the boss who will chase him from the moment the player is too close to the room where the treasure is.

Currently, I find myself a little blocked by the limitations in the code. Also I would like to separate the game into two cards. A first will take care of generating the dungeon, the location of the rooms, etc.
And the second for the gameplay.
Basically, to use the gameloop model, a cartridge will be used for the _init () function, say "init_dungeon.p8".

But the question is: is it possible?

Knowing that my game elements (dungeon, player, boss, treasure, etc.) are tables integrating functions, is it possible to transfer this from one cartridge to another?

I'm thinking of the cstore function for example:

cstore (0x4300, 0x4300, 0x1aff, "game_dungeon.p8")

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=63573#p)
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Cart #archipelago_generator-0 | 2019-04-16 | Code ▽ | Embed ▽ | No License
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Use the arrow keys to look around, and Z to generate a new archipelago. Now to figure out what game I could make with it...

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It’s now possible to include .lua files, but PICO-8 seems to be very confused when they have CRLF line terminators, reporting syntax errors at weird locations.

Note that including .p8 files with CRLF line endings works just fine, but not if they have an UTF-8 BOM ( @Niarkou reported this a while ago: https://www.lexaloffle.com/bbs/?tid=31617). To summarise:

  • .p8 with UTF-8 BOM: fail
  • .p8 with CRLF: OK
  • .lua with UTF-8 BOM: OK
  • .lua with CRLF: fail

It’s not unusual to have CRLF line endings, even unwillingly; for instance, if I push a .lua file to Git from a Linux box (with LF line endings) then pull the file on Windows, by default it magically gets CRLF line endings. This can be configured but it may confuse users.

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When loading a file via #include, pico-8 crashes when running the program from the command line, like "run".
The code loaded is tested and used correctly and does not cause the crash. Also, running via Ctrl+R works and behaves as expected.

Editor:

Result:

#include multi.lua
m=multi(0,17)
m:draw(10,10)
-- this works when run with ctrl+r
-- it crashes when running with "run"

multi.lua

local multi = {}
multi.__index = multi
setmetatable(multi,{
	__call=function(cls,...)
		return cls.new(...)
	end
	}
)

local function getxy(index)
	local y = flr(index / 16)
	local x = index - y * 16
	return x,y
end

function multi.new(tl,br)
	local self = setmetatable({}, multi)
	local tx,ty = getxy(tl)
	local bx,by = getxy(br)
	local w = bx - tx + 1
	local h = by - ty + 1
	self.tx = tx
	self.ty = ty
	self.bx = bx
	self.by = by
	self.w = w
	self.h = h
	return self
end

local function getindex(x,y)
	return x + y * 16
end

function multi:draw(x,y)
	for u=0,self.w - 1 do
		for v=0,self.h - 1 do
			local index = getindex(self.tx + u, self.ty + v)
			spr(index, x + u * 8, y + v * 8)
		end
	end
end

It also would be great, if the folder for includes was the same folder as the cartridges (AppData).

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11 comments


Cart #piduzohazo-0 | 2019-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Happy Update PICO-8!

U or D: Change line length
L or R: Change line width

X : Sub line
Z : Add line
X + Z : Reset the center sprite

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1 comment


Cart #mihoyokopi-0 | 2019-04-15 | Code ▽ | Embed ▽ | No License

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🤔 what could I be presenting?
what could possibly concern me so much I require the changing of keys?
who is Aris? (wait, I'm the one making this post...)

Random bird and random person said bird will be attacking.
[0x0]

[0x0]

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In ROBLOX I am also learning how to code, but one thing stands out that I feel should be necessary.

What is supposed to happen is that it runs:

function _init()
   cls()
   spr(192,20,20,4,4)
   wait(3)
end

But it errors with
"Runtime error line 4 tab 0
wait(3)
Attempt to call global 'wait' (a nil value)
In _init line 4 (tab 0)
At line 1 (tab 1)"

Is there a way to make the program wait a few seconds without taking too much space?

Thanks :)

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13 comments


Cart #dvdlogo-3 | 2019-05-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made this game over the course of 2 days. I wanted to make something simple so I could familiarise myself with Lua so I made this. The best part is no matter where it spawns it will always hit the corner! Hope you guys enjoy. (Pls leave a star, I'd appreciate that :D)

Edit: Thank you so much for leaving such nice words about my game.
Update: Fixed a bug where if it spawned at x83 and moved right then it would clip out of the map.

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7 comments


Cart #picoteras_1-0 | 2019-04-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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# Picotéras

by Fuchikoma71

Introduction:

As Eriban, fellow Pico-8 developer and code optimiser extraordinaire (very much unlike me) once observed, I have a habit of creating the completely wrong kind of Pico-8 games: slow-paced, physically accurate, complex and austere simulators. Picotéras is the latest in this slowly extending line of misfits.

I have long held the ambition of creating some sort of 4X analogue in Pico-8. However, it quickly became obvious that compromise would be necessary to make it playable. I ended up keeping the gigantic scale, every game spanning centuries (or even millenia) and dozens of star systems, but simplifying the core mechanics of the genre.

[ Continue Reading.. ]

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The changelog for v0.1.11c (from a year or so ago) says:

> Added: F11 to toggle fullscreen

...but F11 has never actually worked in any version of PICO-8 so far, to my knowledge. Alt + Enter is still the only way to do fullscreen.

So I'm just making a bug report to track this, and as a reminder in case a fix might make it into 0.1.12b or something ;)

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Hello,

Recently grabbed the latest version 0.1.12 on macos. I noticed that after editing on an external text editor, attempting to reload the cart with cmd+r caused PICO-8 to completely crash and quit.

It seemed to only happen if the cart.p8 file had been changed in someway. cmd+r works fine without edits.

Anyone else having this issue?

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10 comments


As the title says; music playback is clipping and causing distortion since upgrading to 0.1.12

I've tried rectifying the problem by setting music_volume to 128 (which is what I had previously always had it set to), but the music_volume value in the config.txt file gets reset to 256 every time Pico-8 is closed.

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When running a local cart in 0.1.12, stat(102) returns nil, instead of 0 as it did in 0.1.11g and before.

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found a bug in the config for the new v0.1.12: "gui_theme 2" is actually black but it looks like anything higher than 2 is grey now, as if the grey and black swapped :)

the dark blue is pretty nice as the new default btw!

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While poking around with Pico8, I discovered a way to simulate char and unsigned char types.

--           tochar          --
--[[
	this function converts a value
	to make it emulate a char
	(256 max characters)

	it can emulate signed and
	unsigned chars. the value
	will not go beyond 0-255
	if unsigned, and if signed
	the values will remain at -128
	to 128.

	tochar returns a signed char
	and touchar returns an unsigned
	char.

	tochar(variable)
	touchar(variable)

	see sample;

	--]]
function tochar(id)
	local res=id%256
	return flr(res)
end

function touchar(id)
	local res=((id-128)%255)-127
	return flr(res)
end

--sample
number=1428

print(touchar(number, true))

Theres the code snippit, put it in and play with the sample.

info about it is in the code;
enjoy for anybody wanting to make char variables for what ever your reasons might be.

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