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Hello again,
This time I decided to make something I always try and do in game-making programs but never quite manage to finish correctly. I'm happy I did this time!
It's simple, but I think entertaining: you're a bee and dodge wasps to collect as much honey as possible. There is no other objective beside making more points before the wasps get you.
You can tell me what you think, and I thank you for your feedback!
Thought I would put this out.
I've seen quite a few platformers up to now. Only a few of them use dual scrolling maps.
What is that ? Try out the cart to see for yourself.
Very small coding. Uses _INIT() and _DRAW(). Hit arrow keys left and right to scroll.
Also wraps correctly. Method is included in the code.
HOPE THIS HELPS !
How exactly do we move music between carts? I'm trying to use one track ("Melancholy") from Robby Duguay's Nine Songs https://www.lexaloffle.com/bbs/?tid=2619 but, what code do I need exactly? I can copy the patterns into another cart but stuck where to go from there. I am googling in vain, someone please explain in the most basic terms possible what I gotta do.
Before I set out on a long journey of code, I wanted to know if Pico-8 had the ability to do something like this:
a=sum("(3+4)*2") print(a) |
Where the answer would come back 12. And yes, the statement needs to be in a string and be able to handle one or more parentheses math.
The TRS-80 could do this:
INPUT A$ PRINT A$ |
And B4GL could as well.
INPUT A$ CODE("PRINT "+A$) |
I've noticed some games (such as https://krajzeg.itch.io/dank-tomb... and my current game I'm working on) perform very poorly in Firefox on Mac - low and uneven frame rates. The same games run fine on Firefox/Linux and Chrome or Safari on Mac.
Is this a known issue for Pico8, or is there anyway I can troubleshoot this?
In the browser's dev console it starts with >codo_init, platform: Emscripten
So perhaps it's an Emscripten issue and I'll have a look over there.
Thanks!
PICO-8 iPhone Shell
This is a work-in-progress iPhone Shell for PICO-8 featuring
- sound
- real gamepad controls (digital and analog)
- pixel-perfect scaling
- low latency (run loop reading input runs 60 times a second)
Note: I am abandoning this project because I now use the ClockworkPi Gameshell.
It uses the Gamepad API that was introduced with iOS 11 and was tested with the following MiFI-Controllers:
Controller | Working |
---|---|
Kanex GoPlay Sidekick | Yes |
SteelSeries Stratus | Yes after Firmware Update |
Logitech PowerShell Controller | No |
No more touch support at the moment.
On the iPhone SE you have pixel-perfect scaling. Since the iPhone SE's display is 640 pixels wide you can do a 5x integer scale for razor sharp pixels. For a more full-screen experience turn the phone sideways.