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I was checking a suspicion of a regression in version 0.2.0c and discovered this minor inconvenience. When a newer version cart is loaded into an older version PICO-8, it errors out with "Could not load $filename". Technically, it's correct, but the same error is shown when, say, a given cart file is missing. I find this messaging confusing: it took me a while to realise that the file is fine and it's the version mismatch that causes it.

Suggestion. Make it forward-compatible: error out with something like "cart version unsupported".

(FWIW, I was trying all this via command-line)

Bonus small bug: non-lower-cased message word "Could" is rendered in the puny font, while the rest of PICO-8 UI does not use it.

Demo.

$ cat newer.p8 
pico-8 cartridge // http://www.pico-8.com
version 42
__lua__

$ pico8 -run newer.p8
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0 comments


Cart #colortrails-0 | 2020-04-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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2 comments


Cart #movement_2d-0 | 2020-04-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I have been experimenting with player movement for a top-down 2D game. At the moment, I have "fixed" diagonal movement to be 0.7x the speed of straight-line movement, and also added friction so the character sprite slows down gradually.

The next step however is acceleration.

I'm wondering how a slow ramp into movement (acceleration) might be achieved using the lerping algorithm as introduced here: https://demoman.net/?a=animation-code-part-1

Does anyone have tips or a tutorial on how I could achieve this acceleration/deceleration??

Code for movement:

if (btn(➡️) and btn(⬆️)) then
		p.dx=p.speed*.707
		p.dy=0-(p.speed*.707)
	elseif (btn(➡️) and btn(⬇️)) then
		p.dx=p.speed*.707
		p.dy=p.speed*.707
	elseif (btn(⬅️) and btn(⬇️)) then
		p.dx=0-(p.speed*.707)
		p.dy=p.speed*.707
	elseif (btn(⬅️) and btn(⬆️)) then
		p.dx=0-(p.speed*.707)
		p.dy=0-(p.speed*.707)
	elseif (btn(⬆️)) then
		p.dy=0-p.speed
	elseif (btn(➡️)) then
		p.dx=p.speed
	elseif (btn(⬇️)) then
		p.dy=p.speed
	elseif (btn(⬅️)) then
		p.dx=0-p.speed
	end

 if not btnp(⬆️) and not btnp(⬇️) then
  p.dy*=friction
  if p.dy<0.01 and p.dy>-0.01 then
  	p.dy=0
 	end
 end
 if not btnp(➡️) and not btnp(⬅️) then
  p.dx*=friction
  if p.dx<0.01 and p.dx>-0.01 then
   p.dx=0
  end
 end

 p.x+=p.dx
 p.y+=p.dy
 p.x=mid(0,p.x,124) 
 p.y=mid(0,p.y,124) 
4 comments


Cart #rabbit_maze-0 | 2020-04-21 | Code ▽ | Embed ▽ | No License
4

Hey guys a small game using mget and mset only.

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Cart #rndgame-9 | 2020-05-14 | Code ▽ | Embed ▽ | No License
21

RNDGAME

It's a random arcade game name generator -- press RIGHT ARROW to generate a new one! (LEFT ARROW goes back to previously created names.)

HISTORY

So in the game Anachronox, there was an arcade on the planet Hephaestus. I made a random arcade game name generator (for a sign in an arcade). It announced new games coming to the arcade, but just made up random silly ones. Every time you clicked on the sign, it made up a new one, just or silly fun.

Hope you enjoy it! Let me know if there are any (family-friendly) words you want added!

Updated: May 13, 2020 with typo fix.

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37 comments


Cart #rockhopper-3 | 2020-04-21 | Code ▽ | Embed ▽ | No License
5

This is a little game I while learning the basics of pico-8.

It is inspired by Rock Hopper for the Amstrad CPC computer which was one of the first games I played when around 5 years old.
http://www.cpcwiki.eu/index.php/Rock_Hopper

It's quite basic but hopefully someone will get a few minutes fun from it :)

5
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1 comment


Cart #drcovid-5 | 2021-06-29 | Code ▽ | Embed ▽ | No License
11

Here's DrCovid.

A Pico-8 version of Dr Mario

v1.5 (2021-06-29)

  • added option: 4 virus/pill colors (red,yellow,blue,green) game
  • separate highscores: 3 or 4 virus colors

v1.4 (2021-04-27)

  • bugfix incorrect retrieve of saved pill count

v1.3 (2021-04-26)

  • save "best time" and "minimal pills used" per level for each speed (low/med/hi) in cartdata and show it when level is complete
  • highscore overview screen

v1.2 (2020-07-29)

  • speeddrop button enabled by default
  • bugfix: incorrect offset of green color indicator of doctor's watch when gs_level_achieved
  • bugfix: continue with last visible next pill when gs_level_achieved, gs_game_over

v1.1

  • bugfix: reset screen offset when screenshake was still busy and a new game was already started after gs_game_over

v1.0

  • Initial version
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4 comments


Cart #campfire_ld46-0 | 2020-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


campfire (LD46)

submitted here to Ludum Dare 46, theme: keep it alive

light the campfire and keep it burning for as long as you can!

  • keep the fire going to add to your score; the more enemies there are on your screen the more points you will get
  • when the campfire is not burning your score will decrease

  • walk with the arrow keys
  • extra jump with [z] + arrow keys
  • skip turn with [x]
1
0 comments


Cart #campfire_ld46-0 | 2020-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


campfire (LD46)

submitted here to Ludum Dare 46, theme: keep it alive

light the campfire and keep it burning for as long as you can!

  • keep the fire going to add to your score; the more enemies there are on your screen the more points you will get
  • when the campfire is not burning your score will decrease

  • walk with the arrow keys
  • extra jump with [z] + arrow keys
  • skip turn with [x]
5
2 comments


Cart #bunny_envmap-0 | 2020-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
66

This is a demo using tline to perform 3d environment/material mapping in pico8.

Both the object and the texture are stored in sprite memory.

66
6 comments


Cart #woolcat_cubg-0 | 2020-04-21 | Code ▽ | Embed ▽ | No License
8

WoolCat! Take Woolly home.

Made for Fantasy Console Game Jam #5


This is the jam version! The improved post-jam version can be found here: WoolCat 3D
It features more levels, pseudo-3D graphics and easier diagonal inputs.


Keep Woolly's spirits up on his way home, be careful and keep an eye on his happiness meter, collect all the balls of wool to keep him moving forward.

  • Run around with the arrow keys.
  • Collect all the wool to move to the next level.
  • There are over 60 levels.
  • To move diagonally, press two directions at the same time.

[ Continue Reading.. ]

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5 comments


Cart #motherhen-2 | 2020-04-21 | Code ▽ | Embed ▽ | No License
14

Your eggs have been strewn willy-nilly about the barnyard!

Get those eggs back into your nest, and ROOST for heaven's sake.


HOW TO PLAY

Arrow keys move Mother Hen
Z lets out a power-squawk!
X resets the level
There are 5 levels. Can you beat them? I hope so!

By Tom Brinton for LDJAM 46

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3 comments


Cart #whinyslime_2-0 | 2020-05-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

The Final Update!

  • Now has the missing intro
  • Hit detection is a bit better.

Lexicon’s spaceship runs on slime, but the slime has run off! Get the slime back into the tank so you can get going again, and nevermind that all those creatures you caught have gotten loose. What’s the worst that could happen?

Z or C to fight, X to run. The digi-bugs are only interested in the slime, who will follow you if you’re close enough and she isn’t busy eating or complaining, and her voice is so distracting, that you can’t fight while she’s talking.

Your slimy companion will consume any nearby defeated digi-bugs whenever she’s hurt or hungry. If you can get her safely across the ship to her tube, you win!

For Ludum Dare 46 https://ldjam.com/events/ludum-dare/46/whiny-slime
By Brightmoth Games! (Ava, Nette and Robin)

Patched LD46 Cart:
A new build was uploaded to fix

-Crash on death in certain cases
-Music randomiser only played the wrong song
-Bugs didn’t spawn when retrying.


Cart #whinyslime_1-1 | 2020-04-22 | Code ▽ | Embed ▽ | No License
12


[ Continue Reading.. ]

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3 comments


Cart #kiptchulhulhive-0 | 2020-04-21 | Code ▽ | Embed ▽ | No License
1

Hi!

This is the version that was submitted to ludum dare 46.
I'm planning to continue the development after I have some rest.

Thanks for checking it out!

You can get more details about it here:
http://cantarim.itch.io/kipthulhulhive

1
0 comments


Cart #ld46_savethebird-1 | 2020-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

if (bird.beauty=="incredible") protect_at_all_costs();

You are an experimental military drone. Captivated by the beauty of a passing bird, you vow to protect it from the threats surrounding it -- including your former comrades, who've realised you've gone AWOL and are chasing you down. Keep the bird (and yourself) alive for as long as you can!

Features:

  • Shoot down obstacles, or lure the bird away from them
  • Endless gameplay that gradually ramps up in difficulty
  • Local high-score table to track your best runs

Controls:

  • Arrows: Move
  • Z: Shoot
  • X: Call the bird to you

Created in 72 hours for Ludum Dare 46.

3
0 comments


Cart #bloometernal-2 | 2020-04-25 | Code ▽ | Embed ▽ | No License
17

Made for Ludum Dare 46, by Sam B and Josh S.

BLOOM ETERNAL is an arcade shooter / water-em-up, in which you must keep your plants alive and fend off the attackers. Make sure every flower patch is kept hydrated!

Story

You are the BLOOM SLAYER, a peaceful garden-loving ex-marine who tends to his nursery in HELL. Out of nowhere, your garden is laid siege to by a never-ending army of plant-eating SLUGS. Equipped with an array of powerful weapons (and your trusty watering can) you must relive your past life to keep your flowers safe...

Featuring:

  • Numerous equippable weapons & powerups!

[ Continue Reading.. ]

17
2 comments




My first pico-8 game and my entry for Ludum Dare 46. Catch packages while keeping a voice call going!

It's pretty short and the text could've used more work, but I enjoyed making it and learning the ins & outs of the dev environment.

Enjoy!

0 comments


Cart #spritefont-0 | 2020-04-20 | Code ▽ | Embed ▽ | No License
19

SPRITE FONT PRINTING!

This cart -- all it does -- is provide a sprite font and routines to print to the screen.

All the routines print either a colorized font, or a colorized font on a color background (if provided). If the first color is black, it prints in black, assuming the background to be transparent (say, if you were printing on a white background).

The three print functions do the following:

  • SPRINT. Prints on 8x8 boundaries
  • SPRINTC. Prints centered in X, but on a Y at pixel resolution.
  • SPRINTXY. Prints at an X,Y at pixel resolution

The two SPRITE FONTS match the Pico-8 font, including the glyphs. (It doesn't contain Kana characters).

[ Continue Reading.. ]

19
1 comment


This has been solved. you may still look at the non-working code and working code.

So for my Merge Chickens game, I have a limit of 64 chickens because there are only 64 save spaces, but when I try to make it so I can save more chickens all I get is:

here is my code:

--savebuk() and loadbuk()

function savebuk()
	local d=0
	for x=0,15 do--go thrugh all of
		for y=0,15 do--the map tiles
			local i=0
			local s=0
			if mget(x,y)>63 then
				i=mget(x,y)
			--if this tile is a chicken
			--set i to the sprite number
			end
			if x+1<16 then
				if mget(x+1,y)>63 then
					s=mget(x+1,y)*1000
				--if the tile next to the
				--tile at x is not off the
				--map and if the tile is a
				--chicken set s to the tile
				--times 1000
				end
			else
				if mget(0,y)>63 then
					s=mget(0,y)*1000

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=75072#p)
2 comments




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