Hey!
I use a french azerty keyboard and I noticed in the SFX editor that the keyboard key for G# (6) is the same as the hotkey to go back to previous SFX screen (minus).
This means if I want to play G# in SFX 01, pico-8 plays it and then comes back to SFX 00, and I have to go back to SFX 01 to continue playing.
Thanks a lot!
When I let my Macbook (Catalina 10.15.4) sleep while having a joystick (8BitDo SN30 Pro+) connected PICO-8 segfaults, and outputs some cURL transfer metrics just before that:
[127,14] set sprite: 0 [127,15] set sprite: 0 % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 177k 0 177k 0 0 99737 0 --:--:-- 0:00:01 --:--:-- 99682 % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 0 0 0 0 0 0 0 0 --:--:-- --:--:-- --:--:-- 0 100 41674 0 41674 0 0 77750 0 --:--:-- --:--:-- --:--:-- 77750 Segmentation fault: 11 |
(Note: first two lines are debug output from my cart).
Does anyone know why PICO-8 does a cURL call actually? Does it auto-report bugs or perhaps it checks for new versions?
I was bored and wanted to do some pixel art so here it is. It's a pixelated image of the real thing, with changed colors so I can put it into pico-8.
@zep if you see this can you make a cadigory called: "PICO-8: Pixel Art"? thanks!
A game where you fly around in a spaceship as a chicken and explore planets.
THIS GAME IS A WORK IN PROGRESS
THIS GAME IS FULL OF SECRETS. DO NOT SHOW WHERE OR WHAT THEY ARE BUT YOU CAN SAY THAT YOU FOUND ONE.
There is not much but I am adding more.
all I have is space and the two planets.
Below are the different planet carts.
Copied from /r/pico8: https://www.reddit.com/r/pico8/comments/g45cpk/interface_shimmer_on_macos/
> Is anybody experiencing this? It was blinking for a while, restart did not help, then I got distracted with something and now it's okay again.
>
> https://imgur.com/a/5vsVxdv
>
> Update: Then it shimmers again. It is just random. And it’s very annoying, as there is no way to fix it.
A game made for Ludum Dare 46. Keep your fire burning, or else...
INSTRUCTIONS:
Use the left and right arrow keys to move
Move to the pile of logs to pick up one
Then, move to the fire to give it fuel
Being hit by an obstacle will stun you for a short time, and your log will be destroyed if you are carrying one
If your fire runs out, its game over
OBSTACLES:
Red bullets: move in a straight line
Green boomerangs: fly forward, then come back
Blue lasers: fire off with little warning
Pink bubbles: bounce across the screen for a while
???
POWER-UPS:
Shield: gain a protective barrier that blocks one hit
Slowmo: slows down bullets and your fire's burn
Ablaze: maxes out your combo for its duration
???
TIP: Delivering multiple logs without getting hit increases your combo. The higher your combo, the more time gained from delivering logs.
Ludum Dare site: https://ldjam.com/events/ludum-dare/46/burning-bright
Post compo version of my ludum dare 46 submission with some extra features.
https://ldjam.com/events/ludum-dare/46/zero
Note: @zep, please have patience reading this, as I think there's more than one thing going on here.
I had to fix @Reload's "Pico-Sprint" cart here.
For whatever reason, they were choosing to make empty-arg func() calls as func"", possibly in an obsolete attempt to save a token.
The problem is, the call to clip"" screwed up the clip rectangle, because apparently clip() is interpreting the single blank string argument instead of ignoring it. I'm not sure if that qualifies as a bug, since Lua and PICO-8 expect strings to be coerced into numbers in many instances, so it may just be expected behavior that wasn't previously working as expected. I checked to see if maybe the single-argument format was meant to work with a table, e.g. clip{0,0,128,128}, but that did not seem to work.
However, there's more... ← and here begins the second thing
In the process of debugging this, I tried getting the existing clip rectangle from clip()'s return value. I tried these: