Hi,
I've made a background for my game using tline, and while it works on windows, the exact same cart ran on the raspberry pi displays nothing, just black background.
I've tried on both Windows and Raspberry Pi using the latest 0.2.0h build of Pico-8.
Is tline not available on the Raspberry Pi? Or is this a bug that will be fixed later?
Many thanks
On the pi, no background:
It's the fourth TweetTweetJam! My entry for this Jam is a stripped-down OutRun clone in 559 characters.
There's a couple things I'm proud of in this cart, so I'm posting an annotated, less-minified version of it below.
Controls
Use left and right arrows and stay on the road as long as possible! Sorry, if you crash you may have to refresh the page or reload the PICO-8 widget.
Code
My second entry for TweetTweetJam 4. Chars used: 560.
Rules
Guide your guy to exit ▤stairs while avoiding the 🐱enemies and collecting ♥hearts & ◆picogems.
You can wrap around the edges of the screen - use this to your advantage for stylish dodges and pickups! Though beware: enemies can do this too. Watch your back :)
On each floor, an additional enemy/item will spawn.
Controls
- [⬆️⬇️⬅️➡️] Move
My high score on the final version is about 70◆.
This game was originally intended to be like Zelda, but ended up being more like Robotron without a gun. Enjoy.
Links
Controls:
Arrow keys - Match the arrow pattern
C - Hit C once pattern is finished
Description:
PICO-8 game with only 560 characters. Submission for TweetTweetJam4.
Match the arrow patterns before the time runs out! See if you can beat my hi-score of 210.
Check out the demo video of my hi-score: Speed Arrows Demo
Also check it out on itch.io: Speed Arrows Game
Video:
Code:
Copy and paste the following code into a clean PICO-8 file and you should be able to play it!
poke2(0x3200,2276)function x(n)if d!=n and j(l,#f+1,#f+1)==a [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=76072#p) |
Hey @zep,
So we've discovered that 0x5f5e is a destination write mask if it's between 1 and 15, such that the write is now presumably something like this:
dest = (dest & ~writemask) | (color & writemask)
It'd be really great if the top four bits of 0x5f5e were a read mask, allowing us to select bitplanes from source pixels/colors:
dest = (dest & ~writemask) | (color & writemask & readmask)
This would be nice for packing fonts and such. It's already doable with pal(), that's true, but you have to set the entire palette to make it work, whereas you could set just the relevant colors with a read mask. Like, if you have a 1-bit font encoded into four layers, and you're picking the second layer, you'd only need to set pal(2,col) to make it work, instead of all 16.
Hi PICO-8 community!
A couple of years ago, I found a puzzle game called "Star" in Rockbox - an open source media player firmware. It was a simple puzzle game in a 16x9 grid and re-creating it has been on my TODO list for about as many years as it seemed like it should be easy, plus I really enjoyed it (it's a bit like Sokoban).
Some reading revealed that it was already a remake, the manual said the following:
> It is actually a rewrite of Star, a game written by CDK designed for the hp48 calculator
Looking for the original got me to a Java (in the browser) version of the game, which didn't work because it's 2020 and... well, Java in the browser. A 5 minute attempt to get this running outside of the browser on MacOS was fruitless and I abandoned it because meh.
I've decided that I'd like to give this a go in PICO-8, which I bought for this purpose. I'm okay (not my day job) with writing code, but have zero experience with game development. The source for Star on Rockbox is
Hi. To make a long story short, I've been trying to get PICOPi to work on my Pi 3.
Yes, I did get the right version of PICOPi, but Pico-8 wouldn't boot up for some reason.
This was happening with the 0.2.0d version, but I wonder if it's already fixed by now.
For those not in the know, PICOPi is a buildroot-based image. The website disappeared recently, but apparently you can access it through the Wayback Machine or something.
my tweettweetjam4 entry, based on the awesome froggy road by 2darray:
https://itch.io/jam/tweettweetjam/rate/331076
It's a pacifist endless space-harrier demake for pico-8, you can;t shoot but must avoid ground obstacles and projectiles (from invisible enemies!)
I'm having problems uploading it to itch.io, so I'll post it here for now
559 chars, here's source code:
x=64u=127z=0q=0h=0n=16y=x
d=0r,g,w=rnd,circfill,x::_::flip()cls(1)b=btn()
k=6((b\2)%2-b%2)x+=k;y=mid(n,y+6((b\8)%2-(b\4)%2),u)h+=.4if(z-h<1)z+=1
if(x<9or x>=u)q+=k/4x-=k
for b=z+n,z-1,-1 do
srand(b)p=(b-h+2)/24m=6+r(9)rectfill(0,w+9/p,u,u,9+b%2)for i=1,r(5)do
I've been looking into building a portable PICO-8 recently, so I'm going through display component websites for a square or nearly-square screen. This website (link) has a 60fps, 4" square touch display, so I was wondering if anyone has any experience with the company, Pimoroni.
They mention on the store page that it "works really well for Pico-8 games", which I think is pretty great, if it's made specifically for what I want to build. I thought @zep mentioned somewhere recently that he was looking for a square screen like this, too, so if the company is good then this may be a starting point for an official PICO-8 portable?
Here's a short video clip of the display in use that I found on another website. Pimoroni seems to be a reseller, but they've added code to get it working on Raspberry Pi, and I can't find anything online about "HyperPixel" that doesn't link back to them. I'm new to builds like this, so if anyone has experience with these kinds of projects, I could use some advice.
TweetTweetDevour is a simple game developed for tweettweetjam-4
Use arrows to escape bigger balls and devour smallers ones!
More on event: https://itch.io/jam/tweettweetjam-4
For Pupu
My game
This is my first game and I am pretty proud of it.
I have worked on it to make everything work a lot, because I am all new to pico8. Any comments will be apreciated
"Plot"
You are a monk in search of his true self by crossing desserts, and drinking water.
You need to cross a dessert inhabtated by snakes and bad foxes. An idiot put some spikes to make your life easier.
How to play
It isn´t complicated. You just have to drink water regularly and avoid getting hit by animals or spikes
You can use the sword to kill animals. You can kill with the initial sword up to 2 animals
Tips
Try to drink water regularly and try no to go to fast, because thats how yo get killed. The water obliges you to move but you have 30 secinds for each jar you drink, so don´t worry
A game made in 560 characters for TweetTweetJam 4. The sound effects are generated from the poke commands at the top. The note pattern is random and can be a little unfair at times. I wanted to try a smarter way to generate the notes, but with 560 characters, there's not much room.
Z or C - Top line
X or V - Bottom line
If you're looking for a more readable version of the source code, check the spoiler:
Hey there, this is my first entry for TweetTweet Jame 4!
Rules
This is a simple golf game, with procedural courses spanning a bunch of islands, I guess. Get to the hole in as few strokes as possible!
Watch out for water! Should you land on the green or in a bunker your shot power will be reduced.
Controls
- [⬅️➡️] Aim
- [🅾️❎] Swing (hold to charge power!)
Links
Happy golfing :)
P.S. post screens of your favourite courses! Sometimes it generates pretty things.
I'm working on a project where I want to relegate some of the simpler sprites to being generated by the code, rather than occupying valuable space in the sprite sheet and map areas. However, it just dawned on me that I am running many loops of line(), rect(), etc. every single _draw() call, which I have a gut feeling isn't a very efficient way of doing things. Aside from the obvious "just use the sprite sheet" solution, is there a way in which I can continue to generate images from code BUT only run this one time (eg. during _init()), and then load the buffered images during _draw() somehow?
Even if the answer is just simply that this isn't possible, knowing so would at least put my mind at rest!
EDIT: Misremembered my implementation somewhat!
-"single _update() call" => "single _draw() call";
-"to use this image generation code BUT only call it one time" => "to generate images from code BUT only run this one time".
Lowwwww-priority:
I often have several instances of PICO-8 running. It would be nice if their window titles reflected what was running, at least to some extent, so I could select the right minimized app from the taskbar.
Seems like "documentname - appname" is the de facto standard for this kind of thing, so it'd be nice to click on the taskbar and see this list:
- UNTITLED - PICO-8 (or maybe just PICO-8 when nothing's been saved)
- TIMER.P8 - PICO-8
- CELESTE.P8.PNG - PICO-8
- BUGREPRO.P8 - PICO-8
I converted the filenames to uppercase here because it feels on-brand, so to speak, and also because making uppercase the default would interact nicely with this optional upgrade:
You could extend the titling algorithm so it uses the same method a .p8.png image uses, where if the first line is a comment, it treats it as the cart's title.
For instance, when running/editing this infloop.p8 cart:
The window would be titled "Infinite Loop - PICO-8", rather than "INFLOOP.P8 - PICO-8", because I used a comment (with mixed case) to make a nice, elegant title for my cart.