I'm making a collection of songs called Noclip, which anyone here in the community can use with credit, a bit like ToyBox. Here are the tracks I've made so far, enchanced with 0.2.2 music effects!
Track One: Seen. Not sure what you would do with this one, but surprise me!
Track Two: SysNull. Spacey vibes. An expanded version of a song I made a bit of time ago.
If you use these, comment on the post so that I can see what you've done with them! I'm excited to see the uses of these songs.
I tried making a 60 FPS game and noticed a weird behavior of my PICO-8: it's refresh rate stayed at 29-30 FPS even though the game was supposed to be running on 60 FPS according to stat(7) and CTRL-P widget. Movement looked choppy and the builtin FPS counter (stat(9) and show_fps config) shown 29-30 FPS. My monitor is capable of 60hz refresh rate and my CPU and GPU usage wasn't even remotely close to 100% (or even 8%, which is half of a processor core and can be a limit for single-threaded apps). It works properly on the web version.
Pls halp!
P.S.: It works just fine on Linux on the same machine with the same cart and default config.
Relevant config:
show_fps 1 foreground_sleep_ms 5 background_sleep_ms 10 host_framerate_control 0 |
Some stats and readings:
stat(7) and CTRL-P: 60/60 stat(9) and show_fps: ~30 stat(1) and CTRL-P: ~0.3 CPU usage: ~7% GPU usage (3D): ~30% |
Soft/hardware:
PICO-8 v.0.2.2 [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=87885#p) |
I've seen a significant performance difference between the latest v0.2.2 and v0.2.1b.
For this particular cart, it runs significantly slower on the latest version when measured with a stop watch, but when using the stat(1), the system claims the opposite--i.e. that it's faster. (These are both being run from the .exe on Windows.)
Version stat(1) Stopwatch Timed v0.2.1b 285 30 seconds v0.2.2 219 8 minutes, 14 seconds |
I've included the cart for reference.
-ElectricGryphon
I think the game is in a good place to publish it as a WIP and get some feedback. My code is most likely very naive and inefficient, constructive criticism is welcome.
2021-03-05:
-Dialogue should not be accidentally skipped anymore
2021-02-25:
-More lenient hitboxes
-Phase 4
-Postgame dialogue, but transition from game to dialogue is a bit jarring and can be accidentally skipped. I'll make it smoother eventually.
-Changed some patterns, notably phase 1 which was too easy
2021-02-18:
-Added phase 3
-Swapped shooting and focusing buttons. It's more natural to shoot with X.
-Sound effects are now working as intended.
-Minor stuff was changed around.
Here's my demake/port/adaptation/whatever of Columns!
I wanted to make a falling-block puzzle game, but seemingly every gamedev and their dog has made Tetris so instead I went to my favourite Megadrive/Genesis puzzle game: Columns.
- Line up three or more jewels of the same colour, chain together combos for massive points
- Multi-gems, wildcards and obstacle blocks to spice up the game
- Remix of the classic Megadrive/Genesis music
- Customisable game options
- 5 tilesets including colour-blind-friendly 'Symbols' mode
1.02
- Made fall speed increase more smoothly
- Music: Off actually disables all the music in the game now
Old versions/development:
For reasons, I loaded up the IMSLP page for Bach's first cello suite yesterday and downloaded one of the scores - Shin-Itchiro Yokoyama's, I think it was - to transcribe into PICO-8.
I don't know if anyone on here has a dire need for more PICO-8 J.S. Bach beyond Gruber's arrangements of Bach's 2-Part Inventions from a couple years ago, but it was pretty rewarding to do and I like the results.
Machi's Morse Interpreter
(X) to morse
(O) to reset the text
I included the standard codes for the english alphabet plus ó,á and ú, standard symbols, numbers and ........ error shorthand (deletes last character)
Here's a little 3d heightmap builder and visualiser i'm working on at the moment, first ever pico8 project and i'm having a lot of fun with it. I'm planning on turning it into a little walking simulator with more to look at eventually, but for now this is all i've got. There's a lot of work to be done in terms of optimisation first.
The controls are directional buttons to move about, and directional buttons+z to pan and rotate the camera.
Has ever happened to you, to have no internet connection and have no Google Chrome nearby to play the little dinosaur's game?
...Fear no more! I have crafted succesfully a great facsimile of that game, So every time you don't have internet, the only thing you have to do is load this cartridge on Pico-8.
Enjoy!
I coded this tiny demo based off @mhughson 's micro platformer demo as an exercise to get more familiar with the basic pico-8 API.
However, I came up with a fun particle effect and wanted to share it - maybe it could be of interest to someone.
The basic idea is to scale a sprite from size 0 to X (however large it should become), and shift its position by a movement vector each frame (determining the speed and direction of movement). The movement vector is based on a random point on the unit circle (direction) that is multiplied by a scaling factor (speed).
You will find a detailed documentation of the code inside the cartridge.
Almost Fourier Transform
I recently watched a video from 3Blue1Brown(https://youtu.be/spUNpyF58BY) about the Fourier Transform and remade the "Almost Fourier Transform" in PICO-8.
⬇️/⬆️ to select parameters and switch between the 3 screens.
⬅️/➡️ to change the value of the selected parameter.