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Here's a function that will transform whatever you pass it into a table that will hopefully be understandable by a human. It'll take any table or other Lua value, so you can, for example, print it:

print(ins({1,2,3,foo=bar}),1,1)
printh(ins({1,2,3,foo=bar}))

The only parameter besides the string to be transformed is the depth.

local deep={l1={l2={l3={l4="!"}}}}}
print(ins(deep)) --prints everything
print(ins(deep,2)) --stops at l2 and prints {_}

Cart #ins_inspectforpico8-2 | 2021-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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As the author of the inspect.lua library, I use it a lot on my day job when I need to debug Lua, and I really miss it when debugging in Pico-8. I found

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Anyone know why devkit mouse won't work/respond when I use a shader html plate? (like from here: https://www.lexaloffle.com/bbs/?tid=33488)
Without the shader fx code it works fine.

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Cart #rojezagoka-0 | 2021-10-06 | Code ▽ | Embed ▽ | No License

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Does anyone know if it's possible to run "splore" from inside a game? My situation right now is that I've got Pico8 up and running on my Emulation Station arcade machine, and I'm wondering if I could make a Splore program which opens splore at runtime.

Currently, I've got pico8 setup so that selecting a cart will run it with pico8, but there was another method that just runs pico8 with splore, but won't let you access your carts that are already loaded onto the machine.

Any help is appreciated!

Cheers, Leo

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Is it possible to request a username change? I emailed [email protected] about changing my username a few months ago and followed up a week ago, but I've gotten no response? Does anyone know another way of getting in contact with Zep?

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Cart #orbital-0 | 2021-09-30 | Code ▽ | Embed ▽ | No License


Just finished this gravity simulator I've been using to test out some math for a bigger game! I programmed it to support more objects, but ran out of screen space and didn't feel like optimizing. Anyway, it looks cool nonetheless.

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I'm trying to make the line move when variable "g" increases

function _init()
  g=1
end

function _update()
  if (btn(2)) g+=1
  if (btn(3)) g-=1
end

function _draw()
  cls()
  circ(64, 64, 20, 7)
  x = 64 + cos(g()) * 20
  y = 64 + sin(g()) * 20
  line(64, 64, x, y)
  print(g)
end

If anyone has any tips for me, or a good sin() cos() tutorial, it would be a great help.

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Had a video on ray casting pass by in my Youtube feed the other day and thought I'd play around with it a bit.

There are the four outer walls and then four randomly generated interior walls. It's casting 27 rays so, when moving, that's 216 intersections calculated per frame at 60 fps. Either more walls or more rays forces it down to 30 fps so it's a bit of a performance hog (okay, a huge performance hog.) I'm sure it could be optimized somewhat, though I'm unlikely to do it.

Edit: Okay, so apparently I lied. I realized that I could have my rays do double duty by calculating two intersection points each, one in each direction along the line. So I get effectively twice as many rays for virtually no extra cost.

Cart #yirijahiwe-1 | 2021-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello, people
My account Jackjack31363 was banned
Big oof
The problem is that it's the account I bought Pico-8 on
And the one I use the most overall
It also seems all of my comments have been removed
I'm pretty sure I know what happened through
Posting the entire bee movie script will do that to you
So I kinda want my account unbanned
I will be trying to contact their about thing later
But it is sad
I'm totally not doing that ever again
Posting the bee movie I mean
Just seeing if it can be unbanned through the forums

  • Jackjack31363
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Cart #mysecondtrial-0 | 2021-09-20 | Code ▽ | Embed ▽ | No License

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Can someone please tell me how to change a map tile with a sprite over it because I can't figure it out
heres my code
--player
function make_player()
p={}
p.h=10
p.a=3
p.d=1
p.dead = false
p.x=8
p.y=8
p.tx=1
p.ty=1
end

function player_move()
p.tx = p.x/8
p.ty = p.y/8
if (btn(0)) then p.x = p.x - 8 end
if (btn(1)) then p.x = p.x + 8 end
if (btn(2)) then p.y = p.y - 8 end
if (btn(3)) then p.y = p.y + 8
end
end

function overlap(x,y)
if (btn(5)) and fget == 3 then mset(p.tx,p.ty,4)
end
end

3 comments


Cart #the_well_v2-0 | 2021-11-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A short metroidvania I made, first try at a platformer. Quite a few glitches.

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I-ve been using PICOCAD for a while now, and i just found out how it works!!! PICO-8!!! hahahaha i downloaded pico-8 in an instant!!!

im excited to learn more about this and maybe try programing something!!!

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Cart #rujazafape-0 | 2021-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #duckpond-0 | 2021-09-04 | Code ▽ | Embed ▽ | No License
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Cart #siwwiriwi-0 | 2021-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[img]

small 233b demo with procedural sprites.

a={}
b={}
z=300
for i=0,z do
a[i]=rnd(125)
b[i]=-rnd(300)
end
for i=0,2000 do
d=rnd(i%32)%12sin(i/12)
poke2(0+i,d
d)
end
function _update()
cls()
for i=0,z do
f=b[i]
spr(i%20,a[i],f)
f+=1+i%5
if(f>125)then
f-=250
end
b[i]=f
end
end

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Cart #renenigude-0 | 2021-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #fakemedojo-0 | 2021-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #monraibresim-0 | 2021-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I title this WIP because this is about as far as I got with this project before I realized it would take a fantastically huge amount of time to properly flesh out. So, I might try to update it but I more so wanted to release this project in case someone is interested in making a Pokemon style game with all of the assets already implemented.

TL;DR A lot of the code is superfluous and hastily typed in favor of rapidly displaying what is essentially needed. It's basically pre alpha code if you wanted to use it for your own project.

I've been working on this idea for about a year total on and off. The original concept (aside from really liking pokemon) came from a challenge meme image. I tinkered away at the art and whatnot and wrapped my head around sspr concretely the first time around while working at this.

What's included:
• A start page screen demonstrating a custom Pico-8 Game intro sequence.
• An in-start page screen displaying small scale spr() of each mon as well as the entire sprite map.
• Custom simple art positioned in a typical format of a conventional rpg in-start screen.
• An arbitrary simple loading screen with screen paging already arbitrarily added.
• Custom Assets for (presumably) Fakemon concepts and their potential usage.
(e.g. mini sprites & modeled upscales)
• Even more Custom Assets for general game design e.g. tiles and random colorful sprite work
• Somewhat thoughtful naming and ordering, elemental typing, egg hatching of each mon.
• Simple movement for one player implemented. Random iteration of mon sprites for debug, following mon.
• sspr() upscaled examples of each mon with its name and associated early note ideas about its concept.
• Tabbing with (z,x) to view each mon.
• Sprite sheet page 1 displayed on debug screen.
• Mostly nothing!

This is really just a demonstration of what can be done with the engine with just a little bit of tinkering away. You are free to use all of the code and assets as you please. Check another post I had in my Bren's Pico-8 Prototypes to see an example of another Pokemon inspired small creation. It could be useful if you're going for a "generation 3" look and want to add to this engine with event functions. (post cross link here https://www.lexaloffle.com/bbs/?tid=44439)

[this space for if I update this post with future revisions]

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Cart #mmzhas-0 | 2021-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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