I'm trying to make a rhthm-based game, and although the timing looks OK both on pico-8 and in my computer after exported in HTML, when running it through my cellphone everything has ~300ms delay, which ruins the experience.
I've done a very simple cartridge to test the timing - Try to press X to follow the rhythm. Again, on my desktop computer it's fine, but when running it on a cellphone the timing is definetly off.
I've debugged a bit, trying to see if it's some lag added by the browser on cellphones to detect gestures, but the same function that sets the button as on is triggered as soon as it's pressed down. It looks like the delay happens in between the buttons
JS variable and pico-8 runtime.
Is there an alternative way of getting input with close to no lag or it's just the browser export? Any way to fix it?
Bowser's Farm
This a reskin of "FARM PANIC" originally created by @NYLON_1919, with new graphics from the mario-universe. Have fun!
According to documentation
PRINT returns the right-most x position that occurred while printing
One can make a valid case that certain print control codes may result in unusual return values, but this one doesn't feel right to me.
x = print('\^iabcde') print(x) y = print('\^d2abcde') print(y) |
results in
The speed of the print output shouldn't affect our ability to receive the final x position, IMHO.
Celeste, but I added the golden berry from the steam release of Celeste.
Credits to Maddy Thorson and Noel Berry for the original game, and to pancelor and Meep for some code I "adapted" (stole basically).
I decided to make this because of La Sal (by pancelor) which had a golden berry. But I also had the idea to make a golden berry mod before I played La Sal.
As I'm discovering you can use variable names such as 🅾️ and ❎ I ran into this little snag when debugging in immediate mode. Try out this code:
function _init() end function _update() ⬅️=btn(0) ➡️=btn(1) ⬆️=btn(2) ⬇️=btn(3) 🅾️=btn(4) ❎=btn(5) cls() ?⬅️ ?➡️ ?⬆️ ?⬇️ ?🅾️ ?❎ end |
Now while running hold the DOWN ARROW key and press the ESC key.
Now type: print ⬇️
ENTER
Result is TRUE, which is correct.
Now type: print ⬆️
ENTER
Result is 2 which is INCORRECT. It just stated above it was FALSE.
I realize that these variables are initialized when you run your program to make it convenient for btn(⬆️)
to see if it's TRUE or FALSE, however as they are not system variables and are free for the taking, this reinstating integer values into them without your say so should not be taking place unless you rerun your code again.
About this game
This is a demake of DARIUS, TAITO. Boss rush mode is implemented and 11 bosses, all of the DARIUS bosses appear and you fight them continuously.
I made this game to feel "Wow, looks like 3 screen DARIUS when seen from a distance!".
I didn't make this as a perfect clone. There are many differences from the original game.
How to play
Start the game and enter select panel.
- Select mode: EASY or HARD.
- Select zone to start: A-Z.
When you select EASY, player doesn't get damaged. In this mode, you can enjoy a tour of all bosses of DARIUS and "EASY" is displayed at the bottom of the screen.
@zep: I Came across this. While it is known you can change the keyboard repeat speed of BTNP()
making use of poking 0x5F5C
and 0x5F5D
it unfortunately carries over to SPLORE as you can see here:
Further, SPLORE does not seem to give you the same menus for each Favorited game. As you can see here comparing BIBI AND BEANS, RED-SHIRT-ALERT, and LOCKEY-ZANA'S TALE, where RED-SHIRT-ALERT is missing menu items when you press "P" and the other two carts are not:
I would also like to suggest that when you do press "P" for additional menus and information, that is shows the last date this particular cartridge was updated.
About this game
This is a remake of SEICROSS, Nichibutsu. It is NES version of SECTOR ZONE.
Run to reach the rightmost goal of the road before fuel empty.
Bottom of the screen shows score, progress meter, and fuel meter.
When you clash objects, the fuel meter decreases. When you get red blinking items or heart marks, the fuel meter recovers.
You can shoot bullets and hit enemies.
When you reach the goal, got heart marks become bonus score.
Controls
- D-Pad/Arrows: move player
- O/Z: shoot bullets
About the character
The playable character is Shimarin, a main character of Japanese comic and animation: YURU-CAMP.
Pico Karts is a pseudo-3D racing game, modelled after the style of Outrun or Hang-On! This started from an experiment to produce a pseudo-3D scrolling road, and was gradually built up from that concept to a complete game. While I'm sure there are plenty of things I could add or improve, I'm happy to ship this little project and move on to the next thing :)
Controls:
Left/Right Arrow Keys: Steering
Down Arrow Key: Brake
Z: Accelerate
X: Boost (when boost meter is full)
The boost meter fills up as you drive, and is reset any time you hit an object or drive off the road.
If you'd prefer to switch the colour alignment between the road and the sides of the road, press X at the title screen (this may reduce eye strain for some people).
TO LOAD THIS PICO-8 CART in immediate mode, type:
load #shadow_178_chars
TO LOAD THIS PICO-8 CART in immediate mode, type:
load #shadow_178_chars_light
Be aware the shadows and ships position can be anywhere. I just moved them in a loop in and out to demonstrate they are not at a fixed position according to their original sprite.
Hi,
I am enjoying my Pico-8 quite much. Did some stuff I never was brave enought in the homecomputer times.
However: Just for "reference" I like to play some games. But splore always says "Could not Connect to BBS" since some time. I tried on Linux, Raspian and Windows. All the same. Pico 0.2.4(b).
Best,
Carsten
About this game
This is a remake of Burger Time, Data East.
Move to step on hamburger materials. Drop all materials to complete hamburgers. There are three stages.
No enemy appears in EASY mode. Enemies appear in HARD mode.
You can attack the enemies using pepper but it only can stop them temporally. You can crush them by dropping materials on them.
If you drop a material with enemies on, the material drops many steps and earns 1000 points per enemies on. This is a good technic to complete the hamburgers speedy, get high score, and get extra player for every 10000 points.
If enemies hit you, HP meter above decreases. When HP meter become empty, you lose a player.
First Hello
Hey everyone,
First time messing with Pico-8 so this is a very basic music demo for Hydlide. Just wanted to test drawing to screen and the music tracker so there isn't anything to look at and just the original theme to hear, not the more infamous Hydlide II theme also used in the NES port. No movement or animation, just this single screen you see here. This approximate screen (and tune) is based off the MSX version instead (though Jim's colors are closer to the MSX2 version). Enjoy (for the 16 seconds before it loops)!