I don't know if people are still having problems with the inline music player but here's a cart with the song just in case.
I've made no attempt to optimize space and used pretty much all the sfx slots. Though some are duplicated just so if you happen to listen on the editor music/sfx tab it's kind of satisfying to watch. To me at least.
switching between custom and default fonts (?"\015"
) behaves a bit strangely; the first line of text is spaced differently from the rest, depending on whether:
- custom fonts are enabled by default (
poke(0x5f58,0x81)
), and - the line height (
peek(0x5602)
) is more or less than 6 (the size of the default font)
run this cart to see what I mean:
specifically:
- when the custom font is enabled by default and the custom font's height is more than 6, the default-font text in this cart has a large gap between the first and second lines:
- when the custom font is not enabled by default and the custom font's height is less than 6, the custom-font text in this cart has a large gap between the first and second lines:
Prologue
PIXBURGH, PIXELVANIA, 5/13/2023 - The city has fallen. The dead pixels have taken over. You can hear them growling all around you. They hide everywhere & pop out when you least expect it. They smell you, they get hungry. Hungry for pixel flesh. You can outrun 'em . . . for awhile. The longer you avoid them though, the faster & more determined they get. They got Spot, they got Dot, and now they're after me. I'm the last one left. Well, me & my buddy Point up in the tower. He's real good with fixin' stuff up, but parts & power are scarce. Every now & then he'll hit me on the radio with a new place to hide, or to let me know he's got a few seconds of juice for the lights & fences. Heck, sometimes he even rigs up a bomb for me to blast a few of the dead to oblivion! Just hoping it's enough. Hoping I can hold out long enough for them to give up & maybe take out a few along the way.
There were a lot of pico-8 games this time on Ludum Dare. One of them even got the first place on sound!
I thought people here would be interested, so I made a table.
(You can click on the game names, somehow the link styling does not appear inside the markdown table).
Name | Author | Overall | Fun | Innovation | Theme | Graphics | Audio | Humor | Mood |
---|---|---|---|---|---|---|---|---|---|
Hyper Harvest | @orion-black | 12 | 14 | 87 | 259 | 96 | 134 | - | - |
Adelie - Water Under the Bridge | @Meep | 17 | 6 | 121 | 127 | 12 | 122 | 111 | 51 |
The Crystallographer | @pianoman373 | 32 | 68 | 24 | 13 | 18 | 50 | - | 32 |
You're Under Harvest | @mastoast | 59 | 27 | 156 | 90 | 106 | 1 | 95 | 98 |
So I'm fairly new to PICO-8, and while I have a basic (very lightly said, lol) understanding of making a game on the program, I'm having difficulties finding any guides or tutorials about how to use time properly - particularly with making an intro sequence for a game.
Example: After the game starts up, I want to have the music start after 1 second (along with my logo) into the game, but from the methods I've tried, it results in the first note of the track playing in a continuous loop.
if (time()-last)>1 then music(0) spr(192,48,48,4,4) end |
I know the problem is that it repeats the desired action with every value past 1, but I don't know how to only have this happen once.
If there's anyone that knows of any guides/tutorials or has some tips or solutions to this, it would be greatly appreciated.
Thank you!
Do you remember Tutti Frutti? That was my favourite game on Commodore Plus/4. :)
Not bugfree, but I thint it is playable.
Collect all cherries, than go back to home. If you eat a cherry, after a while you burp up a seed that you can spit out. Be careful with the apples! They can fall on your head and kill you, but they also kill opponents (the acid apples).
Version 1
Version 2
What is This?
Matching game meets cats, that's what.
How do I play?
Press ⬅️/➡️/⬆️/⬇️ Arrow Keys to move the cursor. Press 🅾️/❎ to select an item, then press the direction you want the item to swap with and press 🅾️/❎ again. If you wish to deselect the tile, press 🅾️/❎ on the original tile again. The current tile and the selected tile are separated by an orange plate and a pink plate respectively. You can move items even if the moved item won't match with anything.
About
Ttuor is a short, top-down action game with a gravity glove and some floaty boots.
Controls
Arrow keys - move the player
(O) - After you get the glove item, press and hold to pull crates and items towards you. Then use the arrow keys to reposition a crate before putting it down.
(X) - After you get the boots item, press to float. Press again to land. Then use the arrow keys to adjust the direction of your slide.
Goals
Just try to get to the end! If you can, try collecting all seven gems. And keep an eye out for the elusive eighth gem…
Action shots
Pull stuff
Block beams with crates
So, let's say you're building a synthesizer using the serial PCM output and you want a filter. What do?
Well, what I did was follow a link @luchak posted a while ago in the Discord to this SVF filter design by Andrew Simper, Laurent de Soras, and Steffan Diedrichsen. And then get blasted with noise, because a design that works great with double-precision floating-point numbers is not so great with 16b.16b fixed-point PICO-8 numbers.
Edit: I recommend using the code snippet downthread rather than this one.
Now, I'm not good enough at math to prove mathematically that this is stable, but I'm good enough at hacking together testing code to feel confident that, as long as:
- the signal being fed into the filter remains in the range -1 to 1,
- the resonance remains in the range 0 to 1, and
- the cutoff remains in the range 0 to 2756.25 (the Nyquist frequency for PICO-8's 5512.5 Hz PCM output)
Updated Art by Helicity, find him on twitter here: https://twitter.com/helicityboson
Updated Music by me!
Very basic recreation of Conway's Game of Life. It's not optimized, so it runs really slowly, but it's the first thing I've ever made with PICO-8 so I don't really care. Also, there's no way to control it, rather, it just randomly fills the screen with noise at the beginning. Again, this was more of an experiment, so I'm not going to fix it.