Rather than a bug it is a help post.
In my keyboad I have to press [alt gr]+ [7]or [0(zero)] to type surly brackets {}
But, in pico 8 edu edition [alt gr] + [7] and [0] captures image or toggles keyboard cursor..
Is there any alternatives to type {} rather than copying and pasting ??
NOTE: I am usin a "Q Turkhish keyboard"
I don't want to do complicated things :(
solo un piccolo cart per aiutarmi a imparare
aprire il menu per attivare la modalità "quiz"
bird sprite adapted from @SirTimofFrost's picobirds :>
Roguelike Pro is a roguelike for the PICO-8 fantasy console.
Do runs in proceduraly generated levels, earn coins, gear up, do more runs until you are strong enough to defeat the boss.
Hit the (x) button to exit the level and return to the main menu.
Hit the (y) button to stay and let the enemies move.
Please bear with me, it was the first time that i did create pixel art.
v1.2 (thx to @dw817)
-added "hold" button to let enemies move while player stays still
v1.1 (thx to @Verb)
-fix armor bonus so it wont become lifedrain
-fix hp costs
v1.0
-first release party
v0.1.4
-added savegames
v0.1.3
-changed menu colors to brighter ones
-added a minimum space when spawning enemys, so they won't agro on spawn (thx to @dw817 )
v0.1.2
-changed price for HP upgrade to 15
v0.1.1.1
-changed coins received from 1-3 to 1
v0.1.1
-add boss fight so there's a real goal to achieve.
-block exiting level when infight
SEIZURE WARNING - FLICKERING IMAGES!
Developer Explanation
First of all love is love! Support the human rights of human beings!
This is a flicker palette expansion demo that uses 49 colors of an available 136 "colors" to animate a randomized, circular rainbow "video wipe" style effect. This is achieved by drawing two different colors on the same pixel in quick succession to dazzle your senses into tricking your brain into thinking it's seeing more colors than Pico-8 can actually draw. It looks okay at 30 fps but really benefits from 60 fps.
Apparently there is historical evidence of arcane "Super CGA" video cards using this method to expand the color palette of old 16-color monitors from a bygone era. Cool stuff. Most of the CGA cards like the CGA board that went into the IBM PC XT back then were only displaying four colors at time so there wouldn't have been much incentive to write a piece of software that actually used this technique.
This GIF image example is 30 fps since capturing a GIF at 60 fps only shows one half of the frames so the effect is lost in the conversion. This 30 fps example is also slow enough to give an idea of how the effect is achieved: each band of colors is actually three bands wide. The code runs at 60 fps which looks 100% better than the example GIF.
Hello again, everyone!
So I was stuck on a plane from DC to San Francisco today, so I did what any rational person in that position would do: I threw a 1-person "build something nifty on a long plane ride" game jam!
My last jammy thing was qdlst(), the Quick 'n' Dirty Locally Similar Tiler algorithm that I subsequently used to build Greave, the dungeon crawler I released this past weekend. Today, for a change, I decided to try my hand at a worldmap builder in the vein of Civilization.
Being as I was on an airplane and was not about to shell out good money for lousy wifi, all I had to work with was PICO-8 and the text-based manual. Since I couldn't remember any perlin noise procedures off the top of my head, I had to improvise, which is more fun, anyhow. I decided to go the geological route: I'd build a world by pummeling a blank slate with a bunch of meteors. add a little random noise every ten rounds or so, and you've got yourself a planet!
In order to expand Pico-8's scope of influence and interest, I was wondering if it was possible to compile a Pico-8 cartridge to a new kind of EXE. Not one that requires Windows as it can now but runs perfectly well in DOSBOX ?
https://en.wikipedia.org/wiki/DOSBox
Is this possible ?
This is an application that looks at the memory of the PICO-8.
Left-Display previous byte
Right-Display next byte
Up-Increment memory address
Down-Decrement memory address
o-Decrement memory address by 8
x-Increment memory address by 8
The code has a string and number stored to find in memory.
There is also a graphic and sfx to locate in memory.
I initially made this to look at the lua code and answer a few questions I had like what the endianness of the CPU is (it is little-endian if I worked things out correctly). Perhaps there are other things that can be found about the CPU. Maybe I could add a way to poke values in to test things.
I whipped this up and added a few features to make things a bit easier. Do whatever you want with it. If the BBS gave me the option I would have put it as CC0, but I selected CC4 because it was closest.
Hello, everyone!
I've put together a little homage to one of the classics of the 1980's arcade scene, Gauntlet. It's only one player (boo!) but it introduces procedurally-generated levels using the Quick 'n' Dirty Locally Similar Tiler algorithm I put together a few months ago. Run around, kill baddies, get powerups and treasure, and slowly uncover the deep and complex story of why, exactly, you're doing all of this.
This is a 1.0 release, so it's feature complete, probably buggy here and there, needs optimization, and is really bumping up against the token count. 😬
Have fun, and let me know what you think!
Picowide, a function-based font.
"Picowide", as the name suggest, is nothing more but the classic pico8 font, but wider on the left side.
This gives it eye-catching characteristic, as its based on the original but with an extra twist; familiar but new.
"Picowide" is printed exclusively through code, explained step by step in the code. Its not "a custom font".
The following gif is an example of how the font is used (At the start, with "play" and "credits", on the score-top right and on the time-bottom left)
The "Picowide" code has been published under the creative commons license "CC4-BY-NC-SA".
Beet 'em Up is an arcade style high-score chaser about throwing beets at your enemies!
Press left and right to move, O to jump, and X to pluck/throw beets. You can aim your beets up or down by pressing a direction before throwing.
This game was made in just a few hours for the Global Game Jam 2023. I decided to do a small update to give the player animations.
You are a ship collector with questionable methods of obtainment. Collect the 100 unique ships!
Player 1:
Move: arrows
Primary weapon: Hold C/Z, mash to repair
Secondary weapon: X
Player 2:
Move: ESDF
Primary weapon: Hold Tab, mash to repair
Secondary weapon: Q
Press X in hangar to see upcoming enemies.
- 100 unique ships
- 10 different weapon systems
- Sliding difficulty
Changelog:
TREBUCHET
Made for the Mini Jame Gam 2023
This is the first game I've ever actually finished and was used to help me learn to code. That being said, there's a little bit of jank.
CONTROLS
left and right arrow keys move you around.
RULES
Catch the enemies' boulders but don't get hit! Periodically, flags will spawn limiting how far back you can move.
GAME JAM
This was made for the Mini Jame Gam 2023 and is the first finished development project by myself, Dana St. Amand. (*finished is a relative term)
The theme of the Jam was "Reverse" and the special object was "flag." I took a little bit of a broader approach to the idea of "Reverse" by expanding the definition to include the opposite of what you would expect to happen. The jury is still out on if that was a good decision. I really used this Jam and the limitations of Pico-8 to force myself to learn how to code after years of dipping my toes in and being scared of getting wet. Despite the jank, I think it worked out okay!