so today i made this
use it as you want guys
also maybe it's not token-efficient but
i'll leave it up to you
function randprob_from(l) --the function expects an --array of tables like these: --{p=0.5,v='item name'} --a "p" value between 0 and 1 --and a "v" value. --"p" is propability of the --"v" value being returned local lim=1 local value=rnd() for pos in all(l) do highlimit=lim lim-=pos.p lowlimit=lim if value<highlimit and value>=lowlimit then return pos.v end end end |
when I press the left and right arrows, my sprite plays an animation that starts from sprite 1 to sprite 4, since the init function reports that sp=1.At the same time, there is a standard check if SP <4, then.However, I cannot reproduce the animation of sprites from 17 to 20 when I press the up arrow, because as soon as I say in the loop that SP = 17, the animated sprites overlap each other due to very fast sequential rendering.Could you please help fix this?Here is the code:
--player--
player={
x=63,
y=63,
f=false,
sp=1,
speed=1,
stimer=0
}
end
function _update()
--player movment--
if btn(➡️) then
player.x+=player.speed
player.f=fals
if player.stimer<10 then
player.stimer+=1
else
if player.sp<4 then
player.sp+=1
else
player.sp=1
end
player.stimer=0
end
end
if btn(⬅️) then
player.x-=player.speed
player.f=true
if player.stimer<10 then
PICOTEMPLATE
Nothing special, nothing crazy. just a simple template cart for making games.
How to use:
click the little cartridge icon in the corner of the cart and right click the image to download. then just load it and start making your own cart! don't forget to save it as a new filename after you make something so that it doesn't save to the template cart.
Super Moon Landing
An accurate retelling of the Apollo 11 moon landing, now condensed down to a Pico-8 cart!
Controls are self-explanatory.
The Apollo 11 has crashed into a spike-filled moon cavern, stranding American Astronaut Neil Armstrong!
It's up to the American Flag to save the day!
This was made in 2 hours.
- Tips -
- Left side of spikes are more forgiving than the right side.
- You can tap the jump button for a smaller jump.
[16x16] | |
A silly platformer where you have to adapt to some crazy penalties.
Update 1.1
- Evil shadow is less annoying
- Lightweight is even lighter
- Added high score
- Slight changes to level design
- Added some more fx and sfx
How to play
There are two mailboxes, and your goal is to deliver as much mail as possible between them. Since the main route is blocked, you'll have to find other ways around the level.
You gain a penalty every time you deliver a letter. Penalties will effect your platforming abilities and physics, and you can only have 3 at a time. If you get another penalty after already having 3, then you can choose which penalty to switch with the new one.
When you see the default kana font, you might think that you could create something a little better.
But then you realize that it was a kind of provocation for creators (or designers).
Why the tilt?
Hiragana can be quite difficult to express in 5x5px.
One answer to this problem is a slanted design.
This allowed us to secure a space, albeit a small one, per character.
x4 size
Original size
Preview gif
Text conversion scripts for SpreadSheet custom scripts
This script converts "Kana/Kana" text to "Katamuki kana" specification in a spreadsheet.
Register it in a custom script and execute p8Katamukikana([Cell-ID])
on the cell you want to convert.
function p8Katamukikana(text) { const kanamap = { 'が': 'か゛', 'ぎ': 'き゛','ぐ': 'く゛','げ': 'け゛','ご': 'こ゛', [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=130144#p) |
I often use shell scripts to export and then upload my games to itch.io, and there's a small inconvenience that trips me up sometimes: If my game is too large, the export fails, but I have no way of detecting that from my shell script.
> pico8 game.p8 -export "-f froggypaint.html" EXPORT: -f froggypaint.html failed: code block too large > echo $? 0 |
I would expect the status code (echo $?
) to be 1 or some other failure code
(Hm, now that I've written this up I suppose I could work around this by reading stderr stdout and checking for the string "failed"...)
KAIZOLESTE: A NEW MOUNTAIN
A new mountain has been discovered where the impossible becomes possible and chaos becomes order and order becomes chaos. Random peaks, Deep caves, and penguins galore, Madeline faces her hardest challenge yet in Kaizoleste.
IMPORTANT:
This mod has SAAAAAVE DAAATAAA!!!! all of your progress is saved no matter where you play, even online! all your data is saved including: your current level; your total time played; your death count and; your berry count! if you click "delete save" in the pause menu, all of your savedata is gone. if you accidently click it, no worries! just beat your current level and you wont lose any progress.
Also credits to evercore team for evercore, because i used it as a base for this mod.
Hello! I was wondering if anybody can help me figure out why my code wont delete an object. This is my first time using del so I'm sorry if it is really obvious.
trigger:
function update_slash_p1()
for s in all(slash_p1) do
s.dx+=1
if s.dx>8
then
kill_slash_p1()
end
end
code:
function kill_slash_p1()
del(slash_p1,
dx,
frame,
flip,
damage
)
end
I also tried:
del(slash_p1,{
dx,
frame,
flip,
damage
})
end
Thank you!
This is a ZX Spectrum inspired platform game where you are tasked with collecting all the coins in a level before proceeding to the next one.
The hardest part of developing this was emulating the ZX Spectrums 'colour clash' (which limits only 2 colours to an 8x8 cell) without tanking Pico 8's framerate.
It also comes with a retro-inspired manual (which can be found here: https://geeitsomelaldy.itch.io/dicey-dans-danger-dungeon )
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