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Cart #samidikada-0 | 2024-04-18 | Code ▽ | Embed ▽ | No License


:O

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Just found out that the “goto” function is actually implemented in Picotron; I’ve tested a pico8 code snippet by @ultrabrite and put it into the usual function _draw()

function _draw()
cls()
x=1 y=0 n=120
::io::
d=rnd(2)>1 and 0 or 5
line(x+5-d,y,x+d,y+5,11)
x+=6
if(x>n+6) x=1 y+=6 print(' ')
if(y>n) y=n
flip()
goto io
end
1
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Here to test my ability to publish a file. thanks !

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Cart #hybris_demake_beta1-2 | 2024-05-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hybris Demake (beta.3)

Bazooka Luca demakes Die drei Muskeltiere's "Hybris - Pride goes before a Fall"

work in progress

CHECK OUT THE ORIGINAL AT itch.io

[16x16]

Hybris Demake (beta.2)

Cart #hybris_demake_beta1-1 | 2024-04-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[ Continue Reading.. ]

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Cart #ld55-1 | 2024-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

WIP Post-Jam Ludum Dare 55 - "Summoning"

⬅️ to move wizard left

➡️ to move wizard right

❎ (or x) to shoot your magic

😈 Zap the devils before they get to your level!

🔥 Avoid the fireballs, your magic is powerless against them.

Go for the high score!

1
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Cart #vkb-0 | 2024-04-17 | Embed ▽ | License: CC4-BY-NC-SA
4

Virtual Keyboard app for Steam Deck and other touchscreen devices.

Working (albeit still WIP) as of Picotron v0.1.0e but not v0.1.0f due to changes in wm. I haven't looked into how much is different but I do know that the way I was switching workspaces is no longer exposed as an event within wm, so that kills the project dead somewhat.

I'm not upset because Picotron is in flux and it was always possible that this could happen. However I feel a virtual keyboard is a must for handheld devices in the future as Picotron is totally unusable without one. Yes, the Steam Deck has a virtual keyboard built into Steam, but hitting Return hides it, so it is impractical. Plus it doesn't have cursor keys which this did.

[ Continue Reading.. ]

4
1 comment



playing around with physics and note()

(sound is pretty borked on the bbs, so download it with load #plink) sound seems fixed yay!

19
4 comments


Cart #clownvadersdeluxe-5 | 2024-05-01 | Embed ▽ | License: CC4-BY-NC-SA
8

Here I come again with my 2nd arcade game vibe: Clownvaders! rebuild from scratch as pico-8 to deluxe arcadetron Edition.

Controls:
Left, Right, X to shoot

more info, watch the attract mode.

Enjoy!

Rev 3:added extra background, better music, gameplay demo in attract mode
rev 4: extra and inproved level's backgrounds picts, level completed fixed.

8
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Cart #supernova-0 | 2024-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

I made another!
Its a SUPERNOVA.
i was bored.
i had some extra time,
so BOOM
i made this!
enjoy!

7
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I've seen this behavior in both sfx.p64 and #visitrack. I'm on a M1 Macbook Pro, OS X 14.3, running Picotron 0.1.0f.

  1. Slow drags downward don't do anything - mouselock just returns 0 for dy, regardless of how far you drag. Slow drags upward do not have this problem.
  2. Effective sensitivity is lower on Mac than on other platforms. I haven't verified this myself, but based on @drakmaniso's description of how the sliders should be acting in #visitrack, this seems to be true.
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Hello,

For fun, I'm building a Vampire Survivors style game. There will be a lot of mobs on screen, so I've built a grid partitioning system and each weapon only checks for collisions with mobs nearby.

The grid size is 30, so that's a 16 x 9 grid.

My question is this, currently, I'm initialising the grid on every frame and re-populating all the mob positions into their grids.

Should I move to initialising just once and updating mob positions in the grid on every frame? I'm not sure whether that will actually be quicker because I will have to delete the mob from one grid position and add it to another.

Also, that seems hard to implement :-)

Thanks in advance

Russ

1
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Hello!

I'm trying to understand how to best work with image data in Picotron for use in things like .txt files and whatnot.
In the readme that rests on the pictron desktop, there's an image near the beginning of the file that, when clicked, reveals a metadata object that is "unpodding" base64 encoded image data so it renders in the txt editor.

How would I go about podifying a sprite on a .gfx file so I too can insert the base64 data into a .txt file?

I've tried doing something like this:

?pod(fetch("/ram/cart/gfx/0.gfx"),0x7)

in the picotron terminal, and it outputs the b64, but it's podifying the entire gfx file, not the sprite I want to podify (in this case, sprite 1, second slot available on the gfx file).

Anyone have any ideas here?

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I'm drawing the map like this:

-- 2 is the layers count
for i=2,1,-1 do
   map(fetch"map/0.map"[i].bmp)
end

And I can check for collisions for map tiles with fget(mget(x/16,y/16)) to get the flag of the tile, all good here, except I can only check for collisions on the top layer, while every other layer is ignored.

How can I check for the flags on every layer?

2
4 comments


Cart #kowutgore-0 | 2024-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

3
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A simple demo, wallpaper, or screensaver. Circles of various sizes move across the screen, influenced by your mouse position.

Cart #circle_chase-0 | 2024-04-17 | Embed ▽ | License: CC4-BY-NC-SA
4

load #circle_chase-0 and run!

4
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i'm trying to use :copy when growing a userdata:

local a = vec(1, 1)
local b = vec(0, 0, 0)
a:copy (b)
print(b)
-- b is still zero

i figured maybe the vectors needed to be the same size but neither of these work either:

local a = vec(1, 1)
local b = vec(0, 0)
local c = vec(0, 0)
a:add (0, b)
a:copy (c)
print(a)
print(b)
print(c)
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Cart #veditor-6 | 2024-05-01 | Embed ▽ | License: CC4-BY-NC-SA
93


Cart #vgfx_demo-2 | 2024-04-16 | Embed ▽ | License: CC4-BY-NC-SA
93

First up:

This was a big project! if you want to help me out plz see my patreon or ko-fi <3

What:

  • Veditor is a vector graphics editor that lets you work on multiple, layered vector sprites
  • vgfx.lua is a script you can include in your own projects to display said vector sprites (and other things)

[ Continue Reading.. ]

93
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Cart #cozmicchaos-0 | 2024-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Cozmic Chaos

Overview

This is a small wave based Bullet Hell Shmup i developed in order to learn development in pico 8.
I used the Lazy Devs Shmup tutorial series on Youtube for reference, so huge shout out to them.

In this game you will fight through 9 waves of enemies getting progressively tougher before taking on the final boss.

Controls

Arrow keys - Move your ship around.
O Button - Fires your concentrated shot. This is high damage but slows your movement.
X Button - Fires your spread shot. This has a wide range and fast movement speed.
Cancels - Pressing both fire buttons together will perform a bullet cancel however this will cost one full meter, these are essential for high scores.

[ Continue Reading.. ]

5
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On boot (running NixOS 23.11 with KDE Plasma version 5.27.10) it shows a green "no workspaces" screen with a weird cursor glitch and the SFX workspace icon replaced with a desktop one ... until we click another workspace, at which point everything is fixed.

Edit: GIF of bug:

Edit 2: Seems fixed for us in v0.1.0g - ping us if you're still getting it and we'll unresolve the issue.

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Cart #wukerebajo-0 | 2024-04-16 | Code ▽ | Embed ▽ | No License
2


Just a sandbox to get a better understanding of what happens when you change the map width (0x5f57) and the map address (0x5F56)
Upper memory 0x8000-0xFFFF is fully initialized to 53 (blue square sprite)
Arrow keys to move the camera
X / O to change the map width
pause menu to change what X/O changes between map width and map address.

2
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