Hi zep,
I did send this trough mail but didn´t got an answer so i also post it here in case you missed it:
Can you look at how to solve high cpu usage in picotron? When i start picotron i have 2 seperate picotron threads that uses for about 14 to 19 %, wich both leads to about 40% of cpu usage of picotron alone, and this is only in idle when doing absolutely nothing in it and not loading anything within picotron, so no file is loaded within picotron, it's already at that cpu usage when just launching picotron and it stays that way also when keeping it open that way even if i let it just in the background.
Now i have an idea: would it be possible to have pico-8 within picotron? As far as i can see, it would make it much easier for you, just one application for you to maintain and update, fixing bugs..., and also for us users it's much easier to make things for pico-8 as making things in picotron within thesame application. pico-8 has it's own filetype and picotron has it's own filetype, so it can already see when it needs to have the specs for pico-8 or picotron. And with the better resolution in picotron it is also better to code within picotron for coding for pico-8, so benefits within picotron available for pico-8, the editing/coding with picotron specs while the limitations of pico-8 cards stay thesame at run time.
A small 10 cart pack I made out of my favorite PICO-8 games!
Download it here: https://drive.google.com/file/d/1Zwh_h1KuetpasXUY3URkKkPPE5zf3xMP/view?usp=sharing
Credit for the games goes to their respective creators. Thank you for sharing these awesome games :)
SEIZURE WARNING:
This game may potentially trigger seizures for people with photosensitive epilepsy. Viewer discretion is advised.
Controls:
Move: Arrow Keys
Shoot: X
Bomb: Z
Pause: Enter
NOTE: Shoot / Bomb buttons can be swapped in the Pause menu
Instructions:
- Defeat 30 waves of space pirates and recover the doubloons they leave behind.
- The ring around your ship indicates the range which will attract doubloons
- Destroying space pirates will increase your score multiplier. Letting a space pirate escape the area or taking damage will reset this multiplier to zero
- Collecting 100 doubloons will grant you a temporary shield which will absorb damage once without resetting your combo
a = {x=10, y=25} b = a b.x = 99 print(a.x) |
This prints 99
but I assumed it would print 10
.
I wrote code with a start table. Then I set a position table equal to the start table. I was hoping to update the position table but reset the position back to the start point at any time I wanted. I tested this out in php to make sure I wasn't crazy and it worked like I expected. I tried it out in strict Lua but it gave the result above. Why does Lua change the a
table when I only changed the b
? How do I deal with this?
The Packbats' 2-node Instrument Collection - on the BBS as #packbats_2node
- came from the same place as our guide to Picotron's instrument designer: with PICO-8 you had loads of instant sounds that came with the fantasy console, but with Picotron you didn't. So: we wrote a guide, then we made some instant sounds.
The 2-node part (is it 2 nodes? does the output mixer count? if the output counts it's three) was for three reasons, only one of which makes us feel arrogant:
- By forcing us to make something simple, we get it done faster and easier, which means the community has it sooner.
- By leaving space for more nodes and leaving unused envelopes, we make it easier for musicians to modify our instruments to their needs.
- By refusing to use all the tools at our disposal, we refuse to make you as a sound designer feel like you can't compete. We're proud of what we made, don't get us wrong, but the joy of playing in Zep's playgrounds is futzing around with Zep's beautiful tools and getting inspired. If you're down to give it a try, to get over the hump and to the point where you can just have fun making cool sounds, you'll find all kinds of amazing stuff you can make. If you then type "[instrument] synth design" into DuckDuckGo and click on some links, you'll make even more cool sounds because you'll have way taller giants than us newbies to stand on.
Description
Penny the Pumpkin: Directors Cut takes you on a delightful platforming open-world metroidvania with light puzzles to solve. Guide Penny, our lovable pumpkin, as she collects 18 precious coins! Your progress is saved every time she grabs a coin or enters a new area.
Once you've collected all 18 coins, put your skills to the test by unlocking the thrilling speedrun mode! Note that saving is disabled in this mode, so it's all about your skill and reflexes. Can you beat the programmer's current record of 3:31.4? 🏆
I purchased Picotron on Humble Bundle as soon as it was available. I initially downloaded it from there. And, through version 0.1.e, I downloaded updates for Picotron from my Lexaloffle Downloads page.
However, when I went to download 0.1.f, it was gone from my Lexaloffle downloads page. I asked around on Discord and a few people verified that they had access to Picotron, but a couple of people referenced other downloads which had vanished from their page.
I attempted to register Picotron from Humble Bundle, again, and it had no effect.
I sent an email to [email protected], but I have not received any response.
Now a new version of Picotron is out, and it's not available on Humble Bundle (hopefully just not yet). So I can't download my purchase.
I'm curious if anybody else is experiencing this problem?
EDIT: I decided to try activation again, again, and this time it seems to have worked!
A simple clicker game about growing flowers. Also my first complete Pico-8 game :)
Controls
Left-click - Almost everything
Right-click - Drop tool / Cancel flower placement
Made in about a week for Minigame a Month - April 2024 and Chill Devs: Chill Jam 8.
Also available on itch.io.
Using window{pauseable=false}
in fullscreen apps does not disable the ability to pause by hitting ENTER.
Steps to reproduce:
1) Boot Picotron.
2) Add this code to main.lua (as per the manual):
window{ pauseable=false } function _draw() cls() print(t()) end |
3) Run it.
4) Try to pause by hitting ENTER.
5) Watch in helpless grief as you continue to fail to pause, despite mashing ENTER over and over and over.
Oh yeah, and another thing I noticed. @zep, the Proggy demo is now kinda broken since you can't type anything in the editor window without it popping up the pause menu every time you hit ENTER. (I noticed when trying to use my Froggy app today and realized that would affect Proggy too.)
https://www.lexaloffle.com/bbs/?pid=47637#p
I can find all the other secrets but not the last newspaper
Can someone at least give me a hint?
Music and sound effects in Pico8.
Introduction
I started working on some projects and all that is left to do is to create the music and sound effects.
I watched some tutorials about getting started with making music in Pico8, took some notes and tried playing around in the music editor. I learned the basics of the editor and can find my way around it, I just get stuck trying to make music. This is the first time I'm making any kind of music so I'm quite new to all of this.
I just started learning about music theory to help me understand more about how to create music and or sound effects.
Beside following tutorials, taking notes, playing around in the music editor with both channels and trying to re-create some simple tunes and or sound effects of games (all 8bit).
I plan to learn about playing from ear in the future, after I feel more comfortable with my ability to write music in Pico8.
My questions
I saw people talk about how you can compare the notes in Pico8 to piano notes:
White notes | Black notes
"Z = C102_" | "S = CH105_"
"X = D102_" | "D = DH105_"
"C = E102_" | "G = FH105_" etc.
Would it help if I were to also learn about the basics of how the piano works or will music theory be enough with enough practice in Pico8?
Are there thing I might have forgotten about that I need to learn or are there things I don't need to learn in order to write music in Pico8?
If you have any advice please tell me.
resources
I have listed some of the rescources here that I have used.
- Gruber
- Nerdy Teacher
- Dylan Bennett
- Lexaloffle forums
Thank you
- OffensiveWare
Very much WIP using some of the graphical style/themes from Mint in a Vampire Survivors style game.
WIP has:
- 2 characters with different modifiers
- 6 weapons and 1 passive item. weapons and passives have level upgrade modifiers
- A wave spawner (but it spawns the same stuff every wave - need more mob types)
- Boss mobs drop a chest that will drop a random upgrade to an item in your inventory
- Standard mobs drop xp, hitting the target xp for the level triggers a shop where you are offered 3 items (with some weighting towards items you already own)
"O" button does everything.
TODO:
- refactor for performance, I think I can improve collision handling
- a proper map, thinking an infinite map like vampire survivors
- scaling of mobs with XP
- more items
- more enemy types
- probably refactor how I am doing classes, it's getting messy.
- bugs, probably lots of them
- everything else