Feature Overview
QSORTZ()
Quick sort by z.
- sorts by reference to z from the argument table.
- See the code in the cart for the single value type
QSORT()
where table t is sorted by v. - This function consumes 76 Token.
tb={{id='a', z=1}, {id='b', z=2}, {id='c', z=1.5}, {id='d', z=-0.5}} ?'before sort',6 for i,v in pairs(tb) do ?v.id..':'..v.z end qsortz(tb,1,#tb) ?'\nafter sort' for i,v in pairs(tb) do ?v.id..':'..v.z end --[[ before sort a:1 b:2 c:1.5 d:-0.5 after sort d:-0.5 a:1 c:1.5 b:2 ]] |
Is experiment on pal and rnd im add in function _init and function _update60
Photo of caracal im use Depict and im open file PICO-8 cartridge and paste in gfx
Big Header
Medium Header
Small Header
italics bold
Embed:
[**could not embed: 1234] // cartridge id
[tweet ]
This is a code snippet within a line
while (true) do color(rnd(8)+8) print("multi-line code listing") end |
it contains the main steps of creation for a warhammer fantasy rp character of the fourth edition which is translated to spanish by Devir (i still don't put the step of the talents because i'm fighting with myself whether to put them in this cartridge or put them in a different one). i wanted to translate it to english and make it equal to the spanish version but i realized that i need the cubicle7 version xd because that one has the data of the roll tables different from the spanish version and i don't want anyone to be confused.
I plan to include the gnome and then try to translate it to english but I want it to be very faithful to the english version.
Tower Defense Game for Pico-8.
This game is inspired by the old flash games:
Bubble Tanks Tower Defence.
Description
This is not the usual tower defence game you are used to. Sure, you have to build towers to defend against enemy waves and also earn cash by destroying them to update your towers.
What is special here is that we not only can build defence towers to destroy enemies but also to define the path the enemies can take. Where the enemies have different skills like self-healing or flying over towers. In addition, we have various different maps where some may have blockades, are limited in space or have already predefined fixed paths.
Game Play
I'm working on a farming simulator game. In the _init() function it should randomly generate the pattern on the grass tile and then randomly place the grass tile on the map (replacing any empty tiles.) However, a strange bug is occurring where some map tiles are corrupt. Can somebody explain what's going on? Use arrow keys to move around.
Main Controls: Z - Open Shop/Back | X - Shoot/Confirm | Arrow Keys - Move
Alt Controls: N - Open Shop/Back | M - Shoot/Confirm | ESDF - Move
Welcome to A Cow's Adventure!
This is my first game on Pico-8 and, actually, ever! I made it in 7 days (+ 1 day bug fixing/balancing) and have been learning lua for ~5 days prior so this was a SUPER fun and educational experience!
In this game, traverse different farms as a Cow of your choosing, each class providing different base stats. Shoot your way to victory with careful planning, basic upgrades, and simple vertical movement. Enjoy some great classic arcade vibes thanks to Gruber's Pico-8 Tunes Volume 1 music set! Each Victory rewards you with a unique "Trophy" that will be added to the farm you start in. Each Cow + Difficulty gives a different one, try to collect them all!
Hauler
Welcome to the Zeta Sector in a remote part of the Milky Way. You are a Space Trucker for the Eastwood Mifune Cooperative. Your job is to transport cargo and people from one space station to another. Or deliver a delicious Moloko Shake from a diner to a customer.
Explore a compact sector of the galaxy with planets to scan, jobs to complete, and Easter eggs to discover. Only one thing seems to be missing: Good coffee. Can you solve the mystery of where to get it?
What you can do
- Docking at stations to accept fetch quests.
- Fuel scoop at stars.
- Collect salvage or mine resources to sell.
- Scan planets to document the sector.
- Use your friendship drive to jump to other systems.
This game was made for the Pursuing Pixels James Jam Game Gam #3 with theme parallel. Some art (mainly my trees and grass) were taken from the first version: Druid Dash: Magic Mushroom Mania
Shorter than what I wanted, but that is the life of weeklong jams that you develop under 10 hours.
There is a bug that sometimes comes up with spirits not moving, you will have to restart the stage with C x)
Gameplay:
Move spirits around the map and guide them to their shrines. Once they move, they will continue to do so until they hit a wall.
⬅️⬇️⬆️➡️ - Move around
❎: X - Next Stage
🅾️: C or Y/Z - Restart Level
Devlogs:
You can read all about the development if you are into things like that:
This game was made for the Minigame A Month May 2024 for theme WIZARDS!
Gameplay:
Move around on the field to avoid the relentless attacks of the mages.
⬅️⬇️⬆️➡️ - Move around on the board.
❎: X - Activates Currently held Item.
🅾️: C or Y/Z - Switch your current color.
Stand on appearing attack spots with the right color to hurt the mage of that color.
Items:
Sands of Time: Freezes time for the world. You are allowed to move, but nothing else.
Chromatic Star: Allowes you to become invulnerable, and hurt any mage while stepping on attack spots.
Wizards:
Each wizards has a unique logic behind their patterns as three distinc phases with them. Figure out who does what an plan ahead!
I've struggled with collision for a long time, but I've discovered/learned two collision types that can be implemented into just about any game genre.
This is my first time writing a tutorial so please any advice or mistakes a must.
Some background:
PROBLEMS AND SOLUTIONS OF THESE COLLISIONS WILL BE LOCATED AT THE BOTTOM
OBJECT-TO-OBJECT COLLISION
This collision type involves four to eight parameters.
- A first X value (
x1
)
Knucklebones
Controls
⬅️⬆️➡️⬇️ Move cursor ❎/X or 🅾️/Z Select
Rules
Each player has a 3x3 grid, organized into three columns. They take turns rolling a die and placing it into an open spot in their grid. If there is a matching die in their opponent's matching column, the opponent must remove all matching dice in that column. When one player's grid is full, the game is over and the player with the highest score is the winner.
Scoring
Each column is calculated separately, then added to the player's total score. If there are matching dice in the column, their values are added together and multiplied by the amount of matching dice.
I am working on compressing .p8 files.
That's all you need to know.
Currently it is only saving characters by only advancing tokens once.