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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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Cart #ghostwave-0 | 2024-05-17 | Code ▽ | Embed ▽ | No License
3

How To Play

  • Z - Shoot
  • X - Rockets
  • Arrow keys - Move

Some enemies have a blue outline - when they die, collect their ghost for a large score bonus. Each ghost is worth 50 points times the number of ghosts collected so far - so the key to a high score is to not miss any of the ghosts.

After you've used your rockets 3 times, they take 10 seconds to reload. Save your rockets for difficult situations or blue enemies.

Inertia is on by default, which makes the player's helicopter move smoothly. If you prefer more responsive controls without acceleration and deceleration you can turn inertia off.

With inertia on changing direction takes a small amount of time, the player's movement flows more like a real helicopter. Inertia off feels like a traditional arcade shmup, where you can change direction or stop instantly. Inertia off is also slightly easier. Choose whichever mode you enjoy more.

Credits

Made by Conor O'Kane

Thanks to: Lazy Devs and everyone on the Lazy Devs Discord, in particular:

This game is free. You can download an executable from the itch page.

P#148521 2024-05-17 06:46 ( Edited 2024-05-17 06:47)
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A clone of The Sound of Sorting I made just to test and diagnose my QuickSort algorithm.
It may sound a little ridiculous on web, since the array access sounds tend to get lumped together into far fewer frames.

Cart #sound_of_quicksort-0 | 2024-05-17 | Embed ▽ | License: CC4-BY-NC-SA
2

P#148518 2024-05-17 03:02
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Cart #funkystars-0 | 2024-05-17 | Code ▽ | Embed ▽ | No License
1

Hi..
I'm Back...
I decided to make a funky stars demake...
I also remixed it a tiny bit!
the tic80 version really inspired me to try doing it for pico-8, and i hope it sounds good!

enjoy!

P#148515 2024-05-17 01:35
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Cart #cckey-2 | 2024-05-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

CCKEY (Inject below)

I saw some talking about what control style is better, so i created this. The end to all controls.

KeyRnd inject

If youd like to use this in other cartridges, here is the code. simply add this to a new code tab,
and change the inputs if you have other vars for those. Thanks for using this thing!

--[[keyrnd by antibrain]]
--[[do not eat]]

--possible keys. dont change unless you have to.
possible={}foreach(split([[
abcdefghijklmnoqrstuvqxyz
]],""),function(t)if t!=" "and t!=""then
add(possible,t)end end)poke(0x5f2d,1)
--write input vars here, seperated by a space.
foreach(split([[
🅾️ ❎ ⬆️ ⬇️ ⬅️ ➡️]]," "),function(k)
local key=rnd(possible)
del(possible,key)_𝘦𝘯𝘷[k]=key end)
_btn=btn function btn(b)
if type(b)=='number' then
return _btn(b)end return key==b
end(_init or stat)()::█::
(_update or _update60 or stat)();
(_draw or stat)()key=stat(31)
flip()goto █

CHANGELOG

CCKEY CHANGELOG

v1.1:
- Added - Shows controls after touching summit flag. [CCKEY]
- Fixed - Can rarely assign an empty string to variable. [KEYRND/CCKEY]
- Removed - KEYRND Cartridge.
    - Simply just use the code above.

v1.2:
- Added - Missing keys [CCKEY]
    - Full key list is now "abcdefghijklmnoqrstuvqxyz`\-=[];',./"
P#148514 2024-05-17 00:34 ( Edited 2024-05-17 01:28)
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Cart #bupigapiso-0 | 2024-05-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Play as the Special Teams HOLDER in this high stakes, pulse pounding simulation.

Phase 1 - Press O (keyboard Z) to snap the ball, use the direction pad to catch the ball and move on to phase 2.

Phase 2 - Use left and right to align the laces perfectly in the center, ensuring the kicker has a perfect setup.

Press X (keyboard X) at any time to restart. Being a Special Teams HOLDER requires lightning reflexes- arrows on the keyboard will work but it is best played with a controller.

Do you have what it takes to be a Special Teams HOLDER?

Made for the 21st Eggjam. Special thanks to Simon Wittmann for the inspiration and technical consulting.

P#148500 2024-05-16 19:31
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Cart #nooneeverclear-0 | 2024-05-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#148483 2024-05-16 14:26
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Please help with the code
I would also like to add 2th High score next to in the pannel
Now I only have the Highscore

hiscore=dget(0)
input={}

newhiscore=false
if player and player.score>hiscore then
hiscore=player.score
newhiscore=true

dset(0,hiscore)
end

print(pad0(player.displayscore,5).."0",10,0,7)

if flash and player.score>hiscore then
else
print(pad0(hiscore,5).."0",57,0,7)
end

P#148481 2024-05-16 14:11
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Simple Background Editor!

NOTE - "tile" mode is just for debugging how it will look against a tilemap, its not saved to the background

controls are explained inside the tool, you can also right click to copy the color the cursor is over!
once you save the background, it will be copied to your clipboard as a string to use.

Cart #bg_editor-0 | 2024-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Background Usage Example!

open this project in pico-8 to see how to implement these backgrounds, theyre fast n' cheap!

Cart #simplified_background_template-0 | 2024-05-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

P#148450 2024-05-16 01:20 ( Edited 2024-05-16 17:52)
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Cart #tebigekofa-1 | 2024-05-17 | Code ▽ | Embed ▽ | No License
3

First Pico Game in Progress: Lawnmaster

X to sew grass seeds on bare ground, look at seeds grow to seedling, short grass, long grass, weed seedling, weed and then die to bare ground.

This is my first attempt at using Pico 8, more features to come! (i.e. lawnmower, seed spreading, etc.)

[16x8]

P#148418 2024-05-16 00:55 ( Edited 2024-05-17 01:46)
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Cart #gdleste-0 | 2024-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

P#148433 2024-05-15 16:18
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Cart #joe_contre_les_pharaons-0 | 2024-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#148429 2024-05-15 15:51 ( Edited 2024-05-15 21:14)
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Cart #only30ships-0 | 2023-11-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#148428 2024-05-15 15:45
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Cart #hiver-1 | 2023-12-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#148427 2024-05-15 15:43 ( Edited 2024-05-15 15:43)
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Cart #henry_jr-0 | 2024-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Henry Jr and the Satchel of Doom

You are a famous professor of archaeology and you have found a secret cave somewhere in the deepest jungle of the Americas. Luckily, you came prepared with your trusty satchel. It is a satchel, not a handbag! But it is also doomed. It seems there is always room for more, no matter how many artefacts you stuff into it. Like your greed! Unfortunately, you have no choice but to travel deeper into the cave to find more artefacts.

Avoid shooting skulls, flying blocks, deadly traps and ugly nazis.

How to play

Avoid falling and flying blocks: ⬅️➡️⬆️⬇️
Collect artefacts after each wave. The first artefact is always a can of soda. After the second wave, there are random artefacts to collect. Try to collect all the artefacts to complete your collection.

Scoring

  • Every time you avoid the flying blocks you get 4 points plus the bonus shown at the bottom of the screen.
  • If you pick up an artefact, you get the bonus points multiplied by five.
  • Jumping over a fire during the bonus stage will earn you 1 point.

Bonus game:

Jump over the flames to survive and score points.

TIP: You can also play just the bonus game by pressing UP ⬆️ in the title screen.

Acknowledgements

Sound FX by Herr Kaschke

P#148419 2024-05-15 15:29
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Cart #gone_fishing-0 | 2024-04-17 | Code ▽ | Embed ▽ | No License
15

Gone Fishing

A hyper casual one-button fishing game set at sea. Play as a lone fisherman casting out into shark-infested waters, catching as many fish as possible while avoiding becoming lunch!

How to Play

Credits

Gone Fishing was written and designed by Ross McCormick.

The music was composed by Ross McCormick.

The game is written entirely in Pico-8.

P#146825 2024-05-15 08:38
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Cart #animdungen-0 | 2024-05-14 | Embed ▽ | License: CC4-BY-NC-SA
9

This is an animated version of a procedural dungeon generator. It was inspired by a blog post (details below), which included a number of animated demo's which I found quite hypnotic to watch. So I built this to emulate the demo. I also have a cut-down version which runs straight through and generates a full dungeon in one hit. In hindsight I should have probably built the run-through version first and then expanded it out to animate it as I think that would have made for more efficient code.
The generated 'dungeon' is a 2D array of cells, each of which has a type of either wall, passage, door or room (represented by number constants). It could potentially be translated to a simple grid of numbers representing colours or a tilemap, or used as the map for a raycasting 3D game.

Controls

There is a minimalist menu system allowing you to choose the size/density of the dungeon layout. Choose the option you want using the up/down arrows and then 'X' to select and run. Once the dungeon has finished generating you can press 'X' again to bring the menu back up and generate a new maze.

Background

This was inspired by an old article by Bob Nystrom on his blog here. I was googling around for procedural dungeon generator algorithm and came across the article. My version isn't an exact translation of his code as his is in Dart, which I don't understand. So I just built it using his basic principles, outlined below:

  • Create a number of random, non-overlapping, rooms
  • Carve passages into the remaining space with a maze generator
  • Join each of the rooms to the adjoining passage using one door for each room-passage connection, then add a few extra random doors so that the whole maze is not perfect.
  • Remove all the dead-ends

I'll also publish the version that runs straight through, once I've tidied it up a bit.

P#148376 2024-05-15 00:39
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Cart #rebobowiku-0 | 2024-05-14 | Code ▽ | Embed ▽ | No License
1

P#148399 2024-05-14 20:07
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Cart #jpshoe_pico_dino_60fps-1 | 2024-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7


A slightly tweaked version of @Yolwoocle's Pico Dino. The game runs at 60fps instead of 30 and also saves your highscores locally. (I'm like 95% sure I fixed all the bugs that came up from the fps conversion but if I didn't let me know :)

V1.3: Fixed a bug where objects stop working after about 3000 score

P#148397 2024-05-14 19:32 ( Edited 2024-05-15 11:42)
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Cart #lobotomeste-0 | 2024-05-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#148393 2024-05-14 16:16 ( Edited 2024-05-14 16:16)
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Cart #whatgoesup-1 | 2024-05-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A simple but very annoying platformer. Arrows to move and double-jump. No checkpoints, watch out for obstacles near the end.

Platformer code provided by https://nerdyteachers.com/Explain/Platformer/.
Inspired by https://help.gimkit.com/en/article/dont-look-down-1qptbif/.
Adaptive music implemented from https://www.youtube.com/watch?v=JDizZJM9I6Y.

Note: I haven't beaten it, but I have done each jump individually. Completing the entire map could take a very long time.

P#148388 2024-05-14 14:37
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