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Trianull

Hi. I'm a young man aspiring to become a game developer. I love retro games, especially from the NES and Game Boy (Color). I hope to create great, fun games and learn more about programming and game development with PICO-8.

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This here is the Kiloman Music Encoder, or KM-Encoder for short. I made it to store the music for a Mega Man clone project that's been on the backburner for a while.

Multi-channel examples

Two covers by me, two originals by @Gruber and @BoneVolt respectively.

Cart #km_example-0 | 2023-04-09 | Code ▽ | Embed ▽ | No License
10

As many 2-channel Mega Man covers as I could fit

Originally 8 seperate carts worth of music, all in one!

Cart #kilomus-1 | 2023-04-09 | Code ▽ | Embed ▽ | No License
10

The only limit for storing music now is the character (and cart size) limit! Even SFX filters are stored properly!

It uses the full range of ord() and chr() to store the data in base-256. (A pointer from @merwok helped me bump that up from base-240!)

The Tools

How to use: https://docs.google.com/document/d/1A1dydhxVaCSEObqKKoZIaOsFkMbZXg4FakKssZkFpEQ/edit?usp=sharing

Cart #km_template-1 | 2023-04-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10


Cart #km_encoder-1 | 2023-04-09 | Code ▽ | Embed ▽ | No License
10


Have fun!

OLD VERSION:


This here is the Kiloman Music Compressor, or KCOMP for short. I made it to store the music for a Mega Man clone project that's been on the backburner for a while.

Multi-channel examples

Two covers by me, two originals by @Gruber and @BoneVolt respectively.

Cart #kcomp_example-0 | 2023-04-07 | Code ▽ | Embed ▽ | No License
10

As many 2-channel Mega Man covers as I could fit

Originally 8 seperate carts worth of music, all in one!

Cart #kilomus-0 | 2023-04-07 | Code ▽ | Embed ▽ | No License
10

It can compress any kind of sound effect, and music with any number of channels and at any length (provided your cart has the character space to store it.)

It uses the full range of ord() and chr() to store the data in base-256. (A pointer from @merwok helped me bump that up from base-240!)

The Tools

How to use: https://docs.google.com/document/d/10aF3-KLCE2ujXwpu3zjZbS1L8AXfJ9Spy1gaqlVRrE4/edit?usp=sharing

Cart #kcomp_template-0 | 2023-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10


Cart #kcomp_compressor-0 | 2023-04-07 | Code ▽ | Embed ▽ | No License
10


Have fun!

P#128274 2023-04-07 23:23 ( Edited 2023-04-09 17:16)

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Updated to include World 6!

Hello, this here is NOT a fully contained Mario game, but instead a world map for a Super Mario Maker 2 project of mine.
You might be wondering why I chose to make this when super worlds exist, but to answer that: this project was started before super worlds were introduced! I decided to keep working on it even after the fact because super worlds do not include secret exits and cannons.
If you'd instead like to play through it as a super world, here is my Maker ID: 844-PXJ-HCG
The project laid dormant for a while, so this here is a demo featuring all the levels I had completed. It goes up to World 5. Timestamps for 'date modified' are included next to each level, just to show how old some of these are.

Cart #bbmapdemo6-0 | 2023-06-29 | Code ▽ | Embed ▽ | No License
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How to play:
Open up Super Mario Maker 2 and go to course world
Start the PICO-8 project
Each level tile gives you the ID of said level, enter that into Super Mario Maker 2
Play through the course, and clear the tile on the PICO-8 map once you finish the level in Mario Maker
If you find any secret exit codes in the level (an arrangement of either Donut Blocks, Fire Flowers, Note Blocks, and/or Keys in a row of 4), remember those, and re-open the level you just cleared on the PICO-8 map. Then you can enter the code you saw.

Have fun! I hope you enjoy the levels I've crafted.
Inspired by the World Map Builder

OLD VERSIONS:


Cart #bbmapdemo5-2 | 2022-07-16 | Code ▽ | Embed ▽ | No License
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P#114379 2022-07-15 22:04 ( Edited 2023-06-29 17:51)

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Cart #letsnottalkaboutit-0 | 2021-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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While playing around with PICO-8's new sound capabilities, the reverb instantly made me think of the reverb effect in Super Mario All-Stars. An hour or two later and you have this, enjoy!

With credit, feel free to use in any cart.

P#88355 2021-03-01 04:08

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Cart #darkcastle-0 | 2020-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

This is a pretty old cart that I never ended up sharing for whatever reason, but here it is now.
This one as well is open for credited use wherever.

P#84296 2020-11-15 22:08

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Cart #hotfoot-2 | 2020-07-12 | Code ▽ | Embed ▽ | No License
15

"Hotfoot is a frictionless platformer with the objective of completing each course as fast as possible. Use the slopes to gain speed and zoom off to victory! Test your time against the creator's!"

Made for the GMTK Game Jam 2020, in 48 hours.
<hr>
Hotfoot on itch.io
HOT GRILL demo font

TIP: Holding forward on a slope will give you additional speed, but will negate speed off a slope!

P#79215 2020-07-12 19:55 ( Edited 2020-07-13 16:18)

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A little cover I made two months ago and forgot to post on the BBS. Enjoy!

Cart #mariocise-0 | 2020-07-02 | Code ▽ | Embed ▽ | No License
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There's four different visual modes picked at random on reset, I tried to sync two of them to the music.
Mario's colors based on the SMB port by @mhughson

P#78799 2020-07-02 18:08 ( Edited 2020-07-02 18:08)

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If you copy any text from outside of PICO-8 and paste it into PICO-8, it will show up as uppercase (or non-puny font) regardless of capitalization. I can see that being both a positive and negative in some instances, and in my case it wasn't. I propose that if puny font mode is ON then pasting will respect capitalization (which would actually be reverse capitalization because printh("@clip") and .p8 files store the puny font as capitals).

EDIT: Okay actually this problem also exists when you copy puny font characters using printh() too. This is breaking a few things with my system of saving level data using characters (and parsing them with ord().)
@zep I kindly ask you do something about this.

P#77772 2020-06-07 22:10 ( Edited 2020-06-08 00:10)

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I've created a tool that lays out all of the characters in PICO-8 and allows you to copy them with the press of a button. The inclusion of CHR() and ORD() allows for many cool things, so I hope this can be of help to some.
Open in desktop program PICO-8 for best experience.

Cart #chrprint-2 | 2021-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Left/Right to navigate the characters, Up/Down to change the speed
Z to copy the selected character to your clipboard
X to turn on the selection "backlight"
Pause for cool tip :)
Removed the selectability of characters 0-15 because of PICO-8 0.2.2

Old version(s):


"Characters 0-15 are now selectable by pressing the . key (left shift on web)"
Cart #chrprint-1 | 2020-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(Release)

Cart #chrprint-0 | 2020-06-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


P#77724 2020-06-06 07:13 ( Edited 2021-03-14 22:46)

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So I made a function to search for a key value in a table and delete that index three times, but the problem is del() deletes the first instance of the value I want to delete and not the index of said value. I put my function below, please help.

function delindex(val)
    for i=1,#table/3 do
        if table[i*3-2]==val then
            del(table, table[i*3-2])
            del(table, table[i*3-2])
            del(table, table[i*3-2])
        end
    end
end
P#77046 2020-05-23 07:13 ( Edited 2020-05-23 07:49)

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UPDATE 1: Added achievements, fixed a few visual bugs.

Cart #onlyebadgu-1 | 2020-06-19 | Code ▽ | Embed ▽ | No License
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So, I participated in the GMTK Game Jam this year, and never really thought to put my result up here. I did decently well, but spent a bit too long looking into theme rather than mechanics, so the ending was a tad rushed and is unfinished. The rest of the game is still a fun experience, I hope.
I may update the game further if you want me to.

OLD VERSIONS:

Cart #onlyebadgu-0 | 2019-11-22 | Code ▽ | Embed ▽ | No License
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P#70105 2019-11-22 02:52 ( Edited 2020-06-19 01:34)

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The world map for the Boo-Beam's World Super Mario Maker 2 Project. Work in Progress.

Cart #boobeammap-2 | 2019-08-01 | Code ▽ | Embed ▽ | No License
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P#66282 2019-08-01 15:59 ( Edited 2019-08-01 16:45)

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Cart #thekeys-0 | 2019-04-26 | Code ▽ | Embed ▽ | No License

Made as both a personal tool, and for the AP Computer Science Principles Create Task.

Arrow keys to cycle through the keys, the rest of the controls are pretty self-explanatory.

P#63980 2019-04-26 03:53 ( Edited 2020-03-30 17:32)

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Cart #zeldamos-0 | 2019-02-15 | Code ▽ | Embed ▽ | No License
7

Zeldamos is a Zelda-esque Engine similar in style to the GameBoy titles.
I will be updating this throughout to hopefully make an example dungeon with combat, puzzles, and a boss.

v1.0 --

  • 8-Way Movement
  • Screen Transitions
  • HUD
P#61906 2019-02-15 07:04

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So, I've uploaded a GIF three times, and it never has shown up on my Image Files list.
I've tried reloading, and shift+reloading, but nothing's happened.
If anyone knows a fix or why this is happening please give a comment.

EDIT: Images work, but not GIFs. The files fit the maximum amount, I might just not know how to upload GIFs.

P#60705 2019-01-09 00:37 ( Edited 2019-01-09 05:04)

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Updated to be more accurate to the original.

old version:


This is a PICO-8 cover of Green Greens from Kirby's Dreamland.
With credit, feel free to use it however you like!

P#60633 2019-01-06 21:01 ( Edited 2021-02-17 18:09)