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

All | Following | PICO-8 | Voxatron | General

Here's a simple tool I made for converting PICO-8-style Lua syntax into standard Lua syntax which allows you to run code analysis tools created for Lua. It's a thin wrapper around a converter function I took from PICOLOVE.


P#64758 2019-05-26 06:41

So I was working on the map in PICO-8 when I found some tiles I never placed, so I started erasing them. Later I saw a chunk of my spritesheet was erased, so I fixed that manually. Later the same thing happened and found that the tiles are related to the colors in the sprites. Why is this?

P#64747 2019-05-25 20:40
P#64744 2019-05-25 16:36

My first pico-8 cartridge is a little math experiment. It's possible to create a Sierpinski triangle fractal by repeatedly moving a point 1/3 of the way towards one of three points, chosen at random. The concept is explained in this video:

I got to playing with this idea, and ended up with the fractal you see below. It's got weird sword like protrusions, which is why I called it 'sword-pinski'

Of course the best way to enjoy it is to modify the code and see what happens :-)

Cart [#sword_pinski-1#] | Code | 2019-05-25 | License: CC4-BY-NC-SA | Embed

P#64743 2019-05-25 16:35 ( Edited 2019-05-25 16:38)

Cart [#clausquest-2#] | Code | 2019-05-25 | License: CC4-BY-NC-SA | Embed

This is my first attempt at a game, building off of Adv. Micro Platformer by @mhughson and The Lich King by @dollarone. This game came about as a gift to a friend (Claus, obviously) for his birthday. Consider it a WIP, as bosses are unkillable and there is no way to actually win the game.

I would greatly appreciate any help on these matters:

--Bosses have no hitpoints. Current enemies have one HP. Bosses spawn but can't do damage or die (unless they fall down a pit). Would like to be able to set health for different bosses and maybe even for some of the enemies.

--Knockback when taking damage, both for bosses and the player.

--Token optimization.

--Projectiles. Would love if one or two of the bosses could throw projectiles or fireballs.

Thanks to Dollarone and MBoffin!

P#64740 2019-05-25 15:31 ( Edited 2019-05-26 05:57)


Hollow Knight Main Theme Arrangement

Hi all!

I've made another PICO8 music arrangement. This time of Hollow Knight's main theme, originally made by Christopher Larkin.


Here is also the cartridge, in case you want to check it out:

Cart [#hollowknightmaintheme-0#] | Code | 2019-05-25 | License: CC4-BY-NC-SA | Embed

P#64735 2019-05-25 11:46

Cart [#tomytron-0#] | Code | 2019-05-25 | License: CC4-BY-NC-SA | Embed

Tomy Tron 0.1
De-make/Conversion of Tomy's Tron game.
This version still needs a little work, but its playable.
3 levels:
Light cycles level, make enemy crash into trail.
Discus level, get your discus past Sark.
Tower level, destroy the core.
Hope you have fun with it, i'll be updating it to 1.0 next week. Cheers.

P#64734 2019-05-25 08:49

Have any of you used the Pyxel fantasy console? I just found out about it this week and I think it could possibly be made to work on the adafruit pybadge. It was designed to be a python substitute for Pico-8 and the creator cites pico-8 as his main inspiration for making it. It’s open source and could probably be made to run on the adafruit pybadge. There are a few developers working on a pybadge port of Celeste/pico-8 carts, but I haven’t found any more information about that project except for a few social media pictures and a GitHub repo. If the Pico-8 port to pybadge never happens then pyxel could be a possible substitute.

Here is the link to the Pyxel fantasy console: https://github.com/kitao/pyxel

Pico-8 is always my first choice for a fantasy console, but if it won’t be available on the pybadge then pyxel may be an acceptable substitute.

P#64731 2019-05-25 03:33 ( Edited 2019-05-26 03:34)


Hi all!

I've made an arrangement for Pallet Town theme of Pokemon series into a PICO8 version.

I hope you like it!

Cheers! :D

All rights to Nintendo ©

P#64718 2019-05-24 18:19 ( Edited 2019-05-25 11:48)

Cart [#hudidubuwe-0#] | Code | 2019-05-24 | No License | Embed

school project just for saving so it doesnt get lost

P#64714 2019-05-24 10:33

Cart [#smwr-0#] | Code | 2019-05-23 | License: CC4-BY-NC-SA | Embed

Hey there! I 've made 3 remixes of tunes from Super Mario World.
I might make more remixes of songs from Super Mario World or and/or
their originals. Hope you enjoy!

P#64705 2019-05-23 23:01

Cart [#sun_protection_force-0#] | Code | 2019-05-23 | License: CC4-BY-NC-SA | Embed

As the sun, you must protect the people of the earth from getting horrible sunburns! Move the sun to keep your friends in the shade, else they turn to a pile of ash.

Use the mouse for this game

A game by Kyle Neubarth and Madeline Lamee for game studio 2019

P#64701 2019-05-23 17:26 ( Edited 2019-05-23 17:40)

Cart [#mb_simplegame-0#] | Code | 2019-05-23 | License: CC4-BY-NC-SA | Embed

This is a VERY simple game for very young kids to edit. This was literally coded in an hour, so it's not optimized or super clean code or anything like that. It just works and is easy for kids to edit. :) It's intended for kids to edit the sprites, sounds, and game variables.

Enjoy! :)



Player - Sprite 1 and 2 are the player sprite.

Pickups - There are two rows of pickups. The top row gets only little_points if they are picked up. The bottom row gets big_points if they are picked up.

Baddies - These are sprites 49 and 50 (bottom-left of sprite tab 0).

Stars - The 4 pixels in sprite 48 (bottom-left) define the star colors.


Sound 0 - When a top row pickup gets picked up.

Sound 1 - When a bottom row pickup gets picked up.

Sound 2 - When the player hits a baddie.


little_points - Points gotten from picking up a top-row pickup.

big_points - Points gotten from picking up a bottom-row pickup.

game_speed - How fast the overall game should go.

player_speed - How fast the player moves.

animation_speed - How fast the animations change.

seconds_between_pickups - Self-explanatory.

seconds_between_baddies - Self-explanatory.

sky_color - Self-explanatory.

number_of_stars - Self-explanatory.

P#64691 2019-05-23 09:08

Cart [#dehobigezu-0#] | Code | 2019-05-23 | License: CC4-BY-NC-SA | Embed

This is a late entry for the Tweet Tweet Jam from last week. I know, I know...but hey, I had a marathon of meetings at work so I made good use of the time.

Nonetheless, here it is. A simple little game inspired by the Tank & Plane LCD game I had as kid. Try to get the people from one side into the house while avoiding the Evil Cat Lord's love. But mind the gate, it blocks you until it goes down. See how many people you can save before you're hit (or get stuck).

Believe it or not, this is my first tweetcart (or close to it). I see the tweetcarts fly by on Twitter all day long but never really bothered to try one myself. I guess all the "art" carts aren't really my jam and I find myself at a loss when it comes to the math and magic behind making them.

Keeping things within the two tweet limit of 560 characters was quite the challenge. I took advantage of P8's wonderful symbol set and all-in-all, I'm pretty happy I was able to get things boiled down. I learned a lot and took advantage of a few shortcuts I had since forgotten or didn't know prior. I can probably go back through some full game carts and save a ton of extra space/tokens after what I've learned.

P#64686 2019-05-23 01:22

Cart [#grenayino-0#] | Code | 2019-05-22 | License: CC4-BY-NC-SA | Embed

Yet another plasma demo! I've been meaning to implement this classic demo effect for years. Thanks to PICO-8 (which I've only just discovered!) I finally got around to it.

I created a continuous wrap around palette from the seven rainbow colours so I can cycle the palette continuously. I implemented these as sprites so I didn't have to mess around dithering, etc in the code.

Thanks to @rez for idea of each "pixel" being a 2x2 image.

Loads of room for improvement, but I'm pretty happy with this as a first attempt.

P#64682 2019-05-22 23:15

When PICO-8 launches now on my Mac, it no longer sizes itself appropriately so that it fills a window. It used to fill roughly 1/5th or so of the screen at a nice size that was not too small or too large and the 128x128 display would fit a square window. Now it is a smaller sized display with a lot of black letterboxing around it.

The latest build continues to work properly on windows, I'm only seeing this on Mac.

I did already try to delete the plist file associated with PICO-8, in case it was a local caching issue due to me derping with window resizing, but it continues to launch like this.

P#64680 2019-05-22 21:02 ( Edited 2019-05-22 21:03)

Here's the shortened tweet version:

b+=.007srand(0)cls()for i=1,500 do


Cart [#td_3ddots-0#] | Code | 2019-05-22 | License: CC4-BY-NC-SA | Embed

P#64669 2019-05-22 05:56

Cart [#twinbeeclone-0#] | Code | 2019-05-21 | No License | Embed

Beginner here, so forgive me if I'm missing something obvious. I'm currently working on a simple clone of Twin Bee to learn a little bit about design. I'm running into a blockade due to my lack of programming experience, so I'm hoping someone may have some answers from me.

I've got clouds that fall from the top of the screen. The function that sets all the variables for the cloud table looks like this:

function spawncloud()
 local c = {
  x = rnd(95)+16,
  y = -16,
  dy = rnd(.5)+.75,
  sp = 5,
  hb = {x1=0,y1=0,x2=13,y2=1}
 -- bell properties - is it necessary for me to declare
 -- these properties within the spawncloud function
 -- because the bell position depends on the cloud position? 
 local b = {
 --add to cloud table
 --add to bell table
 add(bells, b)

The cloud spawn perfectly when I iterate through the cloud array in the _draw() function.

My next objective is spawning a bell when my bullet hit's one of these clouds. As you can see in the spawncloud() function above, I'm setting up a local table for the bells as well, because their x&y variables are dependent on those of the cloud. I would like to have an entirely separate spawnbell() function so I can call it when necessary, but I'm not quite sure how I would go about this because of the dependent x&y variables.

Additionally, my collision seems to be working about 75% of the time, so any help with making that more consistent would be greatly appreciated. I've borrowed the code from another project, so I'm not 100% clear on what it's doing. Here's what that code looks like:

--creating a box collider
function abs_box(s)
 local box = {}
 box.x1 = s.hb.x1 + s.x
 box.y1 = s.hb.y1 + s.y
 box.x2 = s.hb.x2 + s.x
 box.y2 = s.hb.y2 + s.y
 return box

--collision function
function coll(a,b)
 --create relative hitboxes
 local box_a = abs_box(a)
 local box_b = abs_box(b)

 if box_a.x1 > box_b.x2 or
    box_a.y1 > box_b.y2 or
    box_b.x1 > box_a.x2 or
    box_b.y1 > box_a.y2 then
    return false
 return true

--check if our bullet is colliding
--with our cloud
function checkbulletcoll()
 for e in all(bullets) do
    for c in all(clouds) do
    if coll(e,c) then
    --delete bullet if collision

Please let me know if there's additional code you'd like to see.
Thanks for the help!

P#64663 2019-05-22 00:06 ( Edited 2019-05-22 00:10)

Cart [#liines-0#] | Code | 2019-05-21 | License: CC4-BY-NC-SA | Embed

LIINES, a short demo released at Moonshine Dragons 2019 demoparty in Opole, Poland for the wild competition.

Not tested exhaustively in browsers, and it can go out of sync. If you experience any bugs, let me know!

For best experience, download cart, or binaries (Windows, Mac, Linux) here.

P#64653 2019-05-21 14:43 ( Edited 2019-05-21 17:46)

Cart [#rugao_class-0#] | Code | 2019-05-21 | License: CC4-BY-NC-SA | Embed

A game made by my middle school English students. Each class had 20 minutes to tell me what to make from scratch. There were 4 classes.

P#64649 2019-05-21 07:01
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