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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

An tiny anti-stealth puzzle game.

Cart [#alarmed-0#] | Code | 2019-03-24 | No License | Embed

GOAL: Have every alarm in the level active at once.
CONTROLS:

  • Arrows: Move
  • Z: Wait
  • Reset or Skip Levels from the pause menu (Enter)

This was a tiny puzzle game I made in under 24 hours based on themes from WPI's 2019 Cutthroat Game Jam.
(It wasn't an official submission since it was a competitive jam and I was one of the people running it.)

The main theme was "Reverse," and I also chose the subtheme "Hidden [in Plain Sight]." Based on these, I decided to make an anti-stealth game where you try to trigger all of the alarms.

P#63005 2019-03-24 21:57 ( Edited 2019-03-24 21:58)

Cart [#wugajedini-0#] | Code | 2019-03-24 | License: CC4-BY-NC-SA | Embed

I made an endless runner. It's pretty standard really.

--Pickups--
Purple orbs. Collect enough and you'll speed up and change outfits.
Helmet. This gives you armor so you can take a hit.

--Obstacles--
Fire. This will burn you up.
Fireball. The same, but in the air

The orbs were coins, but the color matched the fire too much so I changed to the purple orbs.

P#63003 2019-03-24 20:54

Cart [#sail-1#] | Code | 2019-03-24 | No License | Embed

a lil 2-player sailing game. WIP

P#63001 2019-03-24 18:57

I am a newbie.
How do I create a new game(or new cartridge)?

P#62997 2019-03-24 17:39

Cart [#ashvi-4#] | Code | 2019-03-24 | License: CC4-BY-NC-SA | Embed
1

P#62995 2019-03-24 15:53 ( Edited 2019-03-24 21:01)

Cart [#blockbreaker-0#] | Code | 2019-03-24 | License: CC4-BY-NC-SA | Embed
This is the completed 1st game from Tassilo Rau's book 'How to Make Games with Pico-8'

Rgrds

P#62994 2019-03-24 14:40 ( Edited 2019-03-24 14:48)

Cart [#tehozibofu-0#] | Code | 2019-03-24 | License: CC4-BY-NC-SA | Embed

Disclaimer

Finished the first tutorial from GAME DEVELOPMENT WITH PICO-8.
Will update to make it more original over time.
Right now I'm just proud I understand most of what I did for this.
(The clever code came from the zine.)

Instructions

Tap UP arrow to remain afloat.

[8x8]

P#62993 2019-03-24 10:16 ( Edited 2019-03-24 10:18)

Cart [#stinkerb06rmg-0#] | Code | 2019-03-24 | No License | Embed
1

The sound and music editor data that's generated is 100% randomized! Music starts at a random position from 0 to 63.

P#62988 2019-03-24 05:29

When pressing a button on the keyboard with devkit enabled while paused through Splore the keystrokes will register and take effect when unpaused.

P#62989 2019-03-24 05:22 ( Edited 2019-03-24 05:40)

I just made this little game in 7 hours for the Impact Jam, a game jam organized by GameImpact and EPITECH for the 20th anniversary of the school. I am actually graduating next year so I wanted to participate in this big jam with all the students.

The theme was "Making games to fight against discriminations", so I chose a topic that we tend to forget and that I heard about last week, which is gender pay gap. In this versus game, one of the players will obtain 20% fewer points for the same actions. This is the first mode but there are actually 3 different modes!

I don't want you to get hyped about the gameplay of this game (even though I heard some of the students had lots of fun playing it), but I made this more as an experience that can deliver a message.

This is my first game of this genre but I really liked making it, even though I wish I had more time to make a badass gameplay with particles and most importantly, screen shakes.

You can try it even if you are alone, but get prepared to control two players at the same time! Actually, I intentionally chose to make this game a multiplayer game because it is easier to start a conversation about this topic when you are at least two. Or maybe you can give your thoughts in the comments?

Thanks for playing!

Cart [#riafversus-0#] | Code | 2019-03-23 | License: CC4-BY-NC-SA | Embed

P#62973 2019-03-23 09:20

When setting 2 table elements to the same function it returns the same output, I am trying to figure out how to "refresh" the function so it will generate a new random string each time I need to set a variable to that function. Provide below is said code; hopefully the comments make sense. Thanks In advance.

idtable={"aaaaaa","aaaaaa"}
id=""
i=0
x=0

function idgen()
 if i!= 3 then --i loop to generate 3 random numbers
  x=flr(rnd(16)) --picks a number between 0-15
  if (x<10) then --ensures single digits have 0 appended to the front to maintain fixed string length
   id=id.."0"..x
  else
   id=id..x
  end
  i+=1
 end    
return id
end

function _update()
end

function _draw()
cls()
idtable[1]=idgen(id) 
idtable[2]=idgen(id) --doesn't generate new random string

print(idtable[1],0,0,7)
print(idtable[2],0,8,7)
end
P#62972 2019-03-23 08:11

Cart [#laikaspacedog-0#] | Code | 2019-03-23 | No License | Embed
1

Become the first animal to enter orbit!

I made this game in May 2018 in a few days. It was originally made as part of a little space-themed ARG thing I was doing.

I kinda like it, but it could be better.

P#62970 2019-03-23 02:32

Cart [#ramtarp-0#] | Code | 2019-03-23 | No License | Embed

This is my first attempt at making a tower defense (-ish?) game. This project was influenced by my fondness for Rampart. Suggestions are welcome.

Goal:
Blast your opponent's walls with missiles and then lead your small army to attack their base.

Instructions:
There are two phases between each round: 1) build phase and 2) attack phase.

1)During the build phase you can place walls (if you have any), pick up supplies, and steal rubble from your opponent's base from damage you inflicted during the previous attack phase.

2) In the attack phase you can fire missiles to take out opponent's walls, kill units not standing on a base. Also, in this phase you can direct your army to various locations on the map.

Helpful tips:
1) Pick up your rubble. If you don't then your opponent can. Rubble can be used to build new walls.

2) Don't have enough walls to defend your base? Leave your army at your base to take the damage instead. The only downside to this is that units used in this manner don't respawn during the next round.

3) Missiles can't damage units standing on a friendly base or to the base itself. You can't blow up your own walls (be careful where you place them!).

P#62966 2019-03-23 02:28 ( Edited 2019-03-23 16:27)

Cart [#allocation-0#] | Code | 2019-03-22 | License: CC4-BY-NC-SA | Embed
3

This is my submission for the 2018 Game Maker's Toolkit Jam.
The game's submission page is hosted on itch.io: https://mush101.itch.io/allocation

Description

Allocation is a Metroidvania game without a connected world map. Instead, you must create pathways between key points using the rooms that you collect as you explore.

Rooms are divided by difficulty, so you decide how challenging the game will be by creating your own paths to move around the world. The more you explore and add rooms to your collection, the more choice you have when designing your routes.

Creating a Path

Press the up arrow in front of the monitor to access the map system.

From this screen you can see the rooms you have obtained. If you select one of the yellow rooms and press the Z key, you can then place that room onto the minimap.

Place a few rooms onto the minimap to connect two areas. Aim to reach the red dot room on the right-hand side of the map!

Controls

Arrow keys - Move your character / Choose options in the map system.

Z key - Jump / Select an option in the map system.

X key - Shoot / Cancel an option in the map system.

P#62965 2019-03-22 22:05

Cart [#bezierball-3#] | Code | 2019-03-22 | License: CC4-BY-NC-SA | Embed
1

Edit: Above is a new version with better collision. Many thanks to @bridgs

Original below:

Cart [#bezierball-0#] | Code | 2019-03-22 | License: CC4-BY-NC-SA | Embed
1

Hello! I recently created a [bezier curve.] https://www.lexaloffle.com/bbs/?pid=62928#p

I decided to see if I could make a ball interact with it, and it turns out I can! It's not perfect - it's possible for the ball to move through the curve in certain circumstances. I think my collision detection needs to be more robust.

P#62950 2019-03-22 09:12 ( Edited 2019-03-22 14:34)

Is there a way to load another room using Lua scripts easily? I figure I could have a script that spawns/moves an exit directly to the player, but that seems like a lot of work for something that might not work right. There are of course ways to load the actors needed for the next level, but I would like to be able to use the room editor. Thank you for any help.

P#62942 2019-03-21 23:13

Cart [#whitelotuspa02-1#] | Code | 2019-03-21 | License: CC4-BY-NC-SA | Embed

so, this is a really strange little game i did for itch.io weekly game jam #88, the theme was strange date, and i tought "what would be more bizarre than dating a fish?", i enjoyed a lot making this, i may use this system for future dating games on pico-8

P#62941 2019-03-21 21:31 ( Edited 2019-03-21 21:33)

I have figured out a very effective and token-saving method of creating scenes.

First, create a scene array called scnr(scene-running) and a variable called scn(for scene id). start it at 1

scnr={}
scn=1

inside of that array we create functions with comments to tell which is what

--[[_init]]--
scnr={
 --scene splash
 function() 
  --some stuff here
 end,

 --scene title
 function()
  --some title stuff here
 end
}

then inside _draw() we simply do:

--[[_draw]]--
scnr[scn]()

Let me know if you guys know of another method thats more efficient.

P#62940 2019-03-21 21:18

Cart [#mufekamifo-0#] | Code | 2019-03-21 | No License | Embed

The date has gone badly and you want to throw fruit. Reload from the buffet in the middle. Player 1 - S=LEFT, D=DOWN, F=RIGHT, E=UP press Q or W to throw. Player 2 - Arrow keys and M or N to throw.

Made for WeeklyGameJam 88 (Crazy Date theme) on itch.io

P#62933 2019-03-21 15:15 ( Edited 2019-03-21 15:44)

This isn't exactly a bug, but an aspect of the API that bothers me a bit.

In PICO-8:

add(table, element) -- returns the added element
del(table, element) -- returns nil

This doesn't make much sense to me. Returning the added element is a nice convenience, since it allows you to do things like creating multidimensional tables succintly:

for x=1, width do
 local col = add(table, {})
 for y=1, height do
  add(col, {})
 end
end

But returning nil when deleting an element does not make sense to me. If it returned the deleted element, it would be possible to know whether an element was found or not, without first checking for membership.

For comparison, this is how it is in Lua:

table.insert(table, element) -- returns nil
table.remove(table, position) -- returns the removed element
P#62932 2019-03-21 12:37
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