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Cart #59244 | 2018-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A demake of a game I made for LDjam #48, called Polypack.

Fill the grid with polyominoes! When no more pieces can be placed, press Z to switch to the next board. Every tile that you left empty will be permanently blocked. Try to place as many pieces as possible.

Arrows to move, Z to place a tile, X to rotate.

Still to do:

  • Main menu
  • Score
  • SFX
  • Hold queue
  • Change board to 10x10?

Hotfix 0.1.1: Fixed a bug where single tile pieces would never spawn
Hotfix 0.1.2: Fixed it FOR REAL, this time
Hotfix 0.1.3: Fixed incorrect blocker texture introduced in the last update... I should really test my code

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Cart #randomdungeon1_1-0 | 2018-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #59228 | 2018-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello!
This is Random Dungeon! It is a platformer game with a randomly generated map.
You are trapped inside this dangerous dungeon filled with arrow traps, spikes, and bloodthirst bats. You have to find the key to open the gate and reach the safety of the outside world!
Controls:
z = jump
x = punch and open trunks
z+x and arrow keys = offset the camera view to sneak peek the next room.

[ Continue Reading.. ]

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Cart #59265 | 2018-11-21 | Code ▽ | Embed ▽ | No License
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Cart #59259 | 2018-11-21 | Code ▽ | Embed ▽ | No License
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Cart #59225 | 2018-11-20 | Code ▽ | Embed ▽ | No License
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Cart #59262 | 2018-11-21 | Code ▽ | Embed ▽ | No License
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Cart #59215 | 2018-11-20 | Code ▽ | Embed ▽ | No License
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Cart #59190 | 2018-11-19 | Code ▽ | Embed ▽ | No License
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Controls:

Up/Down/Left/Right - move North/South/West/East
Z - Interact (Use / Pick up)
X - Use Item

The Story:

As part of the coming of age ceremony of your village, you are tasked with defeating the vile dragon atop the mountains north of town.

Your quest may be more complex than most as you were born blind, deaf, without the sense of touch, and without the ability to feel pain.

However, don't let that dissuade you! Where your senses fail you, perhaps your sense will prevail!
And so - your quest begins!

(Code)

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An implementation of standard-ish encryption using AES-256-CTR, PBKDF2 & SHA-256-HMAC

FAQ:

Q: What is the point of this? Is anybody expected to waste this metric ton of tokens on an encryption/decryption algorithm that's way too slow to run in pico-8?
A: That's not a question.

Q: Did you implement it from scratch? Are you aware that's that a really bad idea in cryptography, as your implementation is no doubt riddled with bugs and inefficiencies?
A: That's not a question.

Q: What's the password for the demo? Shouldn't the demo showcase successful decryption instead of a failure?!

[ Continue Reading.. ]

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Cart #banatizusi-0 | 2018-12-12 | Code ▽ | Embed ▽ | No License
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How quickly can you turn on all the lights?

Game Modes

Arcade - Can you beat all 10 stages of light patterns and set a new time record?

Random Stage - A randomly generated 100 light stage for you to practice on.

Endless Mode - A randomly generated endless wave of lights. How far can you make it before your energy levels drain?

Controls

X - Select
Left/Right/Up/Down - Turn on Light
P - Pause/Resume

Playing the Game

The aim is to turn on the lights as quickly as possible. As time passes your energy level will gradually deplete. For each light you turn on successfully, your energy level will be refilled slightly. However, if you press the wrong key you will lose a portion of your energy.

[ Continue Reading.. ]

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DISCLAIMER: This isn't a replacement or a diversion from my ongoing projects. I'm at sound design and update functions on many of those now (trickling away little by little); this is either aimed toward a future project, or a thing you can just take on yourself should you choose to.

But in this thread!

I'd like to toss around some ideas for a modular "escape room" cart. Ways to use stuff like creative recursion, math and word and logic puzzles and so forth to make a dynamic mystery adventure that's really just layers of solving things; but concise enough to fit in a PICO-cart.

If you've never done an escape room before, or have played anything like the Zero Escape games: An escape room consists of a network of intermingled puzzles and clues... so that the solution to one puzzle results in acquiring information or items that are then used to solve additional puzzles. Typically there are 3-5 "layers" of these puzzles of varying breadth - with each "layer" consisting of 1-4 types of puzzles - and then later layers of puzzles can reuse elements of the earlier puzzles in new and different ways - or the rewards for solving those puzzles can.

https://lockpaperscissors.co/craft-1st-escape-room

Integrating this into PICO-8 in a modular fashion is the part that may make or break this. Clearly, it'll have to use a distinct set of puzzle types that are fun to play in PICO's controls and scope; as well as code/hint generation tools... then having some cohesive theme and plot generation in play. It might also be possible to integrate some basic-stripped versions of typical video game play as part of the excitement!

There's also the choice to make this (primarily) sidescrolling, top-down-adventure interactive, or menu-driven. Each comes with upsides and tradeoffs, and there's no reason each one couldn't work nicely.

So... let's spitball! What kinds of puzzles, themes, and approaches do you think would be best for this kind of project? Do you think making a "video gamey" version of this could do something unique?

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🎁 Big News! 🎁

We with a team of pico-8 devs will be releasing 25 carts this December, one a day before Xmas!
You can follow the Tumblr account to see announcements each day (will add a link to twitter link later here)!

Have a nice day and see you in December!

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A bug fixed and slightly tweaked version of my #TweetTweetJam entry.

Up / Down to move ship, button 1 to fire.

560 chars


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Cart #59148 | 2018-11-18 | Code ▽ | Embed ▽ | No License
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This is much along the same lines as Gembit's remarkable game, "Eternal Tower" HERE:

https://www.lexaloffle.com/bbs/?tid=32173

and Polyphonic's random map generator HERE:

https://www.lexaloffle.com/bbs/?tid=32237

I've always wanted to write the code to a cavern maker where literally each wall is randomly placed and then checked to ensure that the areas around it can be reached.

And now you can ! Guarantees that all points can be reached despite the placement of the walls.

Change DEBUG in beginning to:
0 = Only draw completion
1 = Show the walls being drawn (default)
2 = Show the scanning process for each wall

Running into a bug, let me leave the stairs off for now. Should still run fine.
Got it fixed, should be alright now.

[color=#ffaabb] [ Continue Reading.. ]

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Cart #59131 | 2018-11-18 | Code ▽ | Embed ▽ | No License

This code contains a random function you can use in your code! It takes two arguments: min and max(though min and max are pico-8 keywords, so inside the function its actually mi and ma) and it returns a number between and including those numbers

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Cart #59124 | 2018-11-18 | Code ▽ | Embed ▽ | No License

Cart #59125 | 2018-11-18 | Code ▽ | Embed ▽ | No License

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Cart #59121 | 2018-11-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #59113 | 2018-11-17 | Code ▽ | Embed ▽ | No License

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Recently, I had an idea about a game in which you use a boomerang to freeze swarms of enemies. I thought I could make it in less than 560 characters (and submit to TweetTweetJam) but I was wrong. At least, it wasn't a complete failure, as I found the boomerang mechanics rather interesting. So I supposed I could share my experiment to get some feedback or suggestions about implementing something similar in a proper game.

The game is plain simple: survive as long as you can. You can freeze/stun your enemies throwing them the Legendary Boomerang of Ice. If an enemy is hit, the boomerang comes back to you. It also comes back when it reaches its maximum range. If you hit an enemy already frozen, the freeze effect is extended. As time goes by, new enemies pop up (frozen for a few seconds) and also their speed increases. A frozen enemy doesn't kill you but makes the thrown boomerang return to you. Different colours give information about enemy status. Enemies overlap because... because they want to.

Cart #59115 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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A simple "test your driving skills" game in just 560 characters (two tweets). You control not one but two cars at the same time. You must keep both of then on road. Keys: S/F/Left/Right.

Sorry, I couldn't get it ready in time to upload this game to #TweetTweetJam. Anyway, enjoy!

Cart #59103 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #59101 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This game is based on Chicken Maze https://www.lexaloffle.com/bbs/?pid=57635&tid=32025
All code credit to Chicken Maze. I re-skinned parts and made some adjustments to the game to help me learn a class I am taking on coding Lua in Pico8. Because I'm not sure what I'm doing I messed up the lives somehow and it now glitches out when you collect an item. Not sure what happened.

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Cart #59095 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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QUEST has been hailed by critics as "the most exhilarating 299 characters of source code I have played today" and "a true example of minimalism...well definitely not a false example".

Features include:

  • Dynamically hard-coded sound effect(s)!!
  • Full English dialogue!!
  • Fit-on-one-screen source code!!

(This was created as part of TweetTweetJam in which the prompt was to make a game using fewer than 560 characters of code.)

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Cart #59084 | 2018-11-16 | Code ▽ | Embed ▽ | No License


This is my entry for #TweetTweetJam: an unfinished shooter, in about 530 characters of code.

Left/right to move, X to shoot.

It has music and SFX and many things but no actual gameplay.

Jam entry page: https://itch.io/jam/tweettweetjam/rate/331412

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