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Cart #dirt_racing-2 | 2019-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

This is the standalone version of

DIRT*RACING

The tiny racing game in 425 tokens for #17in1jam by @p01 and @Gruber

For the purpose of the jam trying to fit 17 games in one cart, the game had very tight constraint.
The whole game takes 425 tokens, 16 sprites, 16 map cells, 4 sfx and 4 music patterns.

Features

  • 3 in game sfx for the engine noises and transition between tracks.
  • 4 music patterns mixing 3 unique sfx
  • 5 tracks
  • Ghost of your previous laps
  • A nice trophy at the end and a sweet Easter egg

Hope you like it, and will soon try the whole #17in1jam cart!
Curious to read any feedback, good, and especially bad.

It was really fun to make my first game on PICO8

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3 comments


Cart #loz8-1 | 2019-02-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


This is a Legend of Zelda game (In progress) that I am making. I hope you like it!

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3 comments


Cart #heartthegame-1 | 2019-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A little game that I made for Valentine's day , it's a multplayer game where you have to cooperate to build as much hearts as you can.

Controls :
Player 1 D-Pad/Arrow Keys : Move the right half
Player 2 D-PAd / "E" and "D" : Move the left half

0 comments


Cart #utf8code_converter-0 | 2019-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

It's just a cart that converts string to utf8 code.

1
0 comments


Ran the same cartridge on high-end PC and low-end PC.
I found that stat(1) returns almost same value.

I suspected PICO-8 limits "cycle" of execution, e,g, rectfill() consumes XXX cycles or so. Is this guess correct? If so, is that specification public?

Thanks.

2 comments


Cart #nugemuretu-5 | 2019-02-15 | Code ▽ | Embed ▽ | No License
2

A lot of stuff, but mostly background. I'm trying some new stuff with entity processing.

Cart #nugemuretu-4 | 2019-02-12 | Code ▽ | Embed ▽ | No License
2

UI improvements. Hold the down key to access items.

Cart #nugemuretu-2 | 2019-02-12 | Code ▽ | Embed ▽ | No License
2

[ Continue Reading.. ]

2
7 comments


154 tokens

Still being somewhat new to pico8, I managed to make this neat water reflect effect.

I'm sure it can be optimized a great deal, but for now its the best I can come up with, though I'm always improving.

--s★_tool -> rflc

--[[
	configuring
	to configure this tool,
	in your _init() or when ever
	you see a need to change 
	the waters settings, you can
	use this code 

	 ◆ s★_rf_sy = 105

	the sample code above
	sets the start-y position of
	the water. 

	 ◆ s★_rf_data = value

	data: 
		â—† sy - start y
	 â—† bg - background color
	 â—† ic - ignore color (for cls
	         background colors so it
	         doesn't draw a color that
	         it doesn't need to.

	         if you're using cls(1) then
	         set ic to 1, for example.)
	 â—† rq - reflection quality
	 â—† wa - wave amp (how large 
	         it waves left/right)
	 â—† ws - wave speed (how fast
	         it waves left/right)

]]--
--defaults

s★_rf_sy=104
s★_rf_bg=1
s★_rf_ic=0
s★_rf_rq=13
s★_rf_wa=2
s★_rf_ws=0.02
--wave value, don't mod this
--unless you need to.
s★_rf_wv=0

--reflection effects
s★_rflc = function(mode, data, val)
		--if not configuring, then draw

		rectfill(0, s★_rf_sy, 127, 127, s★_rf_bg)
		local _scl=(s★_rf_rq/127)
		local _ht=127-s★_rf_sy
	 local _flc_col = 0

		for i=0,s★_rf_rq do
			for j=0, _ht do

				local _x=((i/s★_rf_rq)*127)+(cos(s★_rf_wv+(j/6))*(s★_rf_wa+j/8))
				local _s=(s★_rf_rq/128)*10
				local c=pget(_x,s★_rf_sy-j)
				if c!= s★_rf_bg and c!= s★_rf_ic and c != 0 then
 				local _y=(j/2)
   		line(_x-_s-_y-j/14, 1+j+s★_rf_sy, _x+_s+_y+j/14, j+s★_rf_sy, c)
   	end
			end
		end
	s★_rf_wv+=s★_rf_ws
end

to use this, just put this code in your draw code under everything you want to reflect.s★_rflc()

compressed code:

s★_rf_sy=104
s★_rf_bg=1
s★_rf_ic=0
s★_rf_rq=13
s★_rf_wa=2
s★_rf_ws=0.02
s★_rf_wv=0
s★_rflc = function(mode, data, val) rectfill(0, s★_rf_sy, 127, 127, s★_rf_bg) local _scl=(s★_rf_rq/127) local _ht=127-s★_rf_sy local _flc_col = 0 for i=0,s★_rf_rq do for j=0, _ht do local _x=((i/s★_rf_rq)*127)+(cos(s★_rf_wv+(j/6))*(s★_rf_wa+j/8)) local _s=(s★_rf_rq/128)*10 local c=pget(_x,s★_rf_sy-j) if c!= s★_rf_bg and c!= s★_rf_ic and c != 0 then local _y=(j/2) line(_x-_s-_y-j/14, 1+j+s★_rf_sy, _x+_s+_y+j/14, j+s★_rf_sy, c) end end end s★_rf_wv+=s★_rf_ws end
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4 comments


I'm trying some math things to learn pico8 and programming in general.

After a few days and realizing that the square root in lua (and in every language?) only gives positive numbers, I’ve come to this monster to draw a simple circle haha

function _init()
end

function _update60()
cls(1)
end

function _draw()
--coordinates
line(64,0,64,128,2)
line(0,64,128,64,2)
manual_circle()
circ(64,64,63)
end

function manual_circle()
for x=0,50 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,y+64,11)
end
for x=-50,0 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,y+64,11)
end
for x=0,50 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,-y+64,11)
end
for x=-50,0 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,-y+64,11)
end
end

And it looks like this:

as you can see the function doesn't print the pixels continuosly as the circ function, probably because of the square root giving decimals.

What is the correct way of drawing a circle “manually”???

[ Continue Reading.. ]

1
5 comments


A game inspired by Zookeeper.

Cart #sawujibetu-2 | 2019-02-18 | Code ▽ | Embed ▽ | No License
2


Cart #sawujibetu-1 | 2019-02-13 | Code ▽ | Embed ▽ | No License
2

Cart #sawujibetu-0 | 2019-02-11 | Code ▽ | Embed ▽ | No License
2

AlienHunter Alpha 0.5 Alpha

[ Continue Reading.. ]

2
2 comments


Cart #rainy_day-2 | 2019-02-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Inspired in part by the cartridge "Snow" by ikeikeeng, as may be obvious from some visuals, but I figured it would be a good coding exercise for me nonetheless.

Let the rain soothe you, and put you at ease.

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7 comments


Interspace II

Cart #shmup2jfire45-1 | 2019-03-02 | Code ▽ | Embed ▽ | No License
10

Put down a group of space invaders with your tiny blaster.

  • Three types of enemies
  • Three bosses
  • Three stages + an endless highscore mode after
  • Two different upgrades
  • Red can be swapped with Blue and Green

[Also on itch.io: https://justfire45.itch.io/interspace-ii]

10
5 comments


One Button Bomber

Cart #gonebumuh-0 | 2019-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Classic city bombing game.
Destroy the buildings to allow your plane to land.

[0x0]

5
1 comment


This is reposted from my blog

I've been playing with Pico-8 a lot lately. I've got a small Pico-8 project site to launch soon, but in the mean time I'm more occupied with getting Pico-8 running on things.

Enter Raspberry Pi, and with it the Waveshare Game HAT -- this is a nifty bit of kit. A screen, controls, and battery circuit that you just plug a Raspberry Pi in to, and voila you have a portable games console.

I've got mine set up with Retropie and this works with the Game HAT pretty much out of the box.

Here are the tweaks needed:

Configure the display in your /boot/config.txt

This seems to vary from one Game HAT to another (according to the Retropie forum) but I found that the following config lines worked when added to the end of the config.txt:

[ Continue Reading.. ]

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2 comments


Cart #deadpixl_snake_1-0 | 2019-02-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

About

This is my first game with PICO-8 and it was mostly made as a learning experience, but I'm happy with how it turned out. The particle effects were inspired by Tera: Mind over Matter, although aren't quite as refined!

Controls

Up/down/left/right: Change direction
X (hold): Speed up

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10 comments


Cart #tituhdori-0 | 2019-02-10 | Embed ▽ | No License
1

1
0 comments


I would love to have the ability to make API requests from PICO-8, and I think it would open up loads of opportunities for projects such as home automation controllers, carts that retrieve information from publicly available APIs such as weather information, etc.

The only example of networking functionality that I've seen in PICO-8 so far is using WebSockets in browser-based carts, and while HTTP requests would also technically be possible in web-based carts I would love to have this be a feature on local carts.

I can understand that some users may not want the carts they download to be able to make HTTP requests, so perhaps this could be an optional feature that you enable in the config or via a command-line argument.

Anyone else have thoughts on this?

6
10 comments



An action-adventure game inspired by the movie.

You are Hoggart , a young boy friend with the Iron Giant , you have to collect the 4 missing part of your friend , in order to allow him to stop the missile which threat Rockwell.

Controls :
X/V : Attack
Arrow keys : Move

A special thanks goes to thanks to Zarudo la fée manouche , who gave me this idea.

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5 comments


I started with nucleartide's pline() function in an effort to understand 3D projection from the ground up,
and added

  • walls made of lines with a for loop
  • a spaceship of lines
  • a grid background
  • movement with velocity
  • camera follow with lerp
  • two 'lanes' of Z-positions

I'm not sure if there will be gameplay, but I'm interested in a 2.5D effect a few fixed Z-positions.

Cart #perspectivelines-0 | 2019-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

6
2 comments


Cart #tzeyweya-2 | 2019-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is one of my first experiments making a basic game in PICO-8; enjoy!

Right paddle: up/down arrow keys

Left paddle: e/d keys (not W/S)

2 comments


Cart #picolander-0 | 2019-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

How to play:
Arrows to move
Land on green target

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2 comments




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