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Heya

If I make a new PROP and drop it into a room, players & actors collide with it (assuming I ask them to)
However, if I make an ANIMATION and drop it into a room, I can't figure out how to make things collide with it - they just walk straight through.

So if I try to make eg. a tree with branches swaying in the wind, nothing collides with it.

Am I missing an option? Is this intended behaviour?

I guess I can just work around it by using static ACTORS with the animations inside, but that feels like I'm doing it wrong.

Any help would be greatly appreciated!

Thanks,
--molen

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Cart #truchet-0 | 2019-03-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

First demo with Pico-8 and Truchet tiles using a table of functions to emulate a switch/case statment. Just some simple algorithmic drawing based on some webGL stuff Ive done.

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Cart #maze_demo-3 | 2019-03-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Cart #maze_demo-2 | 2019-03-08 | Code ▽ | Embed ▽ | No License

update 1: Did a lot of work on the maze generation and traversal to leverage 2d array of nodes data structure that holds the maze. Attempting to make some kind of game using a maze.

Player character: You are the spinning blue circle. you have the power to move through walls and teleport enemies to different squares
Thief: The thief starts in the upper left corner of the maze and naively traverses every square regardless of enemies or items. However, when the thief grabs a key his speed dramatically increases.

[ Continue Reading.. ]

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Cart #ebook_blackcat-0 | 2019-03-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Introducing the first ever fully-featured e-book reader for the PICO-8!

I decided to include Poe's "The Black Cat" as an example story, mostly because it almost perfectly fits within the length requirements of this e-book engine (this story happens to be 21747 characters long uncompressed).

The text of the story is not stored as strings within the program, but it is encoded with Huffman coding in the bytes of the spritesheet and map. This is a more complete version of this project, so look at the details of that to learn more.

One thing I added here is the ability to save your progress through resets, and also add one bookmark that you can set and jump to anytime, with the X and O buttons respectively.

[ Continue Reading.. ]

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Cart #yakuhiniji-0 | 2019-03-08 | Code ▽ | Embed ▽ | No License
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Compression seems to be a thing I've been doing recently. Continuing this tradition, I am releasing an (only partially done) e-book reader for the PICO-8, with the first two chapters of Moby Dick! (It's also got some of the third one, too.)

Cart #wejinezono-1 | 2019-03-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Some things to note:

  • Text is stored in the graphics, map, and sprite property data, as Huffman-coded bytes.

  • The text is divided up into sections that encode up to 6351 characters each (the length of user RAM minus one screen's worth of characters). These sections are byte-aligned.

  • With Huffman coding, each character of the source text is basically replaced with a variable-length bit sequence (one that is sure to never be a substring of any other), with the bit sequences getting shorter the more frequent a character is.

[ Continue Reading.. ]

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A small piece of code to dynamically create a functional cart from another cart and load it.

Why is this useful? Well, obviously this opens the door for somebody to write an alternative code editor for pico-8 carts! (j/k)

function _init()
	printh("pico-8 cartridge\n\n__lua__\n"..
[[
-- your cart code here
function _draw() 
	cls(7)
	print("hello world",60,60) 
end
]],"dynamic.p8",true)
	load("dynamic.p8.p8l","back")
end	

Caveats:

  • Generated cart has ".p8l" extension, but it seems to load just fine
  • It doesn't work for carts embedded on the BBS or loaded with Splore
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Cart #beaver_bother-0 | 2019-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a demake of the infuriating "Beaver Bother" minigame from Donkey Kong 64. The minigame was a particular source of torment to Hbomberguy, a YouTuber who recently ran a wildly successfully charity livestream of him completing Donkey Kong 64 to raise money for the UK charity Mermaids, who support trans children and their parents. I created this to celebrate.

For everyone unfamiliar with PICO-8, the [O] button is Z on the keyboard and the [X] button is X.

It's still not quite there, but it's playable and almost as frustrating as the original so I think it's worth sharing.

TODO:

[ Continue Reading.. ]

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Cart #kaiolhama-1 | 2019-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pizzolhama-0 | 2019-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pederinuhe-0 | 2019-03-07 | Code ▽ | Embed ▽ | No License
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Bingus Finder

Gold Edition

Disclaimer: This is a trash game made for the joy of making, much in the same vein as Bert: Get That Sports! So don't play it if you're looking for a real game, and also maybe don't play it if you have epilepsy problems. I dunno.

[0x0]
Help Bingo find the bingus! Headache guaranteed or your money back! Joy! Sorrow! Catharsis! The Judgement Dimension TM!

[ Continue Reading.. ]

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Cart #empgrs-0 | 2019-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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EMP

A shooter with no guns. Use your EMP charge to clear enemies!

Move around the map with arrow keys and button 1.

Press button 2 to release an EMP charge.

Your EMP meter must be full to release it. Moving will use your charge.

Collect all 4 objective markers to win, watch out for the orbs!

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Controls:
Forward/Backward to move
Left/Right to turn
z+x at the same time to reset position

This is just a demonstration of a way to move the have the camera stay fixed to a character while the environment moves around it.

Cart #pjtefuji-1 | 2019-03-07 | Embed ▽ | License: CC4-BY-NC-SA
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There are a few issues with this implementation. Y co-ords have to be subtracted instead of added, this arose because I imagined forwards being positive and could not fix this easily by the time I realized what I did. Also, all horizontal surfaces become full of holes at any non-cardinal direction. Collisions also suffer from issues and it is possible to glitch entirely through a wall and become stuck (the reason there is a reset position option).

Currently, everything must be affixed to a grid system as attempting to render anything more than slightly out of sight the screen results in severe graphical errors. It should be possible to create a system using distance from the center of view, but I imagine it would become draining to do that for a large number of entities. Anything large enough to extend from the center of view to the glitch distance is well beyond what this is capable of.

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Cart #jusebameya-0 | 2019-03-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Ugly game about my high school. Reloaded version of my previous game School Mayhem (Junior High School) and hopefully this will be updated very often with new levels.

GAME COMPLETED

School Mayhem 2 original story is officially completed. The next updates will be relative to bug fixes, balancements and levels' graphic improvements

Version 1.4 [COMPLETED]

Changelog

There are so many things to write, but I'm bored and I'm late for school :D

Cart #schoolmayhem-7 | 2019-05-31 | Embed ▽ | License: CC4-BY-NC-SA
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Version 1.3.1

Changelog

New Contents:

  • Added Janitor NPCs! Now you can watch them scared in their watchdog all the time or kill them

Balancements:

  • In "Physics Lab" (Level 4) removed an health pack and added a "+1 Life" when killing the boss
  • In the last sequence of Bosco di Portici (Level 10) number of clones decreased (from 50 to 25)

Bug fixes:

  • In "Duck's Blood Pool" (Level 9) modified the weapon that you unlock when you kill the boss (from Grenade to Twirly Gun) because of a bug that didn't make the Grenades work only in web game player (please @zep fix this)

[ Continue Reading.. ]

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Cart #blotchpainter-0 | 2019-03-06 | Code ▽ | Embed ▽ | No License
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z = toggle random paint colour selection
mouse + click = throw paint

a very quick visual / novelty experiment that allows you to channel your inner pollock and create splotchy paint nightmare creations to tickly your fancy

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In order to save on some tokens, I put configuration number values into a string and then parsed that string. I then tried to use one of the values as a table key and it barfed on me.

Turns out, even though math functions recognize a string number as a number, using it as a table key will fail. You need to convert that string number into a integer for it work as a table key. My solution was to just add zero to number and it turned out okay.

t={"apple","orange","line"}
a="1"

printh(a+10) -- good, returns 11 (integer)
printh(t[a]) -- bad, returns FALSE

a+=0
printh(t[a]) -- good, returns "apple" as expected

All in all, it makes sense but I had never come across this before somehow. But seems kind of weird that Lua will let you be lazy with numbers for math but not for other things.

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Cart #rain_runner-0 | 2019-03-06 | Code ▽ | Embed ▽ | No License

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I spent some time today updating and streamlining my hardware concept for a Pico-8 console. I have a couple of people helping me make a 3D-Printable model for the case and plate, so this project might take shape fairly soon.

Once complete, I intend to share the files, along with a QWERTY version of the keycap template.

Here's a view of the sides:

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