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A rough attempt at a platformer made while learning more about Pico8. It's a few screens where you can control a dragon who moves left, and right, can jump and crouch, along with some debugging info onscreen.

Cart #suwaworuda-0 | 2019-03-20 | Code ▽ | Embed ▽ | No License

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A Breakout clone with pretty bad collision detection made while trying to figure out how Pico8 works.

Cart #kogayazomo-0 | 2019-03-20 | Code ▽ | Embed ▽ | No License

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An early prototype of what a vertical jumping game might play like on Voxatron. Uses the Lua scripting.

Cart #vertigogo-1 | 2019-03-19 | Embed ▽ | License: CC4-BY-NC-SA

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Cart #picovj-0 | 2019-03-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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PicoVJ
A functional VJ framework for Pico8! It's very scoped but still should be usable in a real gig with a single controller (6 buttons).

Instructions
Beat manager
LEFT - A single tap resets BPM / Beat num. A next tap in the 4th next beat, will store the calculated BPM.
X + UP / DOWN - adjust BPM speed.
X + LEFT / RIGHT - fine tune BPM sync.

Scene manager
Z + UP - set a random scene.
Z + LEFT / RIGHT - previous / next scene (cycled).

FX manager
UP / DOWN - increase / decrease FXRAGE from 0 to 1.
RIGHT - cycle FXFLASH value from 0 to 5.
FXRAGE is the hype value of the application, and how it behaves depends on each scene implementation. A scene at FXRAGE = 0 would be simple, slow, but the same scene at FXRAGE = 1 would be much faster and frenzy.

[ Continue Reading.. ]

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Cart #redexameaca-0 | 2019-03-18 | Code ▽ | Embed ▽ | No License
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Cart #porco_rosso-5 | 2019-03-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

This is just a small school project for the science class in my school, nothing too big.
If you find any of the code as bad you can feel free to comment on it, always happy for some constructive criticism.
Gameplaywise i recomemend holding down Z for maximized firepower and always being ready to move given the random enemy spawn positions.

Story: Its simple, the damn fascists have taken over all of Italys airspace. You, the one and only Porco-Rosso needs to save it.

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Cart #bafumozeza-0 | 2019-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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0.1.11g, Linux x64. This will crash P8:

x={}
function x:__gc()
end

while true do
 y={}
 setmetatable(y, x)
end

If I change the loop to _update(), it doesn't happen.

However, there's another issue: it seems runtime errors aren't caught inside __gc(). If you put var="abc"+5 in there, it'll keep running until it crashes. If I do that, it will crash even using _update().

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Left and right arrows keys to move! That's pretty much it!

Update : score didn't reset between games...

Cart #coconut-1 | 2019-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #coconut-0 | 2019-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #longshot-2 | 2019-03-18 | Embed ▽ | License: CC4-BY-NC-SA
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Longshot is a gripping puzzle game where you play as a lost grappling hook looking for its parents!

z: fire
x: enter
arrows: rotate

Made for Train Jam 2019 by
-Brett Davis
-Noah Senzel
-Dan Brakeley

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Cart #gabinopiya-0 | 2019-03-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first attempt to do a card game in pico8.
Entirely done on my pocket chip device during my two week vacation in egypt sitting by the pool watching the blue sky.
Sounds crazy? Yes, i guess.

Have fun!

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tokens: 823
This is a feature rich typewrite effect and its highly customizable. It features everything you need for RPG dialogue, including sprite-drawing mid line. Check it out for yourself with this demo here. (Press X to insta reveal or advance the dialogue).

Cart #hirikebg-0 | 2019-03-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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is this unoptimized?
Well, probably yes. I'm still learning as I go, but I'm pretty proud of what I have so far so here it is. Enjoy, guys.

The code for it:

--shooting★'s ultimate text
--★ is used as my signature.
--[[
		text codes:

		$u1 = underline text (0 for
		       no underline)

	 $b## = border color, ##= a
	        number, 0-15

	 $o## = outline color

	 $c## = text color

	 $d## = delay extra (0-99)
	        if more delay is
	        needed, use $f##
	        and create a custom
	        fx for it.

	 $f## = special effects

	 for any of these, you can use
	 xx instead of a number to
	 reset it to default (based
	 on the default config you
	 have set up)

	 alternatively, you can use
	 16 to set it to nil and
	 remove it.
]]--
  --==configurations==--

  --

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=62835#p)
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Cart #spycursion2-0 | 2019-03-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a playable demo for our upcoming game Spycursion, an MMO about hacking and espionage set in a not very distant future, after a cyber war has changed the way we live.

It is a point and click adventure, and it's played with only the direction arrows and the x and z buttons.

The game is a work in progress and the adventure cannot be completed yet.

[Note: This is an update of an old cartridge with some improvements in the instructions]

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I have this bit of code:

  if f==1635 then
   sspr(0,32,128,64,64,64)
   sspr(0,32,128,64,-64,64,128,64,true,false)
   sspr(0,32,128,64,-64,0,128,64,true,true)
   sspr(0,32,128,64,64,0,128,64,false,true)
  end

which causes the CPU load in a demo I'm working on to go over 1.0, even when f!=1635. If I comment out the sspr functions, the demo runs at 60fps. Is this speculative execution as planned, or is this a bug?

EDIT: I was able to drop the CPU load back under 1.0 by doing it as a separate function, like this:

function drawthese()
 sspr(0,32,128,64,64,64)
 sspr(0,32,128,64,-64,64,128,64,true,false)
 sspr(0,32,128,64,-64,0,128,64,true,true)
 sspr(0,32,128,64,64,0,128,64,false,true)
end

...

  if f==1635 then drawthese() end
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Cart #bakaziweso-0 | 2019-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #sharkwars-0 | 2019-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A continuation of my previous WIP and an entry to the first ever GameShell GameJam (itch.io)

Synopsis

Play as Shark X, a NASA experiment sent into space (accidentally), to save the aliens living on Saturnian moons from a threat that comes from afar.

Credits

[ Continue Reading.. ]

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Cart #rungeon-0 | 2019-03-14 | Code ▽ | Embed ▽ | No License
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Rungeon

Here's a standalone version of the dungeon crawler game I made for @elneil's Picozone (#17in1jam).

  • Your health decreases slowly but steadily so be sure to grab as much gold as you can before you die.
  • Hitting monsters makes you lose a lot of health, but you also get a lot of gold.
  • Make sure to grab the food to increase your health.

It is made of only 421 tokens and sprites.

Have fun!

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Hey, this is my first post on the forum, so sorry if I mess up. I got PICO-8 and I love it. After messing around with it for a while, I started wondering, "What would this look like if it was an actual console in the past." So that is what this post is for!

Console: The console would have controller ports and keyboard ports, and the ports would be the same, as in the actual software, your keyboard can be used as a controller. It would have some sort of floppy disk or compact flash slot, for inserting games and other things...

Controller: It's basically a bootleg NES controller: D-Pad, and two buttons.

Keyboard: ?

Pricing: $300 for the console, 2 controllers, and a keyboard. Note: this price would be what it is today, not in the past.

Fun Part (a.k.a me making up a bunch of random stuff)

Programming Cart: Where you make all your games. Once you finish, you can either: Export to a empty disk/compact flash, ORRRRRR

Splore Cart: This cartridge is used to store multiple games that you or your friends made. It has much more space than regular carts. The difference between this and multiple empty disks/compact flash is that you can edit the games/programs on it, while exporting to empty disks/compact flash makes it not even read-only, just play.

[ Continue Reading.. ]

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My first Pico 8 game - simple vertical "scrolling" space shooter.

Cart #rajnrig-0 | 2019-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Burger Age

Cart #fejuzesito-0 | 2019-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
33

Story

Suddenly,Aliens flew into a hamburger shop and is fusioned to vegetables!
But opening time is approaching.
The troubled Mr. Tapper decided to attack aliens in a frying pan,
to throw vegetables into a huge burger press.

Rules

Operate Mr. Tapper , swing walk around cabbage and cheese in a frying pan
Hopefully, hamburgers are caught between burger presses
It will be completed and you will score. Together as a hamburger high score!
All 6 stages's loop game without ending.

Of course, this work is a tribute to 'Burger Time'/DataEast legend's game.

[ Continue Reading.. ]

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