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Cart #rainiversary-0 | 2019-03-28 | Code ▽ | Embed ▽ | No License
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A small PICO-8 tribiute to one of the most unique and unforgettable gaming experiences out there.

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Cart #buziwosayu-0 | 2019-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello again.

I started this thing almost a year ago as a passion project when I was out of work. It is full of clever things. I was so proud about all the clever things. It has parallax background scrolling. It stores a bunch of game data RLE-encoded in the spritesheet and as garbage strings in the code. It's doing all this hot-swapping of sprites into the spritesheet as the game needs them.

I haven't worked on it in like 6 months and I don't think I will again, so here it is! You can collect these marshmallowy looking stars and run around in the first "level", which is more like a bunch of test platforms just seeing what could be accomplished. There was supposed to be a cutscene at the start and the sprites still exist in the code for that, but in this version you just get dumped right into the level.

[ Continue Reading.. ]

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13 comments


Cart #yipipanumu-0 | 2019-03-27 | Code ▽ | Embed ▽ | No License

I'm sort of at a loss right now on trying to get my snake to not be so wiggly when it's drawn. You can see the red head of the snake is fine...and nice clean draw no matter which way it's heading.

Press Z to add a segment and you'll see that each following segment is very wiggly when its draw, not clean at all...and I don't know why.

I don't know if it's just the way it's gonna be or if I'm drawing things wrong or just doing my calculations wrong for where segments are positioned. Or a little bit of everything wrong.

Any help, insight or suggestions are appreciated.

3 comments


Cart #picovisualizer-9 | 2022-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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WARNING: Depending on what you watch and listen to with this visualizer, the bars can produce flickering effects on your screen, which may be a problem for those diagnosed with epilepsy. Better use with caution.

About

This is a heavily-modded variant of Music Visualizer Bars by iaoth. Thanks to him for his visualizer code base!

I can load() this cart. Is there anything special about doing that?

Yes! By a cart passing a load parameter string to PicoVisualizer, that cart can serve as a custom menu that allows users to view the visualization of any of its tracks, but has the cost of depending on an internet connection.

[ Continue Reading.. ]

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17 comments


Cart #sanatidasu-1 | 2019-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Cart #sanatidasu-0 | 2019-03-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


This is my first "real" PICO-8 project. It's a demake of a kind of obscure puzzle game called Deadly Rooms of Death, or DROD. (Can you guess what the P stands for now?)

The controls are a little strange, since in DROD you can move in all 8 directions, plus two buttons to turn your sword.
When you press (O), you move in the direction that the D-pad is held down in (If you're holding up and left, you'll move up-left)

[ Continue Reading.. ]

2 comments


Cart #breakdown-1 | 2019-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The tables have turned!

After many years of the Balls aggressively destroying the Blocks, now it's your turn to defend!

Features:

  • Fast-paced, button-mashing heavy, but strategic action
  • A new take on an old classic
  • Clear and colorful graphics

Controls:

  • Arrow Keys to move cursor
  • X to place a block
  • C to use a Time-Stop Bomb

Gamemodes:

  • Score Attack - 60 seconds of pure button-mashing action. You are graded on the amount and position of the blocks you've placed, as well as how many are left when time ran out and how many Time-Stop Bombs you've had.- This is the recommended gamemode for starters.
  • Time Attack - How long can you last against a barrage of balls? Blocks automatically break after some time and you lose when there are no blocks on the board.

Version 1.1 Updates

  • New cover image
  • Fixed "Reset Highscores" menu option not showing

Post your highscores! :)

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11 comments


Not sure how widespread this is, but ever since the BBS update, if I go into fullscreen mode(by tapping the button in the corner), pico-8 becomes unusable. It stops picking up button presses, and the mouse flashes between the top left corner and where it should be. This does not affect cartridges that have been embedded on other sites.

chrome://version information:
[hidden]
Google Chrome 72.0.3592.0 (Official Build) canary (64-bit)
Revision 3274d2b27158c8f54008ac69629235202f28f306-refs/branch-heads/3592@{#1}
Platform 11197.0.0 (Official Build) canary-channel gnawty
Firmware Version Google_Gnawty.5216.239.156
JavaScript V8 7.2.125
Flash 31.0.0.122 /opt/google/chrome/pepper/libpepflashplayer.so
User Agent Mozilla/5.0 (X11; CrOS x86_64 11197.0.0) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/72.0.3592.0 Safari/537.36
Command Line /opt/google/chrome/chrome --ppapi-flash-path=/opt/google/chrome/pepper/libpepflashplayer.so --ppapi-flash-version=31.0.0.122 --ui-prioritize-in-gpu-process --use-gl=egl --enable-native-gpu-memory-buffers --gpu-sandbox-failures-fatal=yes --enable-logging --log-level=1 --use-cras --enable-wayland-server --user-data-dir=/home/chronos --system-developer-mode --login-profile=user --has-chromeos-keyboard --guest-wallpaper-large=/usr/share/chromeos-assets/wallpaper/guest_large.jpg --guest-wallpaper-small=/usr/share/chromeos-assets/wallpaper/guest_small.jpg --child-wallpaper-large=/usr/share/chromeos-assets/wallpaper/child_large.jpg --child-wallpaper-small=/usr/share/chromeos-assets/wallpaper/child_small.jpg --default-wallpaper-large=/usr/share/chromeos-assets/wallpaper/oem_large.jpg --default-wallpaper-small=/usr/share/chromeos-assets/wallpaper/oem_small.jpg --default-wallpaper-is-oem --enable-consumer-kiosk --enterprise-enrollment-initial-modulus=15 --enterprise-enrollment-modulus-limit=19 --login-manager --policy-switches-begin --overscroll-history-navigation=0 --enable-features=Newblue --policy-switches-end --first-exec-after-boot --vmodule=nss_cert_database_chromeos=1,/assistant/=1,chromeos/login/=1,auto_enrollment_controller=1,/ui/ozone/=1,/ui/display/manager/chromeos/=1,night_light=1,update_engine=1,component_updater_service=1,power_button_observer=2,webui_login_view=2,lock_state_controller=2,webui_screen_locker=2,screen_locker=2 --enable-features=Newblue
Executable Path /opt/google/chrome/chrome
Profile Path /home/chronos/u-0223c93ba62ae0f94bedc8a9b57f07916939a1b0
Variations 2c707b42-ca7d8d80
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[ Continue Reading.. ]

0 comments


Cart #thebarracuda-0 | 2019-03-26 | Code ▽ | Embed ▽ | No License
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Do the Barracuda!

A ~surfing~ game. Watch out for the chomp!

I made this as part of a web design job for a surf-rock band. I'll update this post when the site is live.

Hey! This is my first Pico-8 game!! Thanks to this incredible community for all your help and inspiration. Particularly grateful to btco for their water reflection effect, and aquova's synthwave sunset, both of which I snagged bits and pieces from.

Love,
Luscho

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Cart #thefinalcountdown-0 | 2019-03-25 | Code ▽ | Embed ▽ | No License

MMU Game a Week project
Theme: Game that Tune

READ ME
Title: The Final Countdown
Created in: Pico-8
Author: Ryan Wilson

Controls:
Game:
Left and Right arrow keys move the player

Menu:
X - Begin/Restart Game

Objective:
Avoid falling meteorites for 90 seconds

Rules:
If the player collides with meteor the game is over

Out of Engine Resources/Assets used:
None

Possible Improvements:
Addition of Alien Enemies
Organised Meteor Pattern
Visual and Auidble upgrade

Changelog:
Version 1 - Game Uploaded

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I'm wanting to make a big play area in my game with several cities in it. I made a sprite map of the city (see below) and I want to draw that map in several places. This is working great using map() drawing several times but when you make a change to a map using mset(), it changes it in every location that map is drawn...and that makes sense.

Sooo...is there a way to have a map, duplicate that map, and draw it to be treated as a separate entity/instance in conjunction with mset()

City A, City B, and City C all use the same sprite map but when I use mset() on City A, I don't want it to change B or C.

I'm probably complicating things way more than I need, but I thought using map() + mset() would be better/faster/efficient than managing an object and draw for each building in the city.

2 comments


So in Super Mario and similar games the character only jumps when you press the button, and if you just keep the same button press the character doesn't jump. You have to release the button and then press it again.

I've tried to implement a jump action and both with btn and btnp if I keep the button pressed the player keeps jumping forever (in btnp just slower).

How can I do this? Thank you! :)

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I'm just really curious what libraries etc. Zeb used to make Pico8, and make it cross platform. SDL2 maybe?

3 comments


Cart #whitelotuspa03-0 | 2019-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

a little game i made real fast for minijam 24, joined really late to the jam and was busy most of the weekend, so couldnt do everything i wanted... but i am happy with the result, may revisit it in the future

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A tiny anti-stealth puzzle game.

Cart #alarmed-2 | 2019-03-25 | Code ▽ | Embed ▽ | No License
10

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.

This is more of a proof-of-concept than a full proper game, and could use some more interesting puzzle design and mechanics, but I did what I could in the time I had.

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

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Cart #sail-1 | 2019-03-24 | Code ▽ | Embed ▽ | No License
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a lil 2-player sailing game

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

3 comments


Cart #ashvi-6 | 2019-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #blockbreaker-0 | 2019-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the completed 1st game from Tassilo Rau's book 'How to Make Games with Pico-8'

Rgrds

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Cart #stinkerb06rmg-1 | 2019-05-10 | Code ▽ | Embed ▽ | No License
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The sound and music editor data that's generated is 100% randomized! Music starts at a random position from 0 to 63.

Update May 10th, 2019:

  • Improved corruption speed by using POKE4(). This pokes four memory locations simultaneously without having to use four sequential POKE()s.
  • Renamed the cartridge to prevent confusion.
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