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Cart #flappy_pico-3 | 2019-12-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my Flappy Clone! 頑張って!

1.03 -- added sound and screen shake

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2 comments


Cart #xzero-3 | 2020-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
328

Hack all the terminals and defeat the boss.

This is my attempt at making a polished game in a week and a half, although it ended up being 2 weeks. I had to drop a few features I wanted to put in due to time, and code ended up getting a bit messy. Still, I'm pretty happy with how it came out.

The frame rate can drop sometimes, particularly in the later parts of the game when there are a lot of enemies around.

UPDATE
Removed a tiny amount of unused code and added as many comments as I could fit without going over compressed size.

UPDATE 2
Added the ability to swap jump and shoot buttons because the defaults felt awkward in gamepad. Also fixed a couple of minor audio bugs.

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53 comments


I've got Pico-8 running nicely on my Raspberry Pi through Retropie/Emulation Station now, but there's one minor annoyance.

It's a bit of a faff to have to reach over to the keyboard to hit Ctrl-R to start a game or Windows+Q to exit back to ES. It'd be really handy to be able to map those commands to a couple of the spare buttons on my arcade stick.

I see there's a file called sdl_controllers.txt, containing the text // add SDL2 game controller mappings to this file, but that's ALL it says. There are no clues as to what it wants that file to contain in order to map anything. config.txt also includes these lines:

// Custom keyboard scancodes for buttons. player0 0..6, player1 0..5
button_keys 0 0 0 0 0 0 0 0 0 0 0 0 0

but again, heaven knows what that means. KEYCONFIG is no good, it only lets you redefine the two Pico controller action buttons, not the other ones on my arcade stick.

Can anyone help?

7 comments


sst
by dw817
Cart #sst-0 | 2019-11-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


TO LOAD THIS CART in Pico-8, type:

load #sst

Use the ARROW KEYS to navigate and the (O) key to flip back and forth between 2D stars and 3D stars.

Sphere Stars as I call them has always been something to elude me. While I spent literal months on and off years ago back in QBasic trying to reproduce the "bowl" effect, I was never entirely successful.

Thanks to @freds72 he showed me it is indeed possible to reproduce. And maybe that was the push I needed to try one more time using a method I knew would benefit me later.

What method is that you ask ?

I have remapped every single pixel on the screen to a circular bowl. So when you plot on the screen instead of a rectangle you are actually drawing in a bowl and you get that nice curved effect when you navigate around the 2D star array.

[ Continue Reading.. ]

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0 comments


Cart #refifomope-0 | 2019-11-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I don't know about anyone else, but I can never resist a proper Christmas game. So what better time to make a Christmas-themed pico-8 game?

In Last Christmas, you play Santa, desperately attempting to deliver presents during an apocalyptic meteor strike. Can you save Christmas and deliver presents to boys and girls before their homes are destroyed, or will you leave their final moments on Earth marred by disappointment, believing - as they face incineration - that they just didn't make the Nice List this year?

It's up to you. Don't let them down.

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10 comments


Cart #three_sokoban_levels-0 | 2019-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

3 comments


Cart #versun_pan-1 | 2019-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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p8r
by dw817
Cart #p8r-4 | 2019-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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TO LOAD THIS GAME in immediate mode, type out:

load #p8r

It seems a shame to leave ZEP's own marvelous JELPI sprites behind on just his opening demo cart, so I borrowed them for my latest game, Pico-8 Roadway !

Based upon the Atari 2600 game called FREEWAY:

https://youtu.be/3ICFiRZ-xSA?t=6

To move the 1st player forward, press (O) or equivalent.

To move the 2nd player forward (if desired), press the 2nd player (O) key, usually TAB.

Uses my collision function:

https://www.lexaloffle.com/bbs/?tid=36034

Game saves CARTDATA high-score.

Note: if you have any suggestions or ideas on making improvements in this game, please let me know and chances are - it will happen. :)

[ Continue Reading.. ]

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0 comments


ccm
by dw817
Cart #ccm-0 | 2019-11-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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TO LOAD THIS CART in immediate mode type:

load #ccm

I have need of this function for a different game I'm working on - so you get a chance to enjoy and make use of it for your own projects.

Today most games in Pico-8 use what is called a HIT BOX to determine if there is a collision between two objects. And while it works fairly well it is not entirely accurate.

For instance, you could have a comparison between two completely different sprites and the hit box area would either be too big where a collision occurs even if they are not touching, or the hit box could be too small where you must run right up against the target and even though you are touching it, it does not register.

[ Continue Reading.. ]

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17 comments


Does anyone actually have this working? If so, can you just tell us in simple language what we need and where? This much-linked "tutorial" is completely incomprehensible to normal people https://www.lexaloffle.com/bbs/?tid=3935 and none of the others I've found are any better.

Here's where I'm at so far:

I've copied the pico-8 folder you get into /home/pi, since after much searching I eventually figured out that's where it was meant to go.
I've got a file in that /home/pi/pico-8 folder called +Start PICO-8.sh, whose contents are this:

#!/bin/bash
pushd "/home/pi/pico-8"
./pico8 -splore
popd

I have absolutely no idea what any of that means, I just copied and pasted it from some of the various gibberish tutorials.

I've added the following to es_systems.cfg:

  <system>
    <name>pico8</name>
    <fullname>PICO-8</fullname>
    <path>/home/pi/pico-8</path>

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=70240#p)
9 comments


cs
by dw817
Cart #cs-0 | 2019-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

TO LOAD THIS CART in immediate mode type:

load #cs

Use the arrow keys to navigate between the 8-images stored. Press (O) to turn on and off the status.

  1. Santa Claus
  2. Rudolph
  3. Christmas Tree
  4. Jingle Bells
  5. Snowman
  6. Candy Canes
  7. Christmas Wreath (turned out nicely !)
  8. Gingerbread Man

Thought I would start a fresh tab for this new code. And there's quite a bit new about it.

While before you could guarantee a compression of 682-chars per picture, now it is based upon the cluster of pixels. So more black or white space means greater compression.

Also it no longer uses the Spritesheet even for temporary storage, it's all self-contained now.

[ Continue Reading.. ]

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0 comments


Cart #mousemaze-1 | 2019-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

MOUSE MAZE

You're the last mouse on Mouse Earth (which is just sewers, but with a nice name), and Mouse Earth (still just sewers) is about to get flooded by water! Will you escape the maze in time and protect the legacy of Mouse Earth? (sewers)

Features:

  • cute mouse!
  • procedurally generated levels! yes, exactly like that No Man's Sky game!
  • cute graphics!
  • maze-oriented gameplay! yes, exactly like that DOOM game!
  • spooky music~
  • innovative!
  • disruptive!
  • FUN.

This is a small game that originally started as a submission for the 239th One Hour Game Jam, the theme of which was "Mouse Only", which is of course open to interpretation. I made the basic maze in 2 hours and then decided to take additional time (~8 hours) and make it a sweet little game. I really like the end result and I hope you do too, you lovely human you.

[ Continue Reading.. ]

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5 comments


Cart #yofuyoraru-0 | 2019-11-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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2 comments


You may yourself have experimented with the IMPORT ability for Pico-8 to import sprite sheets. However if you tried it inside your own code, it doesn't work, that is until your program ends.

So how can this be accomplished ?

Well first off understand the method I found only works for the IDE, that is, this will not work Online, offline Java or exported to an EXE/Mac. It only works in the IDE.

Here is the code:

-- the power of import
-- written by dw817 (11-24-19)

import "one.png"
if sget(3,3)==0 then
  run""
end

cls()
?[[
there are no sprites in this
program. what you see was
loaded from an external file.
]]

for i=0,15 do
  spr(0,i*8,60)
end

repeat
  flip()
until forever

Save that as IMP.p8 if you like.

What's happening here ? It's pretty tricky actually. The first thing I do is import a .PNG file sized 8x8-pixels. Naturally it doesn't appear so the next line is TRUE, that is, the pixel at coordinates 3x3 on the sprite sheet is black. So then I RUN the program AGAIN.

[ Continue Reading.. ]

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0 comments


Cart #bk_ftree-0 | 2019-11-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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X to create a new seed, Z to grow it. Arrow keys do make it more or less gnarly, and the branches longer or shorter.

Was fooling around with generating trees for something entirely different, but thought this became fun enough to share.

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I started working on a song of storms to get used to the editor. This is my first pico-8 song!
[sfx]

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@zep:

I was trying out the one of the BBS carts in the Leapdroid for Windows. While running a cart does indeed go full-screen and put a nice control interface for touch-screen which does work BTW, the game screen itself flickers from sharp pixels to blurry pixels very nastily and seemingly randomly back and forth.

This does not occur with any other APKs I've installed.

Something else to consider.

0 comments


Although there is a button on the sidebar that allows you to view the controls, however, you cannot rebind keyboard controls, to my knowledge. Does anyone know how to do this?

3 comments


Cart #ndajabosa-0 | 2019-11-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

I've been working on a little remake of the classic Atari Star Wars game from 1983. It's been a lot of fun mixing my love of this game with the love of coding Pico 8.

I really had no idea if how to tackle this port and have never written anything close to a 3D / fake 3D rendered game before so its been a learning experience. Also Im sure there are much better ways of doing what Im doing but Im quite pleased with the results so far. For sure I can also optimise and refactor more and I hope to do that so I can include a high score table.

The game is in a alpha state at the moment as there is still a list of things to do including...

1) The fireballs don't shoot at all well in stage 1.

[ Continue Reading.. ]

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10 comments


Cart #yubipufita-1 | 2019-11-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Work in progress by an average loser.

4 comments




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