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When drawing in the sprite editor, left click draws and right click picks up the color under the cursor (like the eye dropper in other image editing tools).
When using the bucket fill tool, left click fills and right click... fills. It would be convenient and consistent if right click was still an eye dropper in this scenario.

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Cart #buggy_paddly-1 | 2020-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hi, yesterday I started playing around with pico-8 and implemented the paddly game from the first pico-8 zine, with some modifications, but right now for some reason the sound that should play when you lose the ball (sfx(3)) plays a few seconds after the ball has reset position. Can someone help me out?

JWinslow23 helped me in Discord, now the sound is working the way it should, just need to get better collision detection

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Cart #jokejokebot-8 | 2020-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Jokebot 8000 is a sophisticated machine capable of replacing humankind's top comedians. Enjoy!

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Sunday is rapidly coming up. I had one of my applecartians ? Not sure how you would word that. Anyways I was approached by him and he stated that while I might be able to crank out an Applecart every Sunday, others like him may not be able to and instead would like to do it in easier stages.

So - okay. I understand. Maybe I've been going at it too fast.

First off the cart we are working on now is called, Pensate, it is a turn-based puzzle game originally for the Apple ][ and later ported to many other computer platforms including the Atari.

It is interesting in that in higher levels you are expected to make two moves at a time while your opponents also make two moves making the thinking a lot trickier to solve the puzzle.

And the puzzle is simply to move your piece from the bottom to the top which completes the level.

(Press CTRL + on the number keypad to zoom, CTRL 0 (zero) to return to normal view size)
http://www.atarimania.com/8bit/files/Pensate_Penguin%20Software.pdf

[ Continue Reading.. ]

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Cart #gimme_drippies-2 | 2020-02-05 | Code ▽ | Embed ▽ | No License
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Cart #gimme_drippies-1 | 2020-02-02 | Code ▽ | Embed ▽ | No License
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Cart #gimme_drippies-0 | 2020-02-01 | Code ▽ | Embed ▽ | No License
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A little platformer about my cat Freya who loves to drink water ("drippies") straight from the bathroom faucet, and will cry for hours until I give them to her.

[ Continue Reading.. ]

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Hi everyone!

I picked up PICO-8 again after some months and discovered some very strange thing: The mouse click needs to be very "hard" to be recognised by the editor. I swift and fast one is ignored. When using the macbook track pad it‘s the same. I have set it to "tap to click", that does never work at all (although it works in all other applications).

It feels like the mouse button needs to be down for a small fraction of a second, just a click is not enough. Is the handling of mouse input in PICO-8 handled differently than in the standard OS way? Is there some kind of lag anywhere?

This does not make the editor completely useless, but it's annoying and frustrating. I use macOS Catalina.

Any ideas?

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Cart #dragondot3_v08-0 | 2020-02-01 | Code ▽ | Embed ▽ | No License
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Behold, the (prerelease version of) the next game in the beloved Dragondot series! I've been working on this for about a month, got it to a code-complete state and now I'm putting it out there for feedback on content/balance tuning. (All the creature stats, encounter info, doorways, and secrets are stored in the map data, so I can adjust those without any additional code overhead.) Please, let me know if you find any of the fights frustrating or confusing, or are dissatisfied with any part of the world map.

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How to make a game???

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It would be very handy if the built in tostr() was able to call the __tostring() metamethod for tables that have it defined. This is easy enough to add in our own code, but feels like it should be default behavior, similar to normal Lua.

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My list of favorite keeps getting deleted and i just dont know why

any help from you guys would be cool

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Cart #ddp8-6 | 2020-01-31 | Code ▽ | Embed ▽ | No License

This is my first release of pretty much anything game related which I submitted to the 2020 PICO-8 Game Jam.
https://itch.io/jam/pico8-2020/rate/558851

A fun proof-of-concept that lets you drive a train in a manner similar to the Japanese Densha de Go series of PlayStation games from 20+ years ago. Bonus forum points are awarded if the train is correctly identified as my local light rail system.

Learned a ton as I knew nothing about PICO-8 or Lua as of Christmas.

Huge thanks go to bridgs and her series of tutorials on YouTube. I bootstrapped myself based on her excellent content. Here's a link to her channel.
https://www.youtube.com/channel/UC2Ea8uwt3r2NOttXY8gcOSw

Todo from my original WIP post and my progress:

[ Continue Reading.. ]

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Cart #picofrogger09-0 | 2020-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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8 modes, "easy" allows screen wrap on water, "crazy" is, well, crazy fast!

Q will quit back to the titles at any point.

Version 0.9 has an enhanced graphics mode (thanks to @s_yanik)

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I'm just getting into tracking with pico-8 and this is a test for me to see how uploading carts to the site works.
The track name "Wandidi" was decided by my 5-year-old, and he also came up with the main melody.

Cart #wandidi-0 | 2020-01-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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We might add more to it, hence the post in the WIP forum.

Thanks for checking in <3

Cheapshot and son

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Cart #sejiyudiyu-0 | 2020-01-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Interesting. Apparently if you import a P8 cart as a .PNG for Lex it accepts 24-bit information.

PROOF: This cart.

And yes at least the way I see it you must unpack the actual cart data in the PNG to a separate array, erase the cart data from the PNG, insert the new 24-bit picture, then insert the cart data array back into the PNG picture. I wrote a tool in blitzmax to do this now.

[1] Input P8.PNG
[2] Input 128x128 24/32-bit PNG picture.

Output, P8.PNG with 24-bit image for cover art. I wonder what it looks like in SPLORE however.

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-32768 and 1 are both perfectly representable in the 16.16 fixed format, as 0x8000.0000 and 0x0001.0000. As far as I can see, this division should be perfect with no floating point shenanigans.

However, 0x8000.0000/0x0001.0000==0x8000.0001

which is throwing a wrench into some code I'm writing.

Other nearby operations work fine, such as

0x8000/2

and

0x7fff.ffff/1

and

0x8000.0001/1

Then there's another group of operations that seem to be technically misbehaving but in a possibly desirable way.

0x4000/0x0.8 0x2000/0x0.4 ... 0x1/0x0.0001

should technically all overflow to 0x8000 (-32768) but they actually evaluate to 0x7fff.ffff which renders as 32768 because it's higher than 32767.9999. Maybe this is intentional, and maybe it's helpful, but I mention it here because it might also be related.

PS: there are markdown rendering bugs affecting this post which is why it's weirdly formatted

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Hello, im new to Pico 8.

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Cart #pico_arcade-2 | 2020-02-12 | Code ▽ | Embed ▽ | No License
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WELCOME TO PICO ARCADE!

Pico Arcade is a game launcher that launches 36 arcade-style games from great cartmakers!

Use left and right arrows to go through the carts.

Press X to launch the cart!

You can get back to the Arcade from the Pause Menu.

Have fun!

MUSIC: Gruber


P.S. If you have other favorite high-quality, arcade-style Pico-8 games, let me know! I can publish another showcase in the future.

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HUGE credit goes to Krystian Majewski (https://twitter.com/krystman?s=20) at the Lazy Devs youtube channel for making this AWESOME tutorial series for Pico-8 roguelikes and RPGs (https://www.youtube.com/playlist?list=PLea8cjCua_P3LL7J1Q9b6PJua0A-96uUS).

Thanks to these videos I was able to crank out this pokemon-inspired, very dumbed-down, version of his Pico-8 roguelike game in under a week.

That being said, shockingly, I'm most proud of the main soundtrack theme.

Cart #bulbarogue-2 | 2020-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #knightmare_road-0 | 2020-01-30 | Code ▽ | Embed ▽ | No License

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Cart #rurbujuri-1 | 2020-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A work in progress for a mod of Hungry Harry 3D featuring a feminine Harry called Mary

Story

The mushroom gang striked again, so Harry got at the shroom lord's castle, but he got kidnapped.
So now Mary has to go save him. Think of it as a sequel to the original hungry Harry 3D.

The story is narrated at the start of every level btw

I won't release any versions until it is completely different to the original

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