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Cart #sweet_sip-0 | 2020-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

"Sweet Sip"

279 characters

m,z,t,c,l,s=55,127,0,circfill,line,sin::_::cls(0)for i=-6,6 do
c(m-i*3+s(i*t/z),80+i*6,12-i*i,7)l(46+i,90,41,115,7)c(60,m,9)l(66+i/6,48+i/7,87,36,1)end
?"●",m,50,1
for i=0,z do
l(m-sqrt(i),66+i/8,m+s((t-i/9)/z)*50,66+i/m-s(t/z*2)*9,3)l(z+4,3,90+i/9,9+i/4,8)end
t+=4
flip()goto _
4
1 comment


Cart #pehukobido-0 | 2020-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Use this however you like!
button 4: jump
button 5: reset

1
4 comments


Cart #mypicokart-6 | 2020-03-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Very potato and not finished but hey that was fun to code :)
needs lots of everything...

-- 0.6 update: drift!!! wheeeeeeeee! totally unrealistic though...
-- 0.5 update: a lot less potato and fast thanks to @fred72 :)
-- 0.4 update. forgot to put checkpoints on the second track...
-- 0.3 update: sound, checkpoint, still need better driving physics...
-- 0.2 update: more optimization and refactoring
-- 0.1 update: better perfs...

14
6 comments


Any good new games that are 4 players games in work on pico-8

4 comments


NOV 23 REFACTOR UPDATE!

  • STILL NO IN-GAME INSTRUCTIONS BUT THE LEVEL IS COMPLETE.

  • Enemies will shoot at you if you are in front of them, otherwise they will follow the direction of the BLOODY FOOTPRINTS underneath them. If there are not bloody footprints underneath them, they patrol in a pattern dictated by their colour.

  • Lead a guard to the RED SCANNER in order to open the first YELLOW DOOR. YELLOW DOORs require all nearby RED SCANNERs to be green (probably need a UI for this).

  • KEYCARDs open BLUE DOORs. the BLUE DOOR won't open unless your keycard is high enough level.

  • When you get the GLOVES, you can vault over railings (as in the gif).

--

The controls are:

  • Use the arrow keys to move around. You can queue a move a little ahead to keep the game going if you want to (i tried a full input queue which worked but I had no method to cancel it. Feedback on movement welcome

[ Continue Reading.. ]

5
7 comments


Cart #sejorobate-0 | 2020-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

I could easily find a tutorial on how to make a bounding box collision function online, but I could not easily find an example of iterating through a table to test for collisions, so I made it myself in hopes to help new programmers.

-- collision example
-- andy c

function _init()
 -- create player object named block, each object in this example will need an x and a y
	block = {}
	block.x = 64
	block.y = 64
	-- create 6 walls
	walla = {}
	walla.x = ceil(rnd(120))
	walla.y = ceil(rnd(120))
	wallb = {}
	wallb.x = ceil(rnd(120))
	wallb.y = ceil(rnd(120))
	wallc = {}
	wallc.x = ceil(rnd(120))
	wallc.y = ceil(rnd(120))
	walld = {}
	walld.x = ceil(rnd(120))
	walld.y = ceil(rnd(120))
	walle = {}
	walle.x = ceil(rnd(120))
	walle.y = ceil(rnd(120))
	wallf = {}
	wallf.x = ceil(rnd(120))
	wallf.y = ceil(rnd(120))
	-- add the walls to the wall table
	walls = {walla, wallb, wallc, walld, walle, wallf} 
-- here's an inspirational quote: "wall-e" - wall-e
end

function collision(wall)
-- basically if it overlaps on two axis, it's a collision
	if(block.x < wall.x + 8 and 
		block.x + 8 > wall.x and
		block.y < wall.y + 8 and
		block.y + 8 > wall.y)then
		return true
	end
end

function _update()
 -- basically, move the coordinate, and test a collision for every object in the table. 
 -- if any of them return true, move back the coordinate to where it was
	-- left
	if (btn(0) and block.x > 0) then
		block.x -= 1
		for i in all(walls) do
			if (collision(i)) then
			 block.x += 1
			end
		end
	end
	-- right
	if (btn(1) and block.x < 120) then
		block.x += 1
		for i in all(walls) do
			if (collision(i)) then
			 block.x -= 1
			end
		end
	end
	-- up
	if (btn(2) and block.y > 0) then
		block.y -= 1
		for i in all(walls) do
			if (collision(i)) then
			 block.y += 1
			end
		end
	end
	-- down
	if (btn(3) and block.y < 120) then
		block.y += 1
		for i in all(walls) do
			if (collision(i)) then
			 block.y -= 1
			end
		end
	end
end

function _draw()
-- iterate through the table and draw a blue square for each block. draw a red square for the player
	cls()
	spr(1,block.x,block.y)
	for i in all(walls) do
		spr(2,i.x,i.y)
	end
end
3
2 comments


Btnp() returns true even when button continuously pressed down

Quick Recap

Essentially when I use btnp() for jumping, when keeping the button pressed down my character jumps, then pauses for a variable amount of time, then jumps again, ...
Thanks for your help :)

The code:

This code is in a function (p1()) that I call in _update60

--/jump\--
	if p1.grounded then p1.jumptemp=0 end

	if btnp(⬆️) and p1.jumptemp<2 then 
		p1.dy=0
		p1.dy-=p1.jpp	
		p1.jumping=true
		p1.jumptemp+=1
	end

Simplified code:

--/jump\--

	if btnp(⬆️) and p1.jumptemp<2 then 
		p1.dy=0
		p1.dy-=p1.jpp	
	end

Detailed problem and attempts at troubleshooting

Hi everyone, so I'm quite new to pico-8, making my second game which is a platformer. To jump I used BTNP(up) which I believe is meant to: "return true only if a given button was pressed just now, and does not report true again for the same button in the next frame even if it is held down"(pico 8 fandom).

But for some reason, when I tried it in my game, when I hold the button down it jumps, waits for a variable amount of time, and jumps again (and so on but I have a double jump limit). I'm not sure why I already figured my key might be a bit dis-functioning but I used a keyboard checker and it seems to be ok. So I'm thinking it has to be something in my code, if you guys know what's wrong please help me :)

1
8 comments


Cart #dominion_ex-4 | 2021-10-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
134

Dominion Ex is a vertical-scrolling shoot'em up. Fight 14 different enemies with 4 weapons over 3 levels of space action. (That's 168 pieces of fun!)

It features two difficulties and a ship upgrade system to allow for different play-styles and strategies.

Tips

Some enemies are immune to certain weapons. Look out for blue forcefields!

Collect coins to pay for ship upgrades.

[ Continue Reading.. ]

134
12 comments


Cart #covid19-0 | 2020-02-19 | Code ▽ | Embed ▽ | No License
6


Hello!

The theme of the game is around the recent Coronavirus / Covid-19. A slight flip on traditional game logic: Losing is living. Winning is dying.

This is first release of my first project based off the excellent tutorial of 'cells' by Nerdy Teachers:
https://nerdyteachers.com/Explain/Cells/ and a few other bits I've pulled from around the web.

The code is very messy, but the gameplay is nearing a final state and functions mostly as planned.

From here I will do some tidying up of the code. Perhaps only feature I might add is a progressive sound design as difficulty increases. Any efficiencies you might recommend would be appreciated.

Also will be doing some balancing of the gameplay, so any play testing, game tweaks and recommendations to the mechanics also very much appreciated!

[ Continue Reading.. ]

6
2 comments


Cart #cards_with_personalities-9 | 2022-11-26 | Code ▽ | Embed ▽ | No License
104

This is the original PICO-8 edition!
The PC version adds more bosses, cards, updated graphics - while still keeping the gameplay-feel of this preview.

-> BUY ON STEAM

Introduction

In Cards with Personalities Classic, players take on the role of a humble hero trying to assemble a team of great personalities to defeat the weird bosses that roam the lands. Each turn, you will play cards from your hand to gain Gold, Attack or other effects (like converting monsters to your side). You can spend Gold to acquire new cards from your deck. Attack is used to slay monsters, which earns you Gold and other cool effects. The battlefield is always changing so you have to adapt and come up with new strategies to defeat all eight bosses!

[ Continue Reading.. ]

104
81 comments


Cart #fill_pattern_demo-5 | 2020-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Demonstrating the built-in fill patterns in 0.1.12d, which are implemented as numeric constants in variables whose names are the glyph characters.

10
2 comments


Cart #guyurebati-3 | 2020-02-19 | Code ▽ | Embed ▽ | No License
8


version 2.15

I created a version of geometry dash for pico 8
levels are stored in the map so you can make custom levels if you have pico 8
enjoy!

note: this is a work in progress. features will be added. next update will (hopefully) have full levels, and possibly a ship gamemode
update info:
version 1 - game released
version 2 - smooth scrolling added
version 2.1 - fixed weird collision left over from tile by tile scrolling
version 2.15 - oops forgot about wierd pad collision (fixed)

8
5 comments


Cart #slowboarder-0 | 2020-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Another little project, nothing special! I'm still learning!

My next project will have sound I promise!

You can jump over the rocks and logs but not the skiers so watch out!

Arrow keys to move
X to jump
O to restart when dead

266 is the highest score I've seen!

I used the lovely lightweight particle system from https://www.lexaloffle.com/bbs/?pid=58211 in the making of this project

0 comments




Use arrows to move and X to place/delete cells.
Press C to simulate.
Edit "cdead", calive" and "psize" in code to change cell color and size.
Future features: menu to select those parameters

1
0 comments


Cart #evening_train_ride-0 | 2020-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

"Evening Train Ride"

280 characters

z,t,r,c=128,0,rectfill,circfill::_::cls(2)
c(40,64,25,10)
r(0,90,z,z,1)
for i=0,z do
r(i,64-sin(sin((i-t)/999))*20,i,90,3)
r(i,70,i,99-sqrt(abs(sin((i-t*4)/z)*640)),6)
end
for i=0,32 do
r(40+24*i,65,64+24*i-2,69,5)
if(i%8<7)then r(41+3*i,67,42+3*i,67,9)
end
end
t+=1
flip()goto _
4
0 comments


A raymarched sphere rendered with dithering

Cart #raymarchedsphere-0 | 2020-02-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
0 comments


Cart #transparent_lines-0 | 2020-02-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

This is a test for the purpose of using poke() bytes vertically as a way to draw transparent lines more efficiently.

Before version 1.12d you could only use pget/pset to draw a vertical transparent line, while now you can use poke(0x5f2c,135) to draw bytes vertically.

While the effect is the same, the CPU usage difference is pretty significant :)

This could be used for transparent rain effects for example.

Keep in mind that poke(0x5f2c,135) only works in the bbs right now.

7
0 comments


Cart #dqtest-0 | 2020-02-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a test to see how 64x64 Draw mode looks on GPI screen.

2
0 comments


Cart #spacefluff-0 | 2020-02-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Space Fluff

Hi guys, this was my first successful attempt at making a "full game" in anything. I've had Pico 8 for a while now and dabbled with it but over the past couple of months I've been learning again from scratch over some lunch breaks and threw together this small shooter.

If anyone has any feedback or finds any noticeable bugs i'd appreciate it! I'm not planning on expanding the game at all but i'd love to hear any critique. I thoroughly enjoyed finally finishing a project and want to work on a new one now I have gotten a good feel for it, just haven't worked out what kind yet!

Features

-One stage that runs for about 2 minutes
-Boss fight
-Score bonuses for killing specific waves

[ Continue Reading.. ]

4
4 comments


Cart #gunnersmates-0 | 2020-02-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

This is a rough draft of my idea for https://itch.io/jam/weekly-game-jam-136 "Single Player Co-Op". You are a turret gunner that can only shoot in one direction, and you only have about 16 seconds (no visible timer yet) to shoot all the targets circling around. Unfortunately that's not enough time. So then you start over, pointing a different direction, helping out your previous iteration, but that's still not enough. So you do it a third time, and now there are three of you. Eventually there are enough of you working together to kill all the enemies within the time limit... and nothing happens because I didn't include an ending yet.

4
0 comments




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