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Cart #porklike-2 | 2020-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
345

Porklike

Porklike is a minimalistic, classic Roguelike made in the Pico-8 enigne. Enter the tower of Wurstlord. Can you make it to the top and steal his legendary Kielbasa? 9 floors of dangerous traps and enemies await you. Only if you move carefully and master your character's abilities will you become the champion of Porklike.

(X) - Inventory / Confirm
(O) - Cancel

The music was composed by Sebastian Haßler. The environment art as well as the protagonist was inspired by the work of the pixel artist @pixelartm and used with their permission. The artwork of the enemies was inspired by the work of the pixel artist @kirai_s and used with their permission as well.

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53 comments


Hi everybody,

I'm having some difficulty figuring out how to solve a problem with how PICO-8 handles music, and I was wondering whether any of you out there could help me.

Let's say I have a few SFX files that I intend to collate into a music composition for my game, like in the following image:

Notice that there are a few unused measures for this clip. Let's assume that I have several other clips that are similarly structured.

When I try to string these together in the music editor, the system plays all those empty measures like they are rests. But what I would really like to happen is for the music to "jump" directly from the end of the clip to the beginning of the next one.

Is there a way to make this happen?

Thank you for any and all input!

6 comments


This is a WIP version. The full release can be found here: https://www.lexaloffle.com/bbs/?tid=38573

Cart #shelled_shinobi_02-0 | 2020-04-11 | Code ▽ | Embed ▽ | No License
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Alternate between classic platforming and controlling a fast sliding shell.
Originally based on the Nerdy Teachers platformer tutorial.

Update 4/11/20:

  • Added a jump buffer (5 frames on 30 FPS)
  • Less sliding when not shelled
  • Leftover pickups now get removed after game won.

Controls:
Gamepad / Keyboard:
Move: D-Pad or Left joystick / Arrow keys
Shell: ❎ / X or V
Jump: 🅾️ / C or Z

Original post:

Cart #shelled_shinobi-1 | 2020-03-10 | Code ▽ | Embed ▽ | No License
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My first attempt to make something with PICO-8.

Cart #earshooter-1 | 2020-03-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I can't believe it's been almost 5 years I posted that old rotoscale effect here. It's been roughly 5 years that I discovered and loved Pico8, it's a console that stuck on me and that I love to program little bits and bobs on it.

I also can't believe how far the community have gone with that small computer. Just look back and see how much projects evolved on it and how thriving it is after so long. Y'all are so productive and creative you make the BBS and the community awesome!

So yeah, after a few years, I had to touch up that old cart. It was really poorly optimized. Inspired by a few awesome devs, I used a few new tricks based on peek/poke and damn, it goes way faster than I expected. I jumped on the occasion to add translation and a small effect, just because why the hell not.

See ya!

Cart #new_roto-2 | 2021-05-05 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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2 comments


Cart #weaver-0 | 2020-03-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"Weaver"

280 characters

poke(24364,7)::n::z,a,r,f,p=64,0,rnd,rectfill,pset
cls(0)w=r(32)h=r(32)c=1+r(14)d=c+1+r(14)x,y,b=z,z,r(1)f(w,h,z,z,c)f(w,h,w-9,z,d)::_::p(x,y)p(x,h+z-y)p(w+z-x,y)b+=r(.4)-.2x=min(max(x+cos(b),w),z)y=min(max(y+sin(b),h),z)::m::flip()
if(x>w and y>h)goto _
a+=1
if(a>z)goto n
goto m
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I sampled PICO-8 for the first time this weekend. Being a rank novice at programming, I have little idea of what I'm doing. Luckily, given the abundance of PICO-8 resources here and elsewhere, I'm learning quickly!

Here is my first attempt at a game: a barely modified version of Cave Diver from Dylan Bennett's Game Development with PICO-8. I give you: Bat Cave!

Cart #dasanidez-0 | 2020-03-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It leaves a bit to be desired as a "game," but in terms of newbie accomplishments, I'm pretty proud of figuring out how to insert a title screen. That will certainly come in handy later.

Here's to producing better games in the future!

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Cart #pixeljump_cubg-0 | 2020-03-09 | Code ▽ | Embed ▽ | No License
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Pico Pixel Jump is a remake of Pixel Jump on TIC-80.
It uses some of the PICO-8 secret colours to have a similar palette.

Keep your character jumping on the platform to earn points and get the high score.

Button controls:

  • D-Pad to move the mouse.
  • O/Z to click.

To change characters, click the left side of the title screen.

You can toggle between button and mouse control in the pause menu (P or Enter).

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0 comments


Cart #marshinfinity_cubg_1-0 | 2020-04-21 | Code ▽ | Embed ▽ | No License
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Click this to see the itch.io page

v1.2 Multiplayer Update Changes:


=-=-=-=-=-=-=-=-=

New features

  • Added multiplayer!
  • Multiplayer supports up to 6 players using controllers.
  • You can choose from 8 different marshmallow colours by pressing up/down on the title screen.
  • If you get cooked in multiplayer, you become a ghost.
  • Ghosts can temporarily disable pickups for the other players and make the barrier move faster.
  • Normal players can revive ghost players by summoning a cloud and touching a ghost.
  • Reviving a ghost will take away one of your hitpoints.
  • Ghosts will also revive automatically with full health after some time.
  • If everyone is a ghost, the game is over and the player with the most coins wins!

General Changes

  • You can disable flickery effects in the pause menu.
  • The camera now forces you to move forwards if you stop for too long.
  • The score is counted based on coins instead of distance.
  • New areas.
  • Areas will randomly be flipped backwards.
  • Added invincibility powerup.
    [24x24]
  • Added slippery ice blocks.
    [4x4]

=-=-=-=-=-=-=-=-=

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4 comments


Cart #cgprospector-0 | 2020-03-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Arrow keys to move. Z or X to fire.

Walk into a gun to equip it. Collect gold / fuel / light / more guns.

The desktop build works with a gamepad plugged in (tested on Windows 10).

Cardinal Gun Prospector

You have beamed down your remote droid to loot the famed Monster Caverns. You only have enough juice to beam down a simple pop-gun next to you but plenty of weapons are left around from previous visitors. Get in there and loot as much gold as you can!

Made for the 7 Day Roguelike Challenge, 2020.

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Vector math for PICO-8!

Have you ever been looking at your code and been like:
"Hmm, i sure do add two numbers to another set of two numbers a lot," then do i have the solution for you!
At the low low price of like 400 tokens, PICO-8 vector math can be yours!
I originally made this to streamline a platformer I may or may not ever finish, but I realized that other people might want this, flagrant waste of tokens or not.

Features!


-Constructor function: vec2(x,y) will make a vector, vec2(x) copies x twice
-The four basic functions, plus exponetation
-The concentation operator (..) does dot products
-A normalize function

The code

There are two versions of the whole program. One handles errors more gracefully, while the other has a smaller token footprint

Required functions:

The metatable depends heavily on these two functions

  • Constructor

This function creates and gives the right metatable to the given two numbers, saving a few tokens every time you or the metatable itself wants to make a new metatable

function vec2(x,y)
 if (not y) y=x
 return setmetatable({x=x,y=y},vec2mt)
end
  • Argument preperation

This function returns a list of two vectors, either the two vectors passed, or a vector and then a doubles number. This function means you cannot divide a number by a vector, or subtract a vector from a number.

function vecargs(a,b)
if(type(a)=="number")a,b=b,a
 if type(b)=="number" then
  return {a,vec2(b)}
 elseif getmetatable(b)==vec2mt then
  return {a,b}
 end
end

[ Continue Reading.. ]

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9 comments


Cart #minerunner-0 | 2020-03-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A cross between an infinite runner and minesweeper.

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1 comment


can someone tell me why this always fails?
it isn't garenteed to always reach 63,63 even through i floor it.

function main()
	domain=true

	while domain do
	 cls()
		spr(16,4,0,15,2)

		for i=0,8 do star() end
		yield()

	end
end

function star()
 dostar=true
 inst  =
 {
  sx=rnd(127),
  sy=127,
  ex=63,
  ey=63,
 }

	while dostar do
		local dx=flr(inst.sx)==flr(inst.ex)
		local dy=flr(inst.sy)==flr(inst.ey)
		rectfill(0,0,127,24,0)
		print(tostr(dx)..","..tostr(dy),0,0,7)
		if dx and dy then	
			dostar=false
		else
		 pset (inst.sx,inst.sy,7)
		 print(flr(inst.sx).."/"..flr(inst.ex),0,8,7)
		 print(flr(inst.sy).."/"..flr(inst.ey),0,16,7)
			inst.sx+=(inst.ex-inst.sx)*mainstarspd
			inst.sy+=(inst.ey-inst.sy)*mainstarspd
		end
		yield()
	end
end
2 comments


Cart #nudadufuju-0 | 2020-03-07 | Embed ▽ | License: CC4-BY-NC-SA
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0 comments


Cart #pajagupuyi-0 | 2020-03-07 | Embed ▽ | No License
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Hello there!

I have been exploring Pico8 for over 2 years now trying to understand coding with let's say "some" progress.

But I'm stuck with Tables. I mean, I get the concept but there's something I haven't got to fully understand therefore I get mixed results.

So I created actors (player, enemy) as tables but I can't make them spawn several instances on screen. So far I have got to draw 5 enemies on stage (at random position) but they keep appearing all the time (where they should appear once), any light about what I'm doing wrong? here's the code:

--init
function _init()
--globals
wave=5
w=112
h=112

--player
pyr={
spt=1,
x=w/3,
y=h/3,
life=10,
spd=2,
flp=false,
idle=true,
}
enms={} --enemies

enm={ --single enemy

spt=10,
life=5,
spd=1,
flp=false,
idle=true,
draw=function()
spr(enm.spt,flr(rnd(w)),flr(rnd(h)))
end,
}

for a=1,wave do
add(enms,enm)
end

end

--draw
function _draw()
cls()
print(#enms,20,20,7) --checking created instances from enms table
foreach(enm,enm:draw())
end


I have read tutorials, videos and everything available but still I haven't figured it out yet :( Any help is much appreciated.

4 comments


BER
by Sness
Cart #berryleste-0 | 2020-03-06 | Code ▽ | Embed ▽ | No License
8

A mod of celeste where you play as a Berry named Bereline.

I was bored.

Here's another mod that I didn't want to make a whole new post for. It is for a friend and I would not recommend playing it.:
Actually I take that back, don't play it.

Cart #gioeste-0 | 2020-03-10 | Code ▽ | Embed ▽ | No License
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7 comments


Title.

How can I change my username on the BBS?

0 comments


Cart #topifaname-0 | 2020-03-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Howdy ya'll. Maybe someday I'll make a full Cowboy RPG but for now, I just made a cowboy combat system.
Ride on!

0 comments


Cart #justpushthebutton-0 | 2020-03-05 | Code ▽ | Embed ▽ | No License
20

Digging up old Pico-8 jam games that were only on itch.io. This one was made for the Meta Game Jam 2018.

All you have to do is just push the button. It should be easy, although it's been a long time I didn't do it myself, so who knows? For example, the mouse no longer worked and I had to quickly patch keyboard to control pointer. Just use arrow keys, X and C. Hope I didn't mess things up. Coding is strange: you let everything for a while and when you're back, it's like functions have started a life of their own and nothing works like it used to be. Oh well.

The game runs at 60 fps, which is a bit demanding for the web player. For a better experience it is recommended you run it on Pico-8 (download the p8.png or just enter "load #justpushthebutton") or download the game executables from https://elgregos.itch.io/just-push-the-button.

[ Continue Reading.. ]

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