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Cart #purlbday2020-0 | 2020-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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With many thanks to packbat for helping me in the forum, I can finally say my first real cart is complete!

I give you: BASTARD SQUASH.

Cart #bastard_squash_v1-0 | 2020-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I don't have any training in programming or math, so this isn't as impressive as most debut carts. Still, we all have to start somewhere! I hope you find something to enjoy in it. Also, don't mind the unused sound samples, and general code inelegance...

Description

Have you ever thought your game of squash needed to hate you a little more? Then do I have a cart for you!

Your paddle shrinks with each successive hit. Past certain point thresholds, it also begins to creep toward the ceiling. Extra lives are granted every 300 points, because I love you, even if my game doesn't.

[ Continue Reading.. ]

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I'm looking for some advice on how to grant the player extra lives after the score crosses a certain point interval.

I've checked a few carts that do this, but I'm not able to make sense of the functions they use, and I was wondering whether anybody had a simple method handy.

At the moment, I only have a brute-force method. My cart uses two straightforward variables: "lives" counts the player's lives, and "score" counts the score. Let's say I want to give the player an extra life for every 300 points they score. Right now, I only have this:

function gainlife()
 if score=300 then
  lives+=1
 elseif score=600 then
  lives+=1
 elseif score=900 then
  lives+=1
 end
end

It kinda works (assuming the player loses interest in the game after around 1,000 points). But I figure there HAS to be a way to capture the interval in a neater function. Unfortunately, my stupid brain can't figure it out!

Thank you for whatever wisdom you have to share.

6 comments


Cart #hozitekeka-0 | 2020-03-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Run it and watch the rubber band ball grow! That's it. Just a fun simulation.

Enjoy

-JH

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Cart #lowknight-1 | 2020-11-28 | Code ▽ | Embed ▽ | No License
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For some reason, I forgot to post this cartridge when it was originally made during the 2018 Demake Jam. Well, here it is now! This is the minified version, but the .p8 source is available on the itch.io page: https://krajzeg.itch.io/low-knight.

The game is a demake of and a homage to Hollow Knight. It was made in 6 days, so it's kind of rough around the edges, and the difficulty level is over the top. It is what it is, though, and still happy with how well it holds up given its development time :)

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40 comments


Cart #gamejamdor_gru_69-5 | 2020-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a prototype from a gamejam that the some of the folks in CoNDOR Season 9 are participating in. We have 24 hours to make a game with the theme of "NecroDancer/CoNDOR/etc"

Update 2020-03-28

Spent more time after the GameJam was completed to flesh out more of the mechanics. Feels like most of it is in a good spot, outside of some weird collision stuff that I haven't spent enough time on.

Music, which is kind of the biggest piece of Necrodancer, is hard and I have no idea how to compose Memento Mori into anything resembling what DannyB or any of the other composers did. Maybe one day I'll figure it out.

If anyone is willing to take a stab at it, I'd love to have it in. Comment/reach out if you are interested.

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Cart #hillcipher-0 | 2020-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

In classical cryptography, the Hill cipher is a polygraphic substitution cipher based on linear algebra. Invented by Lester S. Hill in 1929, it was the first polygraphic cipher in which it was practical (though barely) to operate on more than three symbols at once. The following discussion assumes an elementary knowledge of matrices.

https://en.wikipedia.org/wiki/Hill_cipher

I have added the space after the 'Z' in the alphabet so each symbol is represented by a number modulo 27.

0 comments


I'm back in 2020 with this 1980's Midway arcade unkonown remake.

Player play the base as stationay gunner. Defending
The base shooting enemy ships, fires coming from
Cardinal points, including a turn around enemy satellite thats
Is going to crash on ypur base.

Cart #birekupezi-3 | 2020-06-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #porklike-2 | 2020-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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.

[ Continue Reading.. ]

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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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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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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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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]

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

[ Continue Reading.. ]

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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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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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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




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