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.
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.
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.
For some reason, I forgot to post this cartridge when it was originally made during the 2018 Demake Jam.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 :)
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.
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.
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.
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!
This is a WIP version. The full release can be found here: https://www.lexaloffle.com/bbs/?tid=38573
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:
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!
"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 |
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).
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.
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!
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
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 |