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Cart #stretched_city-3 | 2020-11-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Introduction

Stretched City is a tiny room editor for PICO-8 games.
It can be used for other programs as well, but then you have to parse the string yourself.

The tool works in the web, but for a more smoother experience I would recommend you to use it in PICO-8.

A room is 16x16 in tile-size. It goes from row to row writing down the id of that tile. 0 represent an empty tile.
So if you want to use this in another program it should not be that difficult to parse the string.

To load your string into the map in PICO-8 use this method:

function load_room(room_str)
    local room=split(room_str)
    local m_x=0
    local m_y=0
    for i=1,#room do
        mset(m_x,m_y,room

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=79089#p)
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Cart #tusakunubo-0 | 2020-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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-- un jour ca sera vide
-- by noemie sauvage
-- helped by fabrice de chaumont, many thanks to him
-- music provided by robbyduguay

One summer on the beach in Normandy, France, a boy meets another, Baptiste. His new friend has a "perfect family" while he has only a grandmother with a strong accent and a "monstrous" aunt.
They have fun watering jellyfish (press x) and avoid Baptiste's grandmother, aunt and mother. Otherwise they are ashamed!

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Cart #pseudo3d-0 | 2020-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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i figured id try my hand at a basic raycasting thing, kinda like doom
its really weird but it 'works' so that's a plus

have fun if you even could? it's just a labyrinth/series of rooms with a few coloured walls thrown in

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Shot and Evade infinite amount of asteroids!
It is an early stage game.

update v0.3 (2020-07-12)

  • Add 3 difficulty options
  • Separate record for each difficulty option

Cart #snake_iaster_0-3 | 2020-07-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

update v0.2 (2020-07-09)

  • Add background
  • Add screen shaking when colliding with an asteroid
0 comments


Space Crawler is a turn based dungeon crawler with Sci-Fi setting, inspired by StarCrawlers.

Thanks to freds72 and waynau

Any comments or criticisms are welcome :)

release 1.5.0 (2024-09-03)

  • add range in combat
    • influences weapon effectiveness
    • influences flee percentage
  • updated infopoint
  • small updates in mission screen
  • tweaked inventory on combat
    (checks the conditions for the turn change and exits if it is the enemy's turn)

Cart #snake_scrwl_1-42 | 2024-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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release 1.4.6 (2024-06-30)

  • fix "hacking" skill
  • tweaked flee

release 1.4.5 (2024-06-28)

  • fix "crawler" skill

release 1.4.4 (2024-06-27)

  • fix game end text

[ Continue Reading.. ]

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Space Race

Cart #spacerace-2 | 2020-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Your private space company SpicoX must successfully deliver 10 rockets to orbit
to win a government contract. Along the way, each rocket will have to dodge its
way through an ever-growing field of space
debris.

As a private space startup, money is tight. Your company only has enough
funding to lose 3 rockets. Any more and you will run out of money and be forced
out of business.

Controls

Up and down arrow keys - control your spaceship.

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...but you might not like it. Here it is:

Here's a video: https://youtu.be/C2ui4anDwBc

The idea is very simple: make 2 versions of the cart, called A and B, running essentially the same game, but have them display different parts of the game (in this demo, based on Jelpi, I simply shifted the camera); cart A is the one you actually play on, it receives inputs and sends them to cart B, which uses them, ensuring that exactly the same thing is going on in both. (as long as the game is deterministic, otherwise you'll have to send over the random seed or something)

I first had this idea a few months ago, but couldn't figure out how to send the data from one cart to another in real time; I hoped to accomplish this using the system clipboard, but it turned out that it can only be read whenever the user presses Ctrl+V, so you can't just do it every single frame.

With the release of PICO-8 v0.2.1 it became possible to (easily) do this using the serial() function, because it now allows you to use stdin and stdout IO streams of the current PICO-8 process. Stdin is 0x804 and stdout is 0x805. All you need to do is create a linking program that will launch both carts, connect to the stdout of A and to the stdin of B and pass the data. I wrote the following Python script:

[ Continue Reading.. ]

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Cart #apa64_tictactoe1-0 | 2020-07-08 | Code ▽ | Embed ▽ | No License
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Woohoo I made my first game! Quite ugly (both graphics and code) but correctly working 3x3 tic-tac-toe for 2 players, no computer opponent. Also available at GitHub.

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Cart #snerf-1 | 2020-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


So I'm obviously following the roguelike tutorial from LazyDevs, I'm on the combat section where we add a flash to indicate damage done by the player to the mobs and I'm using multicolored mobs, which is fine. But everything else that uses or shares the same color with the mob will also flash when the player deal damage to the mob, and one of the mobs doesn't seem to be drawn correctly as the others, as you can see in the cart I have little yellow dots to indicate space and how far apart something is and the mob in question is being drawn above the dots where as the others are being drawn underneath. The one that's drawn above is the only one that makes other things that share the same color as the mob flash when damaged. So idk what the hell is going on lol if anyone can explain or help me out with is I'd greatly appreciate it! Thanks!

1 comment


Cart #obstamusic-1 | 2020-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #namelesspong-0 | 2020-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

It's just 2 player pong.

Controls:
P1: arrow keys
P2: S-F moves left and right

I made this just to learn how PICO-8 works.

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Hi,
This is the release of PicoMage, my PICO-8 fantasy card game remake of ArcoMage / Ants.

Current Version 1.1:

Cart #picomage-1 | 2020-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The basic rules are:

You play as the red mage and your goal is to defeat the blue mage.
You and the computer play one card each turn (and draw a new one at the beginning of the next turn).

For each card you have to pay bricks or weapons or crystals in order to play it.
Cards for building you castle usually cost bricks to play.
Attack cards cost weapons to play and crystal cards have varying effects.

If you have not enough resources, you can discard a card.

The number of builders determines how much bricks you get each round, the same applies to soldiers - weapons and magi - crystals.

[ Continue Reading.. ]

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Use your mind to pop those bubbles!

Cart #gapo_pium_pium-1 | 2020-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A dumb-down remake of the classic Super Pang.

-Move with left right arrow
-Shoot with Z/X

Complete all levels popping the bubbles, avoid them to keep you alive, and get your score to the top!

First time fiddling with PICO-8, and also first game released into the wild.

All feedback is welcome
^__^
[0x0]

[ Continue Reading.. ]

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Hello,

I am having trouble try to create a function that will allow me to press a button to start the music playing then press the same button to stop the same music from playing.

Thanks for any help,

Brian

1 comment


Reading or modifying any value in the frame advance debugger will cause any glyph values to reset to their defaults.

Example cart (requires editor):

Cart #fisk_glyph_bug-0 | 2020-07-07 | Code ▽ | Embed ▽ | No License
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Cart #fighty_long_legs-0 | 2020-07-07 | Code ▽ | Embed ▽ | No License
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Introduction

In FIGHTY LONG LEGS, players take on the role of small blobs that wants to be the champion of stretching. To do that they need to knock each other out from the arena. The more damage you have taken, the easier is for you to be knocked out so be careful. Also attacking too much will send you into a fatigue state were you can't attack anymore so keep in track of your stamina is crucial to win. When no hearts are left one victor will emerge!

To make this more interesting powerups will spawn during the match. I won't spoil what happens when you pick them up though!

You can play this game both by yourself or with a friend/nemesis.

[ Continue Reading.. ]

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Cart #dont_shit_your_pants-4 | 2020-07-07 | Code ▽ | Embed ▽ | No License
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A port of the classic flash game Don't Shit Your Pants! by Decade Studios, now Cellar Door Games:
https://cellardoorgames.com/our-games/dont-shit-your-pants/

I was reminded of this old game the other day, and after seeing a few demakes recently, I decided to have a go at porting it.

I'm pretty happy with the result, I tried to get everything as accurate as I can to the original, including some weird behaviours. The colours are pretty far off, because even with the extended palette, PICO-8 just doesn't have hideous enough colours to match the original.

Also while I managed to get the intro and success music pretty accurate, I haven't managed to find a nice match for the fail jingle yet, so the current version is my first simpler attempt. If anyone wants to help I'd be grateful for the help.

[ Continue Reading.. ]

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Here is a simple implementation of merge sort in 97 tokens. It uses less PICO-8 CPU than anything else I’ve tried (with a caveat, see below).

A small benchmark comparing CPU usage, sorting an array of 200 random numbers:

Note that non-randomised quicksort suffers from very bad performance on quasi sorted lists, so the above benchmark does not represent what you would get in real life. Always test in your own application.

function sort(t, a, b)
    local a, b = a or 1, b or #t
    if (a >= b) return
    local m = (a + b) \ 2
    local j, k = a, m + 1
    sort(t, a, m)
    sort(t, k, b)
    local v = { unpack(t) }
    for i = a, b do
        if (k > b or j <= m and v[j] <= v[k]) t[i] = v[j] j += 1 else t[i] = v[k] k += 1
    end
end

[ Continue Reading.. ]

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Week - 4 - Taking Damage and UI
https://www.reddit.com/r/roguelikedev/comments/hmn5tb/week_4_parts_6_7_combat_damage_and_building_the/

Cart #kuzazubube-0 | 2020-07-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Check out that bottom orc!

Implemented Pathfinding using a fill function instead of A star like the tutorial called for. (158 tokens for fill)
Might bite me later, felt like A star would be too many tokens, will try to find an imp I can borrow.

Edit:

  • Finished part 6 & 7!
  • Can now die / kill monsters
  • fill pathfinding too slow for larger maps, capped the max cost of the fill alg to speed it up.
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If you export a cartridge to binary multiple times without deleting the output, the files end up duplicated in the ZIP files with the same filenames.

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