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Working out some of the rough edges of the 'platforming' before adding some items and dialogue stuff.

Any feedback is appreciated!

Cart #mozajumizo-0 | 2020-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #heatmappath-2 | 2020-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I just finished this method for path finding that I will implement in my other projects.
This method is resizable and really easy to implement and understand.
I spent the last day concocting this.
Essentially it creates a heat map/height map of costs that can be traversed by agents by referencing the node list.
Controls:
Press X to place walls or remove them.
Press Z to set the end node to the nearest node to the on-screen cursor.
Cursor controlled with arrow keys.

The method works this way:
Create an empty list for checked nodes. We will push nodes into and out of it. Any node inside is there only temporarily.
We start with the first node, set it to visited, and put its neighbors into the checkedNodes list.

[ Continue Reading.. ]

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Cart #kittypath-0 | 2020-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Slight modification of my path finding method, except this method is now modified to allow an arbitrary size grid to be instantiated. I invite you to open it up and fiddle with the code.
The agent is the cat creature, and hopefully my code is readable enough. Simply changing the SIZE variable at the top should be enough to get a feeling for different grid sizes.

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with devkit, storing data in multicarts, and all that, would it make sense for the PICO-8 editor to be rebuilt in PICO-8 itself, as an open source program? if this was done then people could make their own tweaks after copying it, adding whatever useful tweaks they want to the built in thing? its like the ultimate in customisablity, and we'd see all of these cool variants of the tools. plus it would make PICO-8 feel more self contained as people wouldn't resort to external editors. (Want an editor feature? make it yourself! wouldn't that be cool?)
could totally work here.
i personally see the editor as a built in thing as opposed to some external development thing.

so, thoughts?

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So this will by my introduction. hello community. I need your help.
so the game I created is a platforming game. for which I designed a external level editor in c++.
my theory is. I can really only fit one level into the pico 8 map editor.
but if I parse my map data as a string, despite adding a few extra thousand lines of code to my file, I will at least have a streamlined way to create and import levels. so far the level editor works great. I tell it how big I want the map and then once I have placed all my tiles I can save it to a text which just writes the x, y position and a type variable. 3 variables in total. so my output file ends up looking something like this

x y t
0 8 0
1 8 0
3 8 0
2 8 0
4 8 0
6 9 0
7 10 0
9 12 0
11 9 3
13 8 0
15 8 0
17 7 0
18 6 0

there has GOT to be a way to parse this data. in regular lua it would be something like


platforms={}
function _makeplatform(x,y,t)
pf.t=t
pf.x=x 

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=81948#p)
15 comments


Cart #hemukewetu-1 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #omgtheberg-5 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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After many years of enjoying games, I finally got around to giving something back. Enjoy!

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Cart #bakozihide-0 | 2020-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first project in PICO-8! I tried to make an easily customizable platformer base. I've commented all my code for easier use.

FEATURES:

player

variable jump height (jump_h and jump_float_max and jump_float)
supports double/triple etc. jumps (jump_max)
can jump on frames after leaving ground (coyote_max)
can register jump on frames just before hitting ground (jump_f_max)
custom animation states (add_s("custom state"))

camera

smooth movement (easing)
custom limits (bounds)
player movement "deadzone" (mx)

anything in (parentheses) are the name of the corresponding field in the object.

I hope someone finds this useful!

[ Continue Reading.. ]

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Cart #clipping128-0 | 2020-09-17 | Code ▽ | Embed ▽ | No License
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Controls: Arrow Keys, ('z' or 'x' to select on the Menu)

Escape an unseen monster. The more it closes in, the less you can see.

How far can you get?

If you like this game, please consider checking out my comics and other works: linktr.ee/alicepow.

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Cart #museum-5 | 2022-03-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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welcome to the museum!
we need people to create:
16x16 artworks (preferably with descriptions),
characters (one default 8x8 sprite, one shadowed sprite),
sign texts (use | for newline),
and self contained (preferably) one function programs that:
-avoid camera and clip
-use a 64*64 area
-use only arrow keys (or no keys)
-use a return with a 1-2 line display text (|=newline) (include your credits)
-and no (or maybe 1-3) sprites

versions:


Cart #museum-4 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #museum-3 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #museum-2 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #museum-1 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #museum-0 | 2020-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #tojifahoyu-0 | 2020-09-17 | Code ▽ | Embed ▽ | No License
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Cart #marvinsgarden-0 | 2020-09-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Goal
Protect Marvin's Garden from the weed infestation while moving to the beat and avoiding dangerous pests.

Controls
Move with arrow keys. Hold Z and press an arrow key to spray in that direction.

Tips

  • Ammo refills only spawn when there are less than four in the garden, so be sure to collect them to allow more to spawn.
  • Spiders take two hits to kill, but you can safely stun the from afar with your spray and walk up for the finishing blow.
  • In Speedrun mode, it can be wise to let some weeds spread to maximize your potential score gain, but don't get too greedy or you'll get overrun!

This game was made for GBJAM 8, with the restriction of having a 4-color palette. It was inspired by Crypt of the Necrodancer in its rhythm-tied movement. This is my first published game, so I'm looking forward to your feedback!

[ Continue Reading.. ]

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Cart #tictactoe-0 | 2020-09-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I recently picked up PICO-8, and decided to just dive into the deep end and make Tic-Tac-Toe instead of blindly following a tutorial. Here it is!

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Cart #watertest-0 | 2020-09-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:
Z changes modes between drawing height for tiles, and simulating the water

X when pressed or released, toggles the control scheme.

In Draw mode, holding X allows you to change tile heights with the UP and DOWN arrows.
In Sim mode, you control the Log object with the arrows, but holding X allows you to change the water's base height.

The log will float up to meet the water level or fall with it. The log hasn't been programmed to interact with the tiles at the moment.
This whole thing is just a test to show how a more 2.5D feel could be achieved through using a mask to determine the height values in an image and using that to determine where to draw water.

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Cart #jack_itdt-2 | 2020-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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About

An evil wizard turned a young boy called Jack into a toy and cursed him to endlessly wander the floors of a dark tower.
Will Jack find a way to lift the curse and escape from the prison?

Control

The character moves on its own.
Press "Up" to make Jack jump
Press "X" to read hints

As the game progresses, Jack will gain new skills:

  • First skill - hold "Up" to perform a wall jump
  • Second skill - hold "Down" to crouch
  • Last skill - press "Left" or "Right" to dash

What's next?

Pico-8 is a great game making platform but it has its limitations. So the next step would be converting the game into Unity engine. Then we plan to:

[ Continue Reading.. ]

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"Imprisoned beneath the earth...only your wit, guile and a plasma pistol for company. However will you escape?"

Propulsion

25 levels of mind-bending physics-puzzle-platforming fun!

Cart #propulsion_1_0_0-0 | 2020-09-16 | Code ▽ | Embed ▽ | No License
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Source

This is actually a remake of a Flash game I made back in 2011-2012, which you can play here. I even remade the original music in glorious 4-channel chiptune (I got the original music from the Newgrounds Audio Portal and it's since been deleted. Wish I could find the original artist!)

I made a post before about

[ Continue Reading.. ]

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Cart #stasysroguev0_1-0 | 2020-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A Roguelike like Porklike

Hey fellas,
this is my first proper Pico-8 thing I am working on. I tried following LazyDevs tutorial on Porklike a bit but I also took care of a lot of stuff myself. I tried implementing my own FX and animation system to use in future projects and similar stuff like tile-based path-finding and nice graphics.

Also I would love to hear what you guys think of the code in general, eg where I could improve performance or save some tokens AND what your opinion is on possible gameplay features in the future.

Cheers,
Stasys

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Cart #grapplicious-0 | 2020-09-15 | Code ▽ | Embed ▽ | No License
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A celeste mod, left click to shoot grapple and right click to ungrapple

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I’ve been building a kind of music-machine-cart to help new Pico-8 users get a head start in composing their own music.

[sfx]

Using this machine, I composed the above snippet in about 5mins using mostly finger wiggling and button mashing. Here's a tutorial on how to use it:

Feedback is appreciated! Some questions to consider:

  • Is this a good/easier way to start a music composition (particularly for users with minimal music experience)?
  • Do you like the variation in custom instruments (drums, melody, bass)?
  • How would you improve this process?
  • Is there a better name for this besides “Music Machine?”

Download the cart here to try it (it's not playable)

[ Continue Reading.. ]

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@zep

Why does clicking the Forum link in the site ribbon always take me to the BBS > PICO-8 > Cartridges subforum?

I feel like it ought to be taking me to the BBS > PICO-8 root forum.

Even if your intent is to lead new users to the Cartridges subforum so they know it exists, it should really only do that from outside of the forum itself. Once I'm actually in the forum it feels very off to click Forum and end up with nothing but carts instead of general PICO-8 discussions. I keep doing this intuitively to return to the root forum, and then I remember I have to click the penultimate breadcrumb instead of the intuitive Forum link.

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