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These are my own notes on saving token tricks that I've used previously. I'm sure what's here is not unique to me - there are other documents about this subject (e.g. https://github.com/seleb/PICO-8-Token-Optimizations) and I recommend looking at those as well, probably before this one. I intend to add and update here as I learn more.
If you see a mistake or are a true wizard that can offer wisdom to this humble novice then please feel free to comment :)

Starting out

I say "starting out", because the next few ideas concern initialisation and structure, but this might be a good place to suggest that a lot of these tips produce much nastier to read code that's more of a pain with which to work and employing all this stuff straight away, especially if you're new to coding is just going to make the whole experience more difficult and probably not much fun. I tend to bear some of the things here in mind as I code and some things are becoming (bad) habits, but usually I've only used these techniques as a second, third or an in desperation when PICO-8 won't run any more pass.

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6 comments


Cart #tripmafi-3 | 2021-11-03 | Code ▽ | Embed ▽ | No License
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The full version has been released!
I am simply keeping this here as an archive for myself, aqua cube 1.0.3 is out and available for play!


Demo for aquarium game.
Massive shoutout to "ThatUserUser" who taught me how to code and helped me on many problems I was stumped on.

Any and all feedback is highly appreciated.

Changelog

0.1
added new fish types

0.2
guppies and discus fish now have multiple breeds
added menu
added boarder

0.3
added clownfish
changed angel fish to more accurate sprite
added money

0.4
added bubbles
improved menu
added fish ability to turn around mid screen.
fish now leave the screen

0.5
SFX overhaul

0.5.1
fixed bug that caused sound to not play when attempting to sell fish when no fish were onscreen

0.6
Sprite overhaul
added 6 new fish types
-snapper
-fall fish
-bell fish
-pepper fish
-pine fish
-zebra fish
removed angel fish

0.6.1
-bubbles now pop
-added blowfish

0.6.2
added five new sky themed fish
fish now spawn in a cloud of bubbles

0.6.3
-successful alliance in coup resulted in karp being added
-yet another sprite overhaul
-removed sky themed fish
-small bubbles now pop

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Cart #chance_of_rain-9 | 2021-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Chance of Rain

A slightly interactive and slightly meditative evolutionary pond simulation

Controls

  • ARROW KEYS: control frog
  • Z: surface/submerge
  • X: tongue
  • ENTER: options

Gameplay

This simulation is meant to be watched more than played (though you may interact with it by suggesting actions for the frog).

There are four types of creatures living in this rainy pond: a frog, fish, flies, and dragonflies. Enjoy watching them swim, fly, eat, die, and birth new generations. Flies birth larva into the water which swim towards the nearest rock, where they slowly mature and eventually sprout wings - becoming flies themselves. Well-fed fish will turn green and reproduce when near each other. Dragonflies swarm the lillypad to spawn new. Each parent passes genetic predispositions onto their offspring - which allows for behavior evolution over time. Creatures may die of old age or starvation. All the while, a happy frog swims about - ready to offer a guiding hand (or, rather, mouth) if one part of the ecosystem becomes unbalanced.

Occasionally, you may see some event-triggered haikus or tips to help you further enjoy and understand the game. Statistics about your world will also slide by from time-to-time (and can be triggered manually from the options menu). If your ecosystem fails or you lose a creature type, just keep playing - there are heavy storms that roll in occasionally to replenish your stock.

Every game has randomizations, so each experience will be unique.

DNA System

A DNA system has been implemented that allows parents to pass certain parameters onto their offspring. There is even a chance of slight genetic mutations for each parameter. Through this system, each species will actually evolve its behavior over time to be best-suited to its environment.

  • Dragonflies pass on these parameters to their offspring
    • speed, initial lifespan, threshold for hunger, starvation resistance, tolerance for rain, and others
  • Fish pass on these parameters to their offspring
    • speed, initial lifespan, threshold for hunger, and starvation resistance
  • Insects pass on these parameters to larva which become adult flies
    • speed, initial lifespan, swarming location, tolerance for rain, and others

Full "technical" breakdown of the DNA system:


When 2 parents of any species produce an offspring, the child inherits parameters from the parents. For each parameter, there is a:

  • 33% chance the child will inherit the value from its father
  • 33% chance the child will inherit the value from its mother
  • 33% chance the child will inherit the average value of its mother+fathers parameter
  • 1% chance of a 'genetic mutation' which can increase the parameter beyond defined maximums

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The Agony and Ecstasy of the PocketCHIP

I arrived at PICO-8 because I bought a PocketCHIP back in 2016. The PocketCHIP came pre-loaded with PICO-8 and prior I had no concept of a "fantasy" console, but I was excited to make games again. Unfortunately, the PocketCHIP was a beautiful-yet-awful piece of hardware.

Essentially, the PocketCHIP was a Raspberry Pi-like mini computer wrapped in a case with a touchscreen and keyboard. On the surface, the PocketCHIP was a pretty raw looking piece of hardware...but I dug the style and was excited when it arrived. Yet I quickly found out that the experience of the PocketCHIP was something to be desired.

All bark and no bite

The keyboard was awful and despite coming with PICO-8 -- a game hub -- playing games was very unsatisfying. I needed a new bezel with a built in d-pad just to make playing games tolerable. I even had to put nail polish on keys to know what did what. In short, it was not fun to play on. But it did lead me to PICO-8 and for that I'm thankful.

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20 comments




Spellcrafting & Sailing Roguelike!

Please wishlist the full release on Steam!


Cart #clarice_clairvoyage-2 | 2021-10-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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If you get stuck, you can reference the manual!

Gameplay

The game is centered around the concept of crafting spells by stacking different pages of a spellbook.

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HI guys! this is a characters for Jujutsu Kaisen!
:)

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hi! this is gojo satoru from
Jujutsu Kaisen!
this anime is popular right?
:)

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Who dont know this character right?
:)

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So I have an issue where the player object can clip through about half a collision tile, but only when moving to the left. As I type that I realize how weird and niche this problem is. Anyways, here's my move function:

function control_player()
newx=p.x
newy=p.y

if (btn(⬅️)) then
newx-=.1 p.sprite=d.left 
elseif (btn(➡️)) then 
newx+=.1 p.sprite=d.right 
elseif (btn(⬆️)) then
newy-=.1 p.sprite=d.up 
elseif (btn(⬇️)) then
newy+=.1 p.sprite=d.down 
end

if (can_move(newx,newy)) then
p.x=mid(0,newx,127)
p.y=mid(0,newy,63)
end

if (door_tile(newx,newy)) then
scene="room1"
p.x=6
p.y=10
end
end

and here's my collision function:

function is_tile(tile_type,x,y)
local tile_x=newx+pixeloffset_x
local tile_y=newy+pixeloffset_y
tile=mget(tile_x,tile_y)
has_flag=fget(tile,tile_type)

return has_flag
end 

function can_move(x,y)
return not is_tile(wall,x,y)
end

function door_tile(x,y)
return is_tile(door,x,y)
end

pixel_offset is initially 0, and changes based on scene to account for the map change.
Any idea what is causing this?

side note: Everyone on this forum has been so helpful and I just want to say thanks for all the help! This is my first coding project outside of html and I really appreciate it :]

13 comments


PICOhaven is a tactical card-based dungeon crawler / light solo RPG for PICO-8, inspired by the board game Gloomhaven. It adopts a modified & simplified version of the mechanics used in that game, to fit within constraints of the PICO-8 environment (code size, resolution, etc), and to streamline solo play.

The story includes 16 playable scenarios (some are optional side quests), 8 levels of ability upgrade choices, and multiple items that also affect gameplay.

Note: This is just a free, solo-fan-made project and has no affiliation with Gloomhaven. If you like this type of game I recommend checking out Gloomhaven (and its official video game adaptation) for a game with a lot of tactical depth from multi-character cooperative play!

Play PICOhaven here: (desktop or mobile)

Cart #picohaven-40 | 2022-09-01 | Code ▽ | Embed ▽ | No License
25

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Alright, so say I have 2 128x128 images, and I've got one saved to the spritesheet and one saved on the cart's label image. Is there any way to do something like use reload() to take the data from the label image and put it on the spritesheet?

Other solutions are welcome too. The final goal is to have a cutscene cart (for a multicart game) of 2 animated images (one character breathing heavily which cuts to the other trailing blood as he slides down a wall). I have successfully used reload from another cart, but I worry this would cause it to freeze/load in between the cuts of the cutscene.

One other thing I've attempted is pasting the whole image in a string and poking it to memory in a for() loop, which almost works (and it would be nice if I could get this to work, cos it could allow me to animate a character's mouth or something).

The images:

My attempt at using poke() to overwrite the second image onto the spritesheet:

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this is a characters for My Hero Academia!
its so cute right?
:)

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this is deku from My Hero Academia in pixel version!
i don't know how to create a game :( but i hope someone will
make a game using this avatar instead its only a dream! :)

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Now its Deku with his friends!
Please like if you guys love it! :)

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Oh hi everyone!
this is my first time posting at PICO-8!
you guys can like if you guys want! :)

(this is deku from My Hero Academia)

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Cart #alienabduct-0 | 2021-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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Cart #remix-0 | 2021-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This game is a remix of the adventure game tutorial by @MBoffin

Thank you for playing.

1 comment


Cart #lavalake-1 | 2021-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This game is a remix of the adventure game tutorial by @MBoffin.

About my game: Don't touch lava. But you can walk on lava when they cool down. You need to take skull key and open the rotten treasure chest. after that escape from underground lave lake.

Thank you for playing.

1 comment


Cart #ghost-2 | 2021-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

This game is a remix of the adventure game tutorial by @MBoffin.

About my game:
Please defeat a ghost! Let's get ready to search for a room, and to defeat a ghost.
You should pay more attention. You are killed when I do not prepare.

Thank you for playing.

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1 comment


Cart #myadvgame-2 | 2021-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

This game is a remix of the adventure game tutorial by @takuma.

About my game: It is a game with various actions.

Thank you for playing.

1
1 comment




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