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Cart #muhigagepu-0 | 2022-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This shit a game

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Cart #sinazubiwa-0 | 2022-05-05 | Code ▽ | Embed ▽ | No License
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Cart #sujekakoni-0 | 2022-05-05 | Code ▽ | Embed ▽ | No License

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Cart #hirahibapa-0 | 2022-05-05 | Code ▽ | Embed ▽ | No License

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Cart #nofehukjo-0 | 2022-05-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Newbie amateur game dev here! I've been programming for a few years now, mostly for academic/scientific purposes. I've always wanted to try my hand at making games, but I've always found an excuse not to.

So screw that, I'm starting from zero in a new language doing the absolute minimum that I can call a "thing" and here it is: a very simple histogram tool that "rolls" virtual dice and displays the frequency of the different rolls (excluding events with zero-frequency).

I'm used to doing this with more sophisticated tools and ad-hoc libraries, learning to do things «by hand» is a challenge in and of itself.

The histograms do not generally follow the distribution that one would expect. I believe this happens because:

[ Continue Reading.. ]

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Cart #dailycalpuz-0 | 2022-05-04 | Code ▽ | Embed ▽ | No License
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Here's Dailycalpuz!

Each day a new puzzle. Fit all pieces into the calendar to leave the current date showing.

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I am getting different results when invoking code in the console as opposed to calling it from inside a running program. The code overrides the default behaviour of the cos function.

pi=3.14159
two_pi=pi*2

-- override cos to work with radians
p8cos = cos
function cos(rad) return p8cos(rad/two_pi) end

-- degrees to radians
function d2r(d) return d*two_pi/360 end

-- this test works (cos(45 deg) => 0.7071)
function _draw()
 cls()
 print(cos(d2r(45)))
end

I then run the code, observing correct results (0.7071).

Invoking this from the console however: print(cos(d2r(45))) prints different results (0.2206).

Are function overrides ignored in the console?

7 comments


Cart #dajogadopa-0 | 2022-05-03 | Code ▽ | Embed ▽ | No License

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Cart #somniorum-0 | 2022-05-03 | Code ▽ | Embed ▽ | No License
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Made for Mini Jam 105, I come with a new platformer! Hop through a series of single-screen challenges, where every time you enter a level there's different physics! Is it absurd? Absolutely, but it's fun, and sometimes you're a bird <3

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MANIC CTF

Cart #kajojibeku-0 | 2022-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:
  Player 1 - Cursor Keys
  Player 2 - ESDF

A simple multiplayer button-mashing game where the aim is to capture the flag from your opponent and hold onto it for the duration of the round.

If the flag is dropped, just run over it to pick it up.

If your opponent has the flag, run into them to steal it from them.

A player must hold onto the flag for a total of 15 seconds to win the round, and the eventual winner is decided by 2 round wins out of a possible 3.

Starting positions are randomised each round.

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Cart #suyonamomi-0 | 2022-05-02 | Code ▽ | Embed ▽ | No License
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Cart #komehara_reordered-0 | 2022-09-20 | Code ▽ | Embed ▽ | No License
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This is a game I made for the Global Game Jam 2018 on theme "Transmission", but I never posted it here. In fact, it's the first cartridge I'm posting on the BBS.

I wanted to improve it before uploading it, esp. add keyboard-only controls, so that users can play it on a micro-console without mouse... But I never got the time, so I prefer posting the current version here, so at least you can try it on PC or mobile device (using touch for mouse + gamepad overlay).

Concept

REORDERED is a puzzle game inspired by the concept of out-of-order delivery in computer networking. The player must reorder the letters of a message sent from an antenna to another to form another word.

[ Continue Reading.. ]

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Cart #rockets-6 | 2022-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Dodge to destroy as many rockets as possible and collect coins as long as you can

Use Left and Right Arrow keys to control the plane

Update 2.0

  • More planes to unlock
  • Better enemy spawn
  • Sky background
  • Each coin is now equal to 5 points

Update 2.1

  • Added enemy spawn indicator
  • Bigger sky background
  • Increased the volume of background music
  • Changed where enemy spawns to nerf all the strategies that were ruining the game
  • Added funny death messages
  • 🥚🐇
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I'm starting a tutorial on how to make your a Shmup in Pico-8 from scratch! It's for complete beginners.

The goal is to make a basic Shmup first and then slowly turn it into an AWESOME shmup!

New episodes on Wednesdays and Saturdays. I will use this thread to keep a list of the episodes and post significant progress. Let's gooooo!

Episode 2 - Moving Stuff
Episode 3 - Controls
Episode 4 - Shooting
Episode 5 - Animation
Episode 6 - Health UI
Episode 7 - Starfield
Episode 8 - Animating Stars

[ Continue Reading.. ]

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Cart #kobold_blender_tycoon-0 | 2022-05-01 | Code ▽ | Embed ▽ | No License
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"If I had a dollar for every kobold I put in the blender, I'd be making money in a very weird way."
-- Mitch Hedberg, approximately

CW: Cartoon sadism. (Consensual!)

A friend of mine is really into kobolds and kind of a masochist, so I made a game where you put kobolds through the blender and drink it. There aren't really any mechanics, but it pretends to be a management sim because I think that's funny. Have fun!

Nyeo

(Soundtrack: Piano Sonata No. 1, Carl Maria von Weber)

PS: To those who liked this game, there's now a sequel!

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Cart #lander112-1 | 2022-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Lander

I wanted to try out physics in PICO-8, so I made this!

A short minigame about landing a spacecraft on a planet.

Use left and right to move sideways, and circle to use your main engine.

There is also a brief tutorial to let you get used to the controls.

I'll release this on itch.io soon!

Changelog

  • V1.0 - Initial release
  • V1.1 - Made landing transition smoother, score no longer counts on collision
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Hey !

You may have already heard about virtual sprite from Poom devlog ( @freds72) and one high memory implementation from @pancelor. Here is my take.

Cart #vsprbench-3 | 2022-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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As a reminder, the principle of virtual sprite is to have a kind of "palette of sprite" which allow to draw more sprite than the 256 native built-in ones.

The cartridge contains 4 PX9 compressed spritesheet that are unpacked when the cartridge boot. Then a bunch of benchmark are launched to test the LRU Cache with differents configurations.

Implementation overview

I implement two types of LRU cache and a benchmark to challenge implementations. With LRU cache, the oldest sprite are replaced by the new ones when cache is full. Easier to say than to do ! To keep track of sprite age, I use an queue, implemented with LUA tables.

[ Continue Reading.. ]

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Hi!

I got some inspiration from Tetris and Minesweeper and made the demo:

Cart #subfinufu-0 | 2022-05-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My English is not very good, Google Translate is mine sweet. Let her say the rules:

1.Dice can only be placed next to the green line and other dice

2.press X to place or press Z to hold one dice.

3.A full line will be eliminated.

4.Whenever there is an increment or decrement in the row or the same side by side (great than or equal 3) you got 10 * n point.

5,"Metronome" will remaind you that your nexts is "tainted". There are dice with no points in the row, this row has a score of zero.

6.The higher the score, the faster the metronome.

7.score/dice is more important ...score.like KD?

[ Continue Reading.. ]

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Dig Deep

https://scottnm.itch.io/dig-deep

The Story

You've just discovered a precious family heirloom has been buried deep underground at an ancestral site. In 24 hours, a construction crew is coming to pave the site and turn it into a parking lot. Hurry! Recover your legacy or it'll be lost forever.

Controls

Left/Right/Up/Down - Move
                 O - Dig
                 X - Use Item

Cart #digdeep-0 | 2022-05-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Credits

Scott Munro Design, Programming [Github] :: [Site] :: [itch.io]
Tim S Davis Design, Narrative

[ Continue Reading.. ]

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Dark Descent

Cart #darkdescentvoi-4 | 2022-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Would love to hear your feedback

Gameplay

Move with arrow keys, attack with Z, pick up/switch weapon with X.

To win, defeat Diablo (boss of Room 6 of Act 6).

Weapon stats are: Power (damage), Reach (length), Speed (delay before strike) and Weight (delay after strike).

Weapon rarities are: Common (grey), Rare (blue), Epic (pink) and Legendary (Yellow).

Pay attention to spike traps, and be careful around statues!

Version 0.1 Changes:

  • Reduced speed of elite enemies in later acts
  • Added menu and victory/defeat screens
  • Implemented score system
  • Player will no longer spawn on top of enemies/walls
  • Weapon swing flashes now properly match their hitboxes

Planned features:

  • Music
  • Different abilities for each weapon type
  • Weapon upgrades
  • Monster abilities
  • Random names for acts and bosses

Credits

@Yolwoocle for smooth player movement system from Birds with Guns
Members of Pico-8 discord server for all sorts of help

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