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Cart #trough_space-0 | 2022-06-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #racerprototype-3 | 2022-06-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A WIP "into the screen racer" prototype.
I've use bezier curves described in this post for the road: https://www.lexaloffle.com/bbs/?pid=65926
Use the controls to move the road around and move the horizon up and down.
The bezier calculations seem to be quite expensive resulting in a reduced frame rate from the target. Possibly this is worsened by my attempt to fill in the road polygon by effectively drawing the line multiple times.
Any suggestions for improving this would be most welcome.
Hopefully the ideas here might help others.

I will look to make this into more of a game by allowing movement of the car, other cars and obstacles moving towards you and variable speed. But this is a start.

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Cart #shelfdefence-0 | 2022-06-05 | Code ▽ | Embed ▽ | No License
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I entered my first game jam and did my first collab with amusician. Find it on Itch.io
This was made in 3 hours.

Shelf Defense

Controls:

Press ⬅️➡️⬆️⬇️ to move and jump

Press ❎+⬇️ to move lower

Press ❎+⬆️ use your jetpack

Press 🅾️ + Place a chosen Toy

„Beware! Capitalist children want to grab you off the shelf. Use their money against them and hire other toys to fight back“

Shelf-Defense is a genre mix with tower-defense and platformer elements made in Pico8.

AMusician made his debut with this game as his first ever published game!

Published as part of the 3 hour game jam trijam172 „off-the-shelf“.

[ Continue Reading.. ]

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Cart #bunnysurvivor-9 | 2022-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Small action rogue like game.

Source code: https://github.com/unikotoast/buns-bunny-survivor

Play and support me on itch.io https://unikotoast.itch.io/buns-bunny-survivor

Steam: https://store.steampowered.com/app/2684450/Buns_Bunny_Survivor

Collision checks via spatial hash is impletented with https://www.lexaloffle.com/bbs/?tid=29466

My first game ever. I really struggle with token limits and I have to remove lots of stuff from the game.

map.lua - infinte map, generates random grass tiles with something like chunks, I never done anything like that so I think it's horrible code.

animations.lua - I'm not sure that this is how you should save objects to animate them.

I received lots of help from discord and by reading other games code.

I know absolutely nothing about sound design and music so making beeps and boops was hard but fun.

Version 1.9 🥕

  • added more music by @extar
  • carrot burger now heals
  • bufffed shurikens

Version 1.8

  • added music
  • added chance for super carrot in enemy loot, increases damage a lot for 10 seconds
  • ring of flame - increased area on first levels, decreased damage, stronger movement speed debuff
  • buffed shurikens
  • buffed carrot explosion
  • bats are weaker for the first minute of the game
  • fixed bug when final boss just disappeared and game did not end
  • added minimal movement speed cap

Version 1.7

  • added image to the cart
  • selecting upgrade is more defined
  • small fixes

Version 1.6

  • beggining of the game is easier
  • new enemy: skull that spawn crazy bunnies
  • no upgrades require to sacrifice hearts anymore
  • small balance changes

Version 1.5

  • added fire and frost dash
  • added reroll option every 5th level
  • added golden carrot
  • added new enemy
  • the map has borders now
  • small balance changes and fixes
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Cart #remizisza-0 | 2022-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Este es un programa que te lleva paso por paso en como resolver una ecuación de geometría. Esto se ha creado para una tarea de mi clase

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I would love to see the following feature added to the sprite editor:

Keyboard shortcuts for changing the active drawing tool. This would be especially useful when editing in 'full frame' mode and the tool buttons are not visible.

Suggestion:

p - pen
s - stamp (Note: currently used for select, see below)
f - fill (Note: currently used for flip, see below)
c - circle/oval
l - line
b - box (also know as rectangle, but r is already used for rotate)

Notes:

The s key is already used for select in pen mode, but I never use it, because it's the same as the Shift key. The key could be re-assigned IMHO.

The f key is already used for flipping horizontally. But it's the same as the H key. The key could be re-assigned IMHO.

More ideas:

Because in full-view mode, you can't see the tools, it would be nice to show the active tool in the bottom status bar (or perhaps in the top bar?). As a bonus, why not show the currently active color there too?

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I would love to see this feature in the track editor:

When part of a track is selected (marked yellow), selecting an instrument, effect or volume level (clicking the icon with the mouse) will apply that change to all selected notes.

This should work only if the instrument/effect/volume column is in the selection.
Otherwise, selecting a instrument/effect/volume will only change the current volume/instrument/effect.

E.g. when the selection is like this:

The user can change the volume/instrument/effect for the selection by pressing the icons.

But when this is the selection:

The user cannot change the volume/instrument/effect for the selection by pressing the icons, because
those columns are not selected. Instead, the current instrument/volume/effect is set.

PS: technically it probably not difficult to do the same for the octave column, but I'm not sure that's a very useful feature. There's already a better way to transpose notes.

[ Continue Reading.. ]

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Hi everyone,

My new project uses massive tables of graphics metadata, so I've written a new table serializer inspired by this pull request on @BenWiley4000's pico8-table-string to get the job done. Hopefully someone else finds this useful, too!

It uses less characters to store your table as a string than pico8-table-string does (to take up less character / compressed space), but at the cost of 14 more tokens to deserialize, and possibly with less reliability. (It will break if the table contains a string a certain character sequence, see below.) You should also run the output through something like Zep's escape_binary_string before saving to code.

Supported:

  • string/number/boolean values
  • key/value pairs
  • consecutive indexed values starting from 1

Not supported:

  • 0-indexed values
  • non-consecutive indexed values

[ Continue Reading.. ]

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Cart #castle_platformer-0 | 2022-06-03 | Code ▽ | Embed ▽ | No License
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Cart #c_e_l_e_s_t_e-0 | 2022-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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madeline but slow

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Cart #summerleste-0 | 2022-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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summer

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Hi

I've been working on a simple platformer and I have a problem with coding in the music to be played in the game. I am aware of how to play sound effects and how to use the music function but it does not allow me to have the music loop and keep playing. How do I implement looping music to my game? Thanks.

1 comment


Cart #zatonuhoza-0 | 2022-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made this a couple of months ago and never got around to posting it, so here it is! Press button, drop coin, simple as that. Different colored coins are worth more!

There's not much challenge, this was more of just a "tech demo" I made while learning how to do z-index sorting and more precise collisions.

The code is actually very simple, so if anyone would like to expand this or improve on it, be my guest! I'd appreciate a credit though :)

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TL;DR

the methods to detect or inhibit Pause button apparently do not work using the Web Player Pause button.

More Details:

In my game Amidus I needed to hide the stage during Pause to avoid cheating as it's based on a short time to realise what's the correct path to take.
So I implemented a few methods like checking for btn(6) and even inhibit pause during that short phase with the timer running using poke(0x5f30,1) as you can see in the code (carts below).

As both methods work beautifully using the internal Pause P/Enter, both failed to work using the Web Player Pause button that apparently overrides both checks.

I tried to ask in the Discord #help and they suggested to report the bug here as it's an unexpected behaviour.

On this version you can test the "inhibited Pause" poke(0x5f30,1) method:

Cart #amidus-4 | 2022-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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In TIC-80, you can type on the command prompt "help" followed by the name of any built in function and the console will then output a short explanation about how to use that function. It would be nice to have something like this in Pico-8 as well. For example, you type in the command prompt:

help spr

and then Pico-8 outputs a short explanation of how spr works, followed by the parameters it takes.

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Cart #zohitafiti-2 | 2022-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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EDIT: Following the suggestions below, I have implemented a tanks system. You need to protect the tanks, and refill water from them to put out fires. Fires will break tanks. Also territory is now damaged by prolonged fires, so be sure to put out those fires real quick!

Finally, if you get stuck, use the random teleport to get to a different location. That won't save you for long though!

Let me know if you find any bugs, and thanks a lot to Cowirrie for the amazing ideas.

Original post :

Hi everyone! I am releasing Fires Everywhere, my first game on Pico-8. It is still under a bit of revision, but the main stuff is done I believe. Hope you enjoy it, and let me know what you think!

Lessons learnt:

  1. Particle systems are so expensive! The game currently has ~100 particles at any point of time, and that itself takes up 0.1 CPU.

  2. Music is impossible. You can see my unsuccessful attempts in the music/sfx tabs. That's why the game has no music.

  3. A large number of animations is a big no-no. I have too many of them (~340 max) in the fires. That takes up another 0.3-0.4 of the CPU.
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Cart #moveandcollision-0 | 2022-06-02 | Code ▽ | Embed ▽ | No License
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I release this under the CC0 1.0 license: https://creativecommons.org/publicdomain/zero/1.0/

This a simple collision system I wrote for fun. It can handle hit boxes with varying sizes and with different amounts of reference/sample points. It can handle collisions using tiles or used x/y positions from objects.

Also, in this example there's code for an 8 way movement system with acceleration and sliding along walls.

The code is VERY commented, so you can follow along and see what each part of it is doing/why it's there.

Feel free to use this in any sort of project.
If this was useful to you, consider buying me a coffee: https://ko-fi.com/profpatonildo70266

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The Last Antbender

Cart #antbender-0 | 2022-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This third little PICO-8 game was created for the Weekly Game Jam - Week 255.

About the game:

Here you control Aela, the last Antbender and her ants. But beware, these are deadly. Dodge the ants and steer your way to the goal.

I wish you a lot of fun!

How to play:

  • Control Aela with the arrow keys.
  • Use Z/C to command jumping ants to jump.
  • With X/V you command ants to run.

For the best gaming experience, you should play the game in full screen (on the browser) or locally (see downloads) on the PC!

Credits:

  • Music: Space by @gruber_music
  • Art, Programming, Sounds: Made by Peanutsfly

[ Continue Reading.. ]

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Cart #pwordle-0 | 2022-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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