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Cart #picollo-0 | 2023-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Picollo

Picollo is a fully automated abstract painter. Sit back and relax as you watch it finish it's masterpiece. Sound can be turned off using the menu (it resets when you reset the cart).
Press X to let Picollo make you a new painting.

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Cart #zokeminisi-3 | 2023-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zokeminisi-2 | 2023-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zokeminisi-1 | 2023-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zokeminisi-0 | 2023-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Based HEAVILY on a tutorial series (https://www.youtube.com/playlist?list=PLavIQQGm3RCmgcBCb0aK4hT7morWlQ19A) by @SpaceCat on YouTube.

Cart #peyokasime-0 | 2023-09-09 | Code ▽ | Embed ▽ | No License

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carl

Quick Backstory:

i made this mod a couple years ago, worked on it for a bit, then forgot about it. found it recently, and decided to make it more public, because it was only on my website.
cough appak.neocities.org cough
maybe this will make me want to work on it more? idk.

Cart #carl_mod_v2-0 | 2023-09-09 | Code ▽ | Embed ▽ | No License
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Also, I guess I made lore for the mod lol
it was really simple, carl (who you play as) lives with all the other carls in carl cave™, but he wants to leave for whatever reason, and travels to the surface, where he will meet carl (the one with the pink bow(?) in their hair at the title screen. very simple lore haha.

--

old version:


this old version just has some more spikes on a certain level, that made it reallt hard, so I decided to remove them as of 9/9/23
it's possible, just sucks...
Cart #newestcarl-0 | 2022-05-19 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Cart #wdm1k-0 | 2023-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart for PICO-8 1K Jam!

Itch.io link:

https://antibrain.itch.io/wdm1k

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Cart #urlcat-0 | 2023-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a demo I made as a challenge to create a whole game to fit in Pico 8 Education edition's URL functionality. The whole game fits into (EDIT: THE URL DOESN'T WORK ANYMORE, I'LL FIX IT SOON) this URL. 431 tokens and 1196 total characters, this was hard for me because im still learning new things everyday about pico 8.

[ Continue Reading.. ]

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Cart #kojutasinu-0 | 2023-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #dungeon_buster-1 | 2023-10-11 | Code ▽ | Embed ▽ | No License
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Update 1.1

  • added new label image

Update 1.0

  • changed name to "Dungeon Buster"
  • fixed bug: you can't hit multiple enemies at once
  • changed health refill price

Update 0.6:

  • changed various shop prices

Update 0.5:

  • made player movement smoother (and faster)
  • swapped shop buttons

Update 0.4:

  • added player bullet shooting upgrade (25 coins)
  • added bullet collisions
  • tweaked coin drop balancing

Update 0.3:

  • added new enemy type (beginning floor 5)
  • changed enemy spawning mechanics
  • improved shop experience
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Cart #tinytest-0 | 2023-09-09 | Code ▽ | Embed ▽ | No License
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This is the tinytest library for pico-8; it was inspired by the tinytest javascript library by Joe Walnes. It provides a basic unit test framework.

You can use it one of two ways: as a no frills library or as a singing, dancing cart.

Library Usage

You will enjoy colored text reports but otherwise no frills, but it's very flexible this way.

#include tinytest.p8

tinytest:new():run({
  demo_pass = function(t)
    t:ok(true, "hi")
  end,

  demo_fail = function(t)
    t:ok(false, "bye")
  end,

  demo_error = function(t)

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=134089#p)
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Code for combining simple animations together to create more complex animations using + and * operators.

Cart #animation_operators-0 | 2023-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The example uses four simple animations—each one just a different coloured circle starting in a different corner and moving to the diagonally opposite corner—and combines them in different ways to create the final animation.

For simple animations A and B:

  • The + operators first runs A and, once it's finished, runs B.
  • The * operator runs both A and B at the same time.

As with normal addition and multiplication you can string together as many animations as you want and use parentheses to indicate a particular ordering.

To create animations use new_animation() and then give the animation object an init method. The init method should return a table containing a draw and an update function; update should return true when the animation has finished.

  a = new_animation()
  a.init = function()
     local offset = 0
     return {
        update=function()
           offset += 5
           if offset > 128 then
              return true
           end
        end,
        draw=function()
           circfill(offset, offset, 2, 7)
        end
     }
  end

The animation object then needs to be instantiated to use it.

  anim = a() -- or a.init(), same thing

  function _update()
     anim.update()
  end

  function _draw()
     cls()
     anim.draw()
  end

Having the init function means you can use the same animation multiple times since any internal values, like offset, will be re-initialized each time. You don't need to initialize the animation each time when combining animations, that's handled internally, you only need to initialize the combined animation as a whole.

  -- creates a compound animation which will play the simple animation
  -- three times in a row.
  anim = (a + a + a)() -- or (a + a + a).init(). Again, same thing.

Lua Code (indented 3 spaces)

do
   local ani_meta = {
      __add=function(self, other)
         local an = new_animation()
         an.init = function()
            local children = {self(), other()}
            local i = 1
            return {
               update=function()
                  local a = children[i]
                  if a.update() then
                     i += 1
                     if i > 2 then
                        return true
                     end
                  end
               end,
               draw=function()
                  local a = children[i]
                  a.draw()
               end
            }
         end
         return an
      end,
      __mul=function(self, other)
         local an = new_animation()
         an.init = function()
            local children = {self(), other()}
            return {
               update=function()
                  local done = true
                  for a in all(children) do
                     local d = a.update()
                     done = done and d
                  end
                  return done
               end,
               draw=function()
                  for a in all(children) do
                     a.draw()
                  end
               end
            }
         end
         return an
      end,
      __call=function(self)
         return self.init()
      end,
   }
   function new_animation()
      return setmetatable({}, ani_meta)
   end
end

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Cart #leedragonsfury-0 | 2023-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My Pico-8 game inspired by the Bruce Lee games for the Commodore 64 and Atari

How to Play

Collect lamps to open routes to new rooms.

The ninja and sumo will try to hinder your progress.

Controls

[X] - Punch/ Flying Kick
[Up Arrow] - Jump

Thanks To

  • Finn for testing
  • notehead (@noteheadmusic) for the excellent title-screen music

Version History

0.80 - 05-Sep-2023 - Released
0.81 - 07-Sep-2023 - Z/O now jumps, moves up
0.82 - 07-Sep-2023 - Fixed bug falling through first floor exit

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Cart #tictacsus-0 | 2023-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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When the Imposter SUS!!!!!!!!!!!!!!!!!

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Cart #lost_oinkers-1 | 2023-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The Lost Oinkers of Cowboy Isle

Hello all - please enjoy my small adventure game about a cowboy finding his pigs.

Controls

  • X - Use Item / Talk / Activate
  • O - Swap Active Item
  • D-Pad - Move

Revisions

Version 0: Initial Release.
Version 1: Fixes trampling bug, fixes dialog repeating after disposing of items.

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Cart #klotski-1 | 2023-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a sliding puzzle.
The game is cleared when you move the big red block to the bottom middle.

x: Grab the block. Press again to release.
o: Move back one move.

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I saw kenney.nl released a free CC0 set of 8x8 city-themed tiles in the PICO8 palette, which looked interesting (thank you Kenney!)

Because that set includes more tiles than would fit in a PICO-8 cart, I chose a subset that were most interesting to me and copied them into a PICO-8 cart so I could play around with a few ideas, with some very quick throwaway code to let me move and animate sprites, layer them on top of each other so I could have cars "drive behind" trees, and so on, just to help with prototyping visual ideas.

I saw a few people posting on Mastodon asking if there was a pico8 cart that included these assets, so I figured I'd share this in case it was useful to anyone else for playing around, to save the time of slicing and dicing the tilemap into a PICO8 format. Note: I modified a few of the sprites and added a few other unique combo sprites and accessory sprites for the types of terrain intersections I found myself wanting to draw, but 99% of this is just directly the asset pack from above, packaged into a PICO8 cart.

[ Continue Reading.. ]

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Cart #cdashcorrupter-1 | 2023-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I played a lot of Celeste corruption mods, including Bad Berries by praiseafrog, which was the main thing that inspired to make this.

In this mod, the game slowly corrupts as it goes on, but the rate of corruption increases each time you dash. It works like Real Time Celester but each dash adds 2 to the corruption amount.

I've never beaten the game like this have fun lol.

This is based on Real Time Celester by AdamMcKibben and of course the original Celeste by Maddy Thorson and Noel Berry.

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Cart #qinling_panda_test-0 | 2023-09-07 | Code ▽ | Embed ▽ | No License

Hey! I've been at this for a few hours now but I'm stumped

How do I implement it so that as I reach the edge of the map it endlessly loops back around? I'm trying to do this with a parallax effect on 3 (or maybe eventually 4) layers but I keep ending up walking into blank space

from launch, the easiest way to see this is to just try to walk backwards

only one of the layers is fully drawn but It's not looping correctly at all. some things are commented out as I was debugging but as of rn I'm lost

thanks in advance for any help

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Cart #bazotekey-0 | 2023-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made a silly thing, trying to figure out how BBS works.

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Cart #quantanamo-0 | 2023-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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###This was originally created for the 2023 4MB Game Jam which had the theme "Quantum Jump"!

This version has been given a few additional quality of life features and polishes to make it more of a game and less of a tech demo. Only one level though because I was shortsighted coding my transitions and I'm finally acknowledging to myself that I don't want to refactor this further. If you're dying for more magic flying squirrel in space action though, let me know and maybe I'll dust it back off!

Basic Controls

X - Launches from gravity wells, or tuck in his wings to fall faster. Press x to start the game.

Left and Right arrow keys - Move while mid-air

The Story

[ Continue Reading.. ]

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Following tutorial by Dylan Benett

Cart #landertut-0 | 2023-09-06 | Code ▽ | Embed ▽ | No License
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