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This small cart was made from scratch during a live coding video: Instant Coding episode 18 (the conversations are in French, but hopefully you can easily follow the code).

Cart #instant_coding_18-1 | 2023-10-13 | Code ▽ | Embed ▽ | No License
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Cart #jumpguy-3 | 2023-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I work at the moment on a jump'n'run-Game. One of my goals are to have a better camera-control than simple center the player in the middle, the camera should "look ahead".

Don't expect any game here, it is more a "prove of concept"-demo.

Control:
X for jump
o for grabing things

down+jump - fall down on "half-tiles"
stand+up - look up
stand+down - look down.

there is a coyote-time, that you can jump for a short time, when you run over a "cliff".
up - run on "half-tiles-slopes" (the green on the right side, behind the "secret"-Wall

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Hi everyone,

I tried to re-create a Mode-7 style pseudo-3D effect in PICO-8 and ended up making a little minigolf game out of it. It has 9 holes with a steady increase in difficulty, including some nasty sand bunkers and tricky slopes. If you don't like the courses, you can simply create your own using PICO's map editor. Have fun!

---Controls---
Left/Right: Rotate camera
Up: Charge up shot

Cheers!

Cart #golf7-0 | 2023-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #battleshipjekjek-2 | 2023-10-26 | Code ▽ | Embed ▽ | No License
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Cart #battleshipjekjek-1 | 2023-10-14 | Code ▽ | Embed ▽ | No License
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Cart #battleshipjekjek-0 | 2023-10-12 | Code ▽ | Embed ▽ | No License
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WIP.

Accomplished

10.26.2023

  • Added CPU.
  • Added Wait time for CPU.
  • Added Sound FX for wining.
  • Added option to go back to menu after match.
  • CPU can place random ships.
  • Added How to play
  • Added Credits

10.22.2023

[ Continue Reading.. ]

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Cart #musitokipona-0 | 2023-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I'm currently learning Toki Pona, and made a
little multiple choice game to help me memorize the vocab.

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Wrote logic for encoding custom draw palettes, and additional 48 color virtual palette (by tiling) for my little encoder.
The tiling needs a lot of fine-tuning per an image, but I begin to know how...

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Cart #fobomunahi-0 | 2023-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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bounce V2

again a test to get better at pico.

im just trying to make little mechanics now.

controls

X = Change friction.
Z = Add speed.
⬆️⬅️➡️⬇️ = Choose direction to add speed.

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I found this website (https://tic80.com/) witch is pretty much just Pico-8 with fewer limitations and a cheaper cost, Pico-8 already has an education edition for free so this is not really needed and seems to be just a knock-off.

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Introducing Pirouette

Pirouette is an animated, explorable, generative art toy. So named for the dancing, twirling shapes the algorithm generates, I was inspired to make this after seeing a RISC assembly version that debuted recently.
https://youtu.be/VxGOBxy6oAY?feature=shared

A note from the creator of that implementation pointed me to a message board with a version running in Sinclair BASIC, whose author says he's not sure where he obtained the original algorithm. My hunt continues. Other ports to BBC BASIC, Owlet, and Processing (Java edition) are available at the board posting.
https://stardot.org.uk/forums/viewtopic.php?f=54&t=25833

The port

This Pico-8 implementation tries its best to present the beauty of the 20-line (!) original within the 16-color limits of our beloved fantasy console. I tried to match a 15-color (need black for background) palette from Pico-8's 32-color extended colors to the original 32-bit color gamut and was happy (and a little surprised) to see expected shapes and swirls emerging from the void.

[ Continue Reading.. ]

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Hey everyone!

I've been messing around with picotron, and some people keep saying (including myself) that they hope for more buttons to work with or more input methods, but i've discovered something interesting that anyone can use! (until api changes)

I've made a keyboard tester that is fully commented out, and explains how it works and how get_key works and how to use it. to run the cart, click "show" below and copypaste code into picotron, then run it.

-- get_key_<state/pressed> usage example
-- made by antibrain

-- define list of all supported key names

keys={"1","2","3","4","5","6","7","8","9","0",
       "q","w","e","r","t","y","u","i","o","p",
       "a","s","d","f","g","h","j","k","l",
       "z","x","c","v","b","n","m",
       "[","]","shift","space","backspace"}

--define vars

currentkeyname=""
keystr=""
keyoffset=0
kpressed=true
ikd=false

-- get_key usage:

-- get_key_pressed(key) checks if key "key" is pressed and returns "true" for the frame that key "key" is pressed.
-- get_key_state(key) returns 1 if key "key" is held. if key "key" isnt held, returns "nil" 

-- "q", "1", "space", "backspace" are all valid key names.
-- "Q", "!", "^", "`" are not valid key names.

-- lowercase letters, numbers, and control keys (space, alt, backspace, etc) are all valid key names
-- uppercase letters, symbols, F keys and hotkeys are NOT valid key names.
-- if you want to use symbols (eg. shift+4=$), you can check if shift is held, then change output chars while it is.

-- an easy way to check for all keys is to make a table of all supported keynames, then iterate over it.

-- main update loop (30fps)

function _update()

    -- clear screen and reset drawing vars

    cls()
    kstrx=6
    kstry=20

    --for every key in keys, run key checking script

    for i=1,#keys do

        -- check if key "keys[i]" is held and set it to currentkey
        currentkey=get_key_state(keys[i])

        -- if current key isnt held, set it to 0 so future calculations dont die
        if currentkey==nil then currentkey=0 end    

        -- if current key is held, then set its name to currentkeyname for later
        if currentkey==1 then currentkeyname=keys[i] end

        -- if key string length in pixels is longer than screen length, move it back by 476 ish pixels
        if (kstrx-(keyoffset*5))+(#keystr*5)>480 then kstrx=6 kstry+=8 j=#keystr-keyoffset keyoffset=#keystr end
        if (#keystr<(keyoffset)) then keyoffset-=j end

        -- display all keys and change its color to red if key is held
        print(keys[i],6+(i*6),6,currentkey+7)

        -- draw line at next char in keystr to show where next char will go
        if sub(tostr(flr(time())/2),-1)=="5" then
        line(((#keystr+1)*5)-keyoffset*5,kstry+8,(((#keystr+1)*5)+4)-keyoffset*5,kstry+8,currentkey+7)
        end
        -- draw key string at kstrx,kstry in hyperlink blue
        print(keystr,kstrx-(keyoffset*5),kstry,28)

        -- if a key hasnt been pressed this frame
        if ikd==false then
            -- set ikd to true if one is
            ikd=get_key_pressed(keys[i])
        end

        -- if a key has been pressed this frame
        if ikd==true then

            -- set space to " " so that it doesnt just add the word "space" to keystr
            if currentkeyname=="space" then currentkeyname=" " end

            -- if backspace has been pressed, set keyname to "" so it doesnt print anything, then remove one char from end of keystr by setting keystr to substring of keystr from char 0 to char #keystr minus 1
            if currentkeyname=="backspace" then currentkeyname="" keystr=sub(keystr,0,#keystr-1) end
            keystr=keystr..currentkeyname

            --reset key vars
            currentkeyname=""
            ikd=false
        end
    end
end

[ Continue Reading.. ]

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Cart #flappy_birdy-0 | 2023-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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a flappy bird demake my first full game all by my self no tutorials :)

controls

X/O/⬆️ = Jump
X = Restart

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Cart #bounce_test_game-1 | 2023-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is just a test to get better a pico 8

might use on a bin ball machine :)

there are still a lot of bugs.

controls

X = y boost. only goes down.
O = x boost. based on current x direction.

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Cart #mbadehuti-0 | 2023-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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With a little understanding of Graphics I made just a simple attempt at 3D movement in PICO-8. Don't know how to rotate the view to the right though as if I'm looking to the right of the cube.

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Cart #gimusebefe-0 | 2023-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first pico-8 game! It is a little project I did to learn.

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Before I make anything fun, I need an image format (and encoder/decoder) which works on PICO-8.
And yeah, I LOVE reinventing THE WHEEL...
It's the result of my first day with PICO-8. I wrote the encoder in Javascript, which I wlll release somewhere.

Cart #zoyeriwude-0 | 2023-10-10 | Code ▽ | Embed ▽ | No License
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Cart #rumejuhopi-10 | 2023-10-22 | Code ▽ | Embed ▽ | No License
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info below description (pls read im interesting i think)

Dig To China
A game about digging.. to china!
arrow keys to move
x to bomb

-- upgrade info --

  • Bomb -> gives the player 1 bomb
  • Pickaxe -> Increases mining power (price and effectiveness per upgrade scales)
  • Timer -> Increases starting time, along with max time (max time is 10+startingtime) (price and effectiveness scales per upgrade)
  • Hat -> Not really something to work to.. but it increases speed 2x

v0.35c
The China update

-- CHANGES --

Added final layers
Added china
tried to fix a bug (didnt)

Dig To China was originally a flash game on coolmath and gamesbutler
However, flash died
All attempts to revive it with emulators crash
So I decided to remake it so I can play it in school like I did all those years ago.

The game is no longer infdev !! yay :D

So far I'm pretty proud of the game, having only been on pico for 3 weeks.
If you're going to read the code, I'm sorry...
I'll improve it later I swear

Please give me feedback in the comments, I want this game to be the best it can be!

-- KNOWN BUGS --
Upgrade buttons have random positions each time
Only 1 bug :D

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Cart #dudeofwhatchamacallit-9 | 2023-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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An arcade style side scrolling beat 'em up in the style of Double Dragon or Bad Dudes. This is based on a game idea we had way way back in 6th grade, and decades later it's finally real!

Update Notes

V1.1 adds the following:

  • Bug fix: Game would stick if starting a new game after winning

V1.1 adds the following:

  • Improved enemy combat AI
  • Block Stun technique
  • Tutorial texts
  • More enemy variety
  • Logo animation
  • Additional fixes

Controls

O to punch
X to block

Credits

Designed by:
Tim Stevens & Kevin Hammer

Thanks to:
Kathy Hammer & L0rdEsedess

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Cart #etsyleps_dream-1 | 2023-10-12 | Code ▽ | Embed ▽ | No License
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New updated Version ^^
Changes
List:
-Buffed/nerfed some enemies and Bosses
-Fixed a bug where you can clip into the void forcing a reset
-Fixed the Alchemist Skip

Welcome to the forgotten world, a curse has befallen the lands and travelers from across the lands seek to venture into the depths of the crystal mines to find the sleeper, its name Etsyelep.
It is said that this very beeing dreams up the soul that animates the living.
But as the sickness spreads living things begin to mutate and change, their souls seem to wither away as only an essence of their former selves remain.
You are one of such Travelers, afflicted by the sickness that has taken the world.
Weirdly enough you have retained your sanity ?

[hidden]Lore is hidden all around the world, it can be interpreted and needs to be puzzled together, the villagers give hints to what has happend and the death/spawn dialog of bosses also reveals deeper truths of what transpired.

[ Continue Reading.. ]

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Cart #chainedcucumber-0 | 2023-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:

Left,Right↔️ - A,D
Shoot🎯- X

Hello,

This is my first game made in Pico. Because Halloween is coming, I decided to make something little bit spooky👻🎃. I hope you will enjoy it.
I will be also very glad for any feedback.

Thank you❤️

PS.: There is secret ending if you collect all 3 candies 🍬🤫🤐

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Cart #yogudeforo-0 | 2023-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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