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Cart #ashleepsheep-4 | 2024-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #ashleepsheep-6 | 2024-03-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Welcome to Ashleep!

Gather Carrots and Apples so you can get sleepy! Jump on platforms and find all the food as fast as possible! If you don't eat all the food and head home in time, you may get very upset! This is my first Pico 8 Game :) (Released: 11-18-23) I removed the older versions for sake of organization
[hidden]-1/16/24- Update 1.1: - Updated spritesheets, optimizations, and new ground tiles

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I think table serialization is a pretty well-known token-saving technique but I hadn't seen anyone post one like this that just operates via peek and poke rather than using strings, so I thought I'd share my table serializer and deserializer here (originally written for PIZZA PANDA) in case this is useful to anyone.

The serializer writes binary data directly to memory so you can use the output however you want, e.g. you can use the "storing binary data as strings" technique to store it as a string, but you could also just store it anywhere in the cart's data.

The deserializer (the part you need to include in your final cart) is 170 tokens and it similarly reads bytes directly from memory.

The serialized format is pretty efficient and uses data types which are more specific than Lua itself, in order to save storage space; each one of the following is a separate "type":

  • 8-bit integer

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How to reproduce:

  • save a zero length pico8 file
cstore(0,0,0,"blah.p8")
  • reload() file from another cart
reload(0x0,0x0,0x4300,"blah.p8")

surprise! 0x0 -- 0x42ff was been wiped out clean even if "blah.p8" doesn't contain any data :/

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Cart #abadraycasterwithstolennews-0 | 2023-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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i stole the news from the antimatter dimensions wiki
i wont go to jail i used vpn :thumbsup:

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Cart #flappy_turkey-2 | 2023-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Flappy Turkey

20 Game Challenge entry #1

Flappy Bird clone

Controls

Press X to start the game. Press Z to flap and avoid the flames. The longer you go, the game will increase in difficulty. The gap between flames will shrink (both horizontally and vertically), their speed will increase, and the flames will get wider. See how long you can last!

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Cart #flopper-2 | 2023-11-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first pico-8 game!
Wanted to finally try making a game after 1 year of owning this thing, so I decided to make a flappy bird clone to test all its features.
Enjoy!

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Cart #yggdrasil-2 | 2023-11-19 | Code ▽ | Embed ▽ | No License
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There's a labyrinth in the heart of the world tree Yggdrasil. Ascend its 9 floors in search of salvation.

Controls

(O) - Item/Confirm

(X) - Cancel/(Hold)Inventory

(Pause) - change palettes, game mode, and BGM on/off (palettes/mode must be unlocked)

Credit

With great inspiration from the excellent Porklike by @Krystman, and sprites adapted from the work of @kirai_s. Game and music developed by @HelloWorldRamen.

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Cart #farmbot-3 | 2023-11-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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FARM BOT

Hey. This is a toy and not a fully fledged game. I was working through @SpaceCat tutorial on YouTube and developed a touch further than where he left off. I learnt a lot from his video as well as, I have to give a shout out to @Lazydev and @DocRob. They all have amazing informative channels on YouTube as well.

EDIT: Also I forgot to thank NerdyTeacher as well. I yoinked the LERP function from the PICO VIEW web zine. Would really be awesome if there was a PDF/printable version of PICO VIEW. Being out at sea with bad internet makes looking up reference hard.

Like I said, this is a toy. I am still learning a lot and have only completed one Fantasy Console game (CHIPPY - LowresNX). But I have to admit that this is far too addictive playing with Pico8.

I dabbled with adding caterpillars as "enemies" but haven't taken it further than spawning them.

V1 - I have added some sounds to play around with the feel. I have also looked at adding character portraits.

  • LEFT/RIGHT/UP/DOWN (Movement)
  • Z/O (Selection in the hotbar/Action in menus
  • X (Action button in game/Open+Close menus
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Grade: 100 !!!!!

made in 2 days (after school hours) for a school project.
if you're going to read the code, I'm terribly sorry...
everything in this game is rushed, and not the standard I hold myself by. Frankly, I'm pretty embarrassed by this. I wish I could've made this better, I wish I had more time, but at the end of the day at least I'm done.

what I learned from this:
the presidential roles
how 2 pixel art

What I wish I improved:
every single minigame. each one was made in one or two hours and half of the logic happens in the draw function.

Honestly, though, this was a fun challenge to do, minus all of the stress of course.

Thank you to my history teacher for letting me do this

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Cart #ragingsquash-0 | 2023-11-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello! Here's a little game I've made for a game jam under the theme "emotions".
It's about hitting the ball as hard as you can to release your pent-up rage and prevent your head from exploding.

o to jump/double-jump
x to charge/release a smash

There's a 2p mode too!

It was made in 48h so it's a bit janky and there's no music. Feedback is very welcome! If I have time in the future I'd love to refine it a bit.

Also, let me know what your best score is! The current dev record is about ~70, but I'm sure 100 is more than achievable.

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Cart #rosegarden8-0 | 2023-11-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The Rose Garden

Once upon a time, I was in a rose garden. With this game, I try to go back a little bit.

It's my first game (without tutorial) en I still have a lot to learn so please let me know so I can improve.

For now, there is a "game" with no real game only with a certain atmospheree with my "pixel art" experimentation.

For next step, I'm gonna make a game... maybe a "harvest game".

If you have any suggestions do not hesitate :)

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Cart #mappy-2 | 2023-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My Pico-8 interpretation of the 1983 Namco arcade game and the various console versions.

How to Play

Collect all the stolen items from each mansion, avoiding the cats!

Cats cannot harm you when you are on a trampoline or jumping on or off of one.

Extra life at 20,000 and 70,000 points.

Controls

[X] - Open Door

Thanks To

Version History

  • 0.80 - 12-Nov-2023 - Released

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Cart #minefield_p8-7 | 2023-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Arrow Keys : move

X : confirm // delete block // chording

C : set / delete flag

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v7:

  • high score is now working (hopefully)
  • new animation when deleting the blocks
  • "best time" indicator for the game-over screen
  • Numbers in "dark mode" are now the same colors as "light mode"

I've changed some colors in the game to make the animations pops a lil more
You have now to press a button (x or o) in order to exit the game over screen

Big thanks to RealShadowCaster for the help and all the brilliant ideas!

-

Enjoy !

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Cart #pico3s_0a-0 | 2023-11-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


A Pico-8 remake of Sirvo's classic puzzle game, Threes

Credits

By Disco Rectangle

Based on Three's by Servo

Controls

Move ⬆️⬇️⬅️➡️

Select 🅾️ / z

Background

For this project, I wanted to jump into a single screen game with a more complex game loop than I'd previously worked on. While the game is functional save for one known, game breaking bug (see below) and the art style is largely in place, I found that I quickly ran out of enthusiasm for the project, largely because it didn't 'feel' to me like what it was originally based on.

Having now read some about the development of Three's, I can see why. Those developers made the prototype in 1 night but spent 14 months testing, refining and tuning their game. When originally deciding to remake it, I had thought that it would be a simple process because the game is mechanically simple. I just hadn't considered how much balancing would also needed to make it feel just right!

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Cart #simibokifo-1 | 2023-11-13 | Code ▽ | Embed ▽ | No License

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What is the preferred way to move a project from Work in Progress to Releases? Should I post a new thread in the Releases category, or change the category on the existing post and update the description/cart/etc?

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Been inspired by old Lego products and PC games. I drew up some standard Lego pieces in the Pico-8 and was pleased with how they turned out. Should I make a Pico-Lego Builder out of this? I know it's been done, but I'd like to try my hand at it.

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Cart #j_t_nightmare_realm-4 | 2023-11-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I procrastinated my Godot Project by creating this game instead. I got a timelapse of the coding process over on Mastodon, it was all done this weekend. So please excuse some messy code bits. Anyway.

Journey Through The Nightmare Realm

You (and up to 7 friends) awaken in a dark dungeon. Nothing is as it seems. You have to stick together to not loose one another in the ever changing layout of the dungeon. The dungeon seems to keep track of your progress and rewards you with some stairs leading deeper into the dungeon every so often.

Controls

Player 1:
X to Shoot
Arrows to move

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Just a fun or education tool in Pico-8.
It is meant to mimic assembly (no particular version) and has by default 16 registers and 18 commands.
Registers aren't labelled, but they are 1-16.
It is easy to expand or reduce if you want to.
I think it is turing complete, although I am not sure.
To type use the keyboard (no support for mobile), enter to make a new line and right arrow to run.

Cart #assemblo8-1 | 2023-11-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

List of commands:


mov [reg_num] [dest_reg] - copies from [reg_num] to [dest_reg];

push [reg_num] [num] - copies [num] onto [reg_num]. If [reg_num]==NR, then modifies number of registers. If [num] is smaller then the current number of registers, the last ones will be deleted. Otherwise, registers will be appended to the end;

and [reg_num_1] [reg_num_2] [dest_reg] - performs logical AND on [reg_num_1] and [reg_num_2] and saves the value onto [dest_reg];

add [reg_num_1] [reg_num_2] [dest_reg] - adds [reg_num_1] and [reg_num_2] and saves the value onto [dest_reg];

sub [reg_num_1] [reg_num_2] [dest_reg] - subtracts [reg_num_2] from [reg_num_1] and saves the value onto [dest_reg];

mul [reg_num_1] [reg_num_2] [dest_reg] - multiplies [reg_num_1] and [reg_num_2] and saves the value onto [dest_reg];

div [reg_num_1] [reg_num_2] [dest_reg] - divides [reg_num_1] by [reg_num_2] and saves the value onto [dest_reg];

neg [reg_num] [dest_reg] - negates [reg_num] and saves it onto [dest_reg];

dec [reg_num] - decrements [reg_num] by 1;

inc [reg_num] - increments [reg_num] by 1;

or [reg_num_1] [reg_num_2] [dest_reg] - performs logical OR on [reg_num_1] and [reg_num_2] and saves the value onto [dest_reg];

xor [reg_num_1] [reg_num_2] [dest_reg] - performs logical XOR on [reg_num_1] and [reg_num_2] and saves the value onto [dest_reg];

shl [reg_num] [num] [dest_reg] - performs logical LEFT SHIFT on [reg_num] by [num] places and saves the value onto [dest_reg];

shr [reg_num] [num] [dest_reg] - performs logical RIGHT SHIFT on [reg_num] by [num] places and saves the value onto [dest_reg];

cmp [sign] [reg_num] [num]- compares [reg_num] to [num] using [sign]. If true, skips the following line. List of values for [sign]: 1-greater than; 2-equal to; 3-less than; 4-greater than or equal to; 5-less than or equal to; 6-not equal to;

cmpsb [sign] [reg_num_1] [reg_num_2] - compares [reg_num] to [reg_num_2] using [sign]. If true, skips the following line. List of values for [sign]: 1-greater than; 2-equal to; 3-less than; 4-greater than or equal to; 5-less than or equal to; 6-not equal to;

jmp [line_num] - jumps to [line_num] before or after this one, without triggering lines in between;

halt - stops the program. Required at the end of any program, or else, an error will appear.

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Cart #gmosufuru-0 | 2023-11-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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