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Cart #retromachine-0 | 2024-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

This is my first game, made mostly for learning purposes, following Lazydevs tutorials and taking snippets of code here and there from the community.

There are five levels to complete before times runs out. Each time you crash into another car you lose 3 seconds. You will lose control of the car for a short while if you drive onto an oil stain.
Bonus points are awarded for each overtaking after you pass 10 cars without accidents and without getting oil stains.

Controls:

use arrow keys to accellerate (up) ad to steer right/left.

Credits:

this game took me a while, so I can't remember where I took what.. I can only give credits to Lazydevs and all the beautiful pico-8 community!

[ Continue Reading.. ]

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4 comments


The sin() and cos() functions seem to be using some kind of lookup table at ¼ the number resolution, with clamping. It is easy to use linear interpolation instead and improve the precision of these functions by calling them twice:

function trig(f,x)
  local a, b = f(x & 0x.fffc), f(x | 0x.0003)
  return a + (b - a) * (x << 14 & 0x.c)
end
function xsin(x) return trig(sin,x) end
function xcos(x) return trig(cos,x) end

@zep I think PICO-8 could very well do this internally, as the extra cost seems negligible. The same goes with atan2(), especially since in that case it is significantly more difficult to do in PICO-8 user land.

Cart #precise_sincos-1 | 2024-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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2 comments


atan2(1,0x8000.0001) returns 0.25, as expected. However atan2(1,0x8000.0000) returns 0.75.

This is the kind of stuff that could be compiler-specific because 0x80000000 is a bit special, however I get this on both Windows and Linux (64-bit).

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3 comments


Hey there, I'm just starting here with Pico-8, trying to understand the syntax.

I just want to create 2 one dimensional arrays numbered 1 to 10, and fill them with the value 63. But I can't seem to figure out how. Can anyone assist with this please?

x={}
y={}

for i = 1,10,1 do
x[i] = 63
y[i] = 63
end

2 comments


Cart #kons-2 | 2024-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #kons-1 | 2024-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First release of my first game (in any engine/platform).

It's basically Snake, but you grow automatically and have to consume healthy fruit and vitamins to stay short.

Version 1.0.1
Added a border to the screen to help see where the edges are

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3 comments


An implementation of the Mandelbrot set visualization for the Pico 8.

Cart #mandelbrotset-0 | 2024-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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0 comments


Cart #rem_dg_mouse-0 | 2024-02-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
38

REM Recreational Software
® 0027-4039 Entry Node and Investors. All Rights Reserved.

Press 'Q' if stuck.
If you see it, do not let it find you.

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21 comments


Hi.

Can someone explains me the difference between map() and camera() please ?

Thank you.

2 comments


So I've had this idea for a platformer fighting game and I'm having trouble coming up with the key binds
Obviously jump is z and attack is x and we have the four directional imputs, but then I want to add a dodge/parry, a strong attack and a special so does anyone have any ideas

2 comments


Cart #hisugorunu-0 | 2024-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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6 comments


Cart #rubyeyes-6 | 2024-01-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
34

Ruby Eyes

A game about becoming beautiful.

You are but a wee skeleton residing in the Necromancer's Tower. You realize that your skull would be so much prettier if you had some rubies where your eyes would be. Rumor has it that the necromancer holds some very impressive gems. Maybe you should go take a look?

—————————————————————————————————————————

Controls

⬆️⬇️⬅️➡️ - Movement
❎or X - Menu/Select
🅾️or Z - Back

How to Play

Move north at the beginning of the game to play a tutorial.
There is no button to wait a turn, try bumping into a door or item to delay your movement.
You won't succeed on your first try. Learn from your previous attempts to reach the Necromancer!

—————————————————————————————————————————

v1.2 — 1/22/24

  • Improved item drop interactions with background elements
  • Stats stay in line when above 10
  • Damage text no longer goes off the top of the screen
  • Fixed healing from cultist damage
  • Necromancer no longer summons bones after being defeated
  • Removed gaps on 3-way doors
  • Weakened Golem Soul
  • Strengthened Cultist Soul
  • Rebalanced monster HP and damage
  • Made souls slightly rarer
  • Reduced value of Marrow Quality, Bone Density, and Calcium Intake
  • Boss Room contains less milk
  • Reduced Vase spawn rate
  • Golem now has little arms
  • Final room is more impressive
  • Improved color fading
  • Updated some sprites

[ Continue Reading.. ]

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7 comments


Cart #revolver-0 | 2024-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Press X to reload.

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0 comments


WELCOME TO RANDOM JAM 1!!!

Tired Of Jams About Just One Theme?
If That Is The Case, This Has Been Made Just For YOU!

CHOOSE ONLY 1!

Enemies Can Get Power Ups

Game Only Lasts 5 Minutes

Sometimes Cute, Sometimes Scary

Zero English

Use Only Secret Palette

Include Voices(Try It)

Only Use Content From Demos

HOW TO JOIN?

-Choose 1 Of All 7 Random Options
-Make A Game Following The Theme You Got
-Post It In Comments Of This Post (I Do Not Have Itch-IO)
-I Will Play The Game.

RULES

-Be Respectful
-Tell Me The Theme You Got.
-Use Many Effort, But Let Some Tokens For Customization
-You Can Only Enter Once
-No Putting All Options In Comments, Those Comments Will Be Deleted.

DATE

It Starts On January 18, And Ends In March.

So What Are You Waiting For?

LETS GO!!!

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0 comments


The upcoming Pico-8 0.2.6 release will introduce wavetable synthesis via "waveform instruments". Any of this may change before release so I will try to update it as I discover new info about the feature. The waveform instruments are stored in the same sfx indices as regular instruments (0-7) and use a similar encoding scheme to regular sfx:

Bytes 0-63

The first 64 bytes of the sfx contain one signed 8-bit sample per byte. Pico-8 uses signed 16-bit numbers, so signed 8-bit values from -128 to -1 are represented as 128 to 255, while 0 to 127 are represented normally. Signed 8-bit values outside the -96 to 96 range will appear cropped in the visual editor, although it does appear to be possible to draw values in the full range by dragging the mouse cursor beyond the border.

Regarding PCM playback, Pico-8's tracker updates at about 120.4918Hz, and at 64 signed 8-bit samples per cycle, the sample rate would be about 7711.4752Hz. However, because the closest playback frequencies available are A#-0 (A#-2 in standard pitch notation @ 116.54Hz) or B-0 (B-2 in standard pitch notation @ 123.47Hz), it appears that smooth PCM playback will not be possible by stringing waveform instruments together, as waveforms would not have the chance to play exactly one oscillation per tick; instead being slightly cropped or slightly looped (and then cropped). This will result in clipping/distortion, and weird tuning artifacts.

[ Continue Reading.. ]

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2 comments




Cart #picodrummer-0 | 2024-01-17 | Code ▽ | Embed ▽ | No License
10

Welcome to Pico Drummer! It’s a small rhythm generator with just two sounds.

Each hand is triggering its own sound when it hits the drum.
If you want to change the speed you need to change the amplitude of the hands movement. To do that, hold the hand with the mouse and move it up or down and then release it on a certain hight. You can even stop the hand by putting it on top or the drum.

You may also access sound and rhythm settings by hovering your mouse over one if the two drums. Each drum represents its own sound and a hand that beats it. Both of them have 3 tabs of settings, that you can switch by clicking the drum.

  • First tab of the settings is speed adjustment and clock divider. Use left and right arrows to adjust hand speed. If you press right, the hand will speed up for a split second, and if you press left, it will slow down. That way you can synchronize hands if they are beating with same speed but out of sync. Up and down arrows changes the clock division number, which is 2 by default. You can create some interesting rhythms by dividing speed of each hand differently.

[ Continue Reading.. ]

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1 comment


Cart #arcade-0 | 2024-01-17 | Code ▽ | Embed ▽ | No License
5


I don't know English this, it's a translator, sorry for the spelling mistakes, this is a recreation of Jump with two more games.

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0 comments


Cart #klunko_picocross-1 | 2024-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


This is a work-in-progress game of picross. Has someone else used the name picocross? Probably, but this is my one!
It currently only has one puzzle and the game ends once you beat it.

How to play

Use arrows to move the cursor.
Press (X) to place a tile and (O) to place a cross. You can use the crosses to show where tiles definitely are not.
Press (X) or (O) to remove a tile / cross.
Press (X) to highlight / un-highlight a number. You can do this to keep track of which numbers have been solved.

How to play picross

To discover the hidden picture, you need to determine where the tiles must be placed.
For each column and each row you are given a set of numbers. These numbers tell you how many consecutive tiles are in that row or column. Multiple numbers means multiple 'blocks' of consecutive tiles in the same order as the numbers, that are separate from each other.

[ Continue Reading.. ]

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0 comments


Cart #wave_function_collapse-0 | 2024-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


This is a simple demo of the wave function collapse algorithm.

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3 comments


i made a new profile picture for my Game Jolt and itch profiles, so for Lexaloffle i made it again but in PICO-8:

Cart #sosasees_pfp_jesotefizu-0 | 2024-01-16 | Code ▽ | Embed ▽ | No License

gradient effect is from this post:

[New PICO-8 Feature] Enabling more than 16 colors on the screen
by @BoneVolt

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