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Cart #rojohisibu-0 | 2024-02-12 | Code ▽ | Embed ▽ | No License
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Cool sine wave B)

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Cart #mfontutil-0 | 2024-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A custom font utility cartridge. Like #font_snippet operates on fonts drawn as sprites, but:

  1. Supports variable-width font attributes;
  2. Supports copying from fonts to the spritesheet; and
  3. Provides utility command functions meant to be run from the pico-8 prompt.

The command functions are:

democfont() – load the custom font from the spritesheet and print demo text using it.

loadfont() - load the custom font from the spritesheet. Only pixels with color 7 transfer. Sprite 0 sets base font attributes: one row per attribute byte. A font is made variable-width by setting pixel (0, 5), in which case:

  1. base width and height are calculated automatically, and sprite 0 values add as padding instead;

[ Continue Reading.. ]

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Cart #subufrita-0 | 2024-02-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #residence_evil_v1_1-1 | 2024-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a 2D procedurally generated platformer created in 42 hours for the ShefJamX hackathon where the prompt was "go big or go home"

Some specific high points of this project were

Getting procedural generation of level layouts working with functional physics and collision throughout
A fully custom soundtrack and SFX
Learning how to use spritesheets and basic optimization
Using carddata to create a save game to store high scores
This project was our first time using LUA and PICO-8

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1 comment


Here's some code to add a old CRT monitor effect over your HTML-published carts.

I read an article recently about how low-res graphics looked better/softer on old CRT monitors and TVs, so did some googleing and found an effect you can apply via Cascading Style Sheets to your HTML-published game.

When you've export my_game.html open up the .html file in a text editor and add the following inside a STYLE tag near the top of the file:


  @keyframes flicker {
  0% {
    opacity: 0.27861;
  }
  5% {
    opacity: 0.34769;
  }
  10% {
    opacity: 0.23604;
  }
  15% {
    opacity: 0.90626;
  }
  20% {
    opacity: 0.18128;
  }
  25% {
    opacity: 0.83891;
  }
  30% {
    opacity: 0.65583;
  }
  35% {
    opacity: 0.67807;
  }
  40% {
    opacity: 0.26559;
  }
  45% {
    opacity: 0.84693;
  }
  50% {

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=141388#p)
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Cart #smbdemo-9 | 2024-05-06 | Code ▽ | Embed ▽ | No License
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V1.02 --Added Minus World
V1.03 --Fixed minus world bugs, completed scoring system, tweaked jump physics

This is a demo for my Pico-8 port of Super Mario Bros., and it includes all of World 1, along with the secret 'minus world'. I plan to reskin the game before a full release to avoid potential Cease-and-Desist letters, but wanted to give people a taste of it in its original form. Also, not everything is quite finished, and I figured this would be a good way to get some playtesting and feedback, so please let me know if you encounter any bugs.

Special thanks to:

  • Jwinslow23 for composing the music and many of the sound effects
  • Zep for his PX9 compression system

[ Continue Reading.. ]

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29 comments


Cart #gehukayiyi-1 | 2024-02-10 | Code ▽ | Embed ▽ | No License
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Cart #little_knight_1-3 | 2024-02-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A little platformer made with this starter kit!

Story

You are a knight who must venture down to the goblin dungeons.
You must make your way through the dungeon to rescue your king.

Tricks

Against the boss:

Just stand in front of him and attack.

For maximum speeds:

Every time you die the time resets. Use this to your advantage!
(If this is disliked it can be removed.)

To enable Easy Mode:

TAB+Q

Please post any bugs you find.

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Pseudo

Cart #pseudo001-0 | 2024-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Overview

This is a work in Progress, new versions should *1 arrive later.
Pseudo is named so for the fade mechanic witch will be somewhat similar to the hyperspace in Asteroids
Please inform me of bugs, it helps a lot!

Controls:

  • Arrows to move
  • X to fade ( Not fully implemented as of 0.0.1 )
  • O/Z [ Debug ] spawn wavy enemies

Enemies:

  • Blue / Left-Right:
    Bounce like the ball in pong, they don't move fast so they aren't much of a problem.
  • Red / Finder:
    Track the player and whip around the screen occasionally. pose a significant threat but are quite small
  • Orange / Wavy:
    Bounce around the screen on the vertical axis they become more aggressive in speed when the player is further away.

[ Continue Reading.. ]

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Cart #tresorduparchemin-16 | 2024-03-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #tresorduparchemin-14 | 2024-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #tresorduparchemin-9 | 2024-02-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #tresorduparchemin-0 | 2024-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #deserialization_v1-0 | 2024-02-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This cart is a simple routine to deserialize a string into a table value. I know that there are other routines out there but this routine is simple and small. No serialization routine is give as it is assumed that the text is entered manually. If a list of items is added then remember that a final ',' is needed to actually add the item to the table.

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4 comments


Cart #donswelt_144floors-0 | 2024-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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144 Floors

Welcome to the Silo. You are a porter and you have to deliver your parcels to the recipients who live and work on 144 floors. Start your shift and work 24 floors or take on the big challenge from floor 1 to floor 144. But beware! Competing porters will try to steal your parcels and keep the tips for themselves. Good thing you are prepared for the Law of the Stairs: Battle by dice! Every confrontation is decided by a round of High Low. That's how the ancestors of the Silo declared it, and that's how it must be done.

How?

D-pad or arrow keys to go up and down the stairs.
D-Pad or arrow keys to place your bet (up: higher or down: lower)
Buttons or z, x to use a smartbomb (auto-win)

[ Continue Reading.. ]

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Is there a way to determine rendered text height, knowing that said text may contain the tall rendering mode option ? I could search for the presence of "\^t" if I can find a way to express the escaped version of that.

-- always prints 6
local text = "\^thello"
local h = 6
if sub(text,1,3) == "\^t" then h = 12 end
print(h)
7 comments


Hello,

I don't know if this is the correct category for this post type, and I'm sorry if I got it wrong.

I'm new to your community.
And I'm already experiencing a thorny problem before I've even had a chance to install pico-8.

Indeed, I'm running macOS 13.6.4 (Ventura), and I do my security updates regularly. As I prefer to trust XProtect sparingly, I've also installed a tool (CleanMyMac) that scans everything that comes in.

However, after purchasing a pico-8 license, I went to the download page I was offered and was unpleasantly surprised to be warned that a malware named AtomicStealer had just been detected on the pico-8_0.2.5g_osx.zip archive I had just downloaded (the one offered by default).

I tried downloading other versions (older ones and even the latest 0.2.6) but got the same alert (see screenshot below).

Going all the way back to version 0.2.4c, this one seems clean.

Has anyone encountered the same problem and notified the archive author?
Is there any other way of obtaining the latest stable, threat-free version?

[ Continue Reading.. ]

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Cart #tusemozofe-0 | 2024-02-08 | Code ▽ | Embed ▽ | No License
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My first pico 8 program! :D

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Mujilseo

My first game for the Pico-8.

Cart #mujilseo-0 | 2024-02-08 | Code ▽ | Embed ▽ | No License
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I thought I'd like to create a player character that does not have clearly defined boundaries. The player is made up of multiple objects. They can change polarity to be attracted by, or repelled by, blocks and enemy objects within the game.

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Cart #wfcroads-0 | 2024-02-07 | Code ▽ | Embed ▽ | No License
3

A test with wave function collapse with road tiles.
tried a different approach than backtracking, to ensure no contradictions:
after every collapse, the options of the neighbouring tiles are checked for updates. If they are updated then their neigbours are checked as well. (If the tile set is very "interconnected", this does not trigger wave through the entire board.) If there are no more cells to check and non reported it would have zero options, a commit of the collapse and updates is done. If not, a rollback is done and the chosen tile is removed from the options of the cell.

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Just a little cover of "Hello World" by Louie Zong

Cart #helloworldmusic-0 | 2024-02-07 | Code ▽ | Embed ▽ | No License
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Cart #threed_game_v1_3-1 | 2024-02-17 | Code ▽ | Embed ▽ | No License
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common mode[
press ⬅️ to turn left
press ➡️ to turn right
press ⬆️ to go forward
press ⬇️ to go backward
]

mouse mode[
press s to turn left
press f to turn right
press e to go forward
press d to go backward
]
press 🅾️/z to jump/jetpack(ps:jetpack enable in code)
press ❎/x to use mouse(ps:only work in splore,because i use the stat(38) which representes the Relative x movement )
(ps:if you want to change the rotate speed ,you can change tha variable of rotate_spd)

--v1.2 updated
--add textured wall

--v1.3 updated
--add eveing mode
--fixed the textured wall bug

if you encounter any problem,please leave a comment.Thanks a lot.
--problem
--i encounter a problem:when the player is still,the textured wall still changes on the screen.so i am looking forward to solving the problem.

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Cart #ttsim-4 | 2024-05-24 | Code ▽ | Embed ▽ | No License
7

i made a virtual tabletop thing
https://squibble08.itch.io/ttsim is the game's itch page

current version - 5.0.1

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