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Cart #overlyeasyrunnr-1 | 2024-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

  • is this game a runner? YES
  • is it easy? YES
  • is it a good game? NO
  • IS OVERLY EVEN A WORD!?!?!? NO!

idk this is literally my first game and I didn't really use any instructions.
enjoy (kinda)

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7 comments


Cart #time_check-0 | 2024-03-19 | Embed ▽ | License: CC4-BY-NC-SA

Just checking web player timings. Please ignore.

(Just to note, this uses really crappy math for getting the seconds, so if it overlaps the current minute's seconds, the numbers will be overlap incorrectly. Just start it again near the beginning of a minute.)

But @zep, check these timings. The web player is running super fast.

2 comments


Cart #hexpop-1 | 2024-03-25 | Embed ▽ | No License
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This is a fun, simple wallpaper. I was trying to keep it from being too annoying, but also still look cool. At some point I may have it follow the current theme colors. But for now it just uses the spritesheet. It runs idle at around 0.3% CPU and maxes out around 4% or 5% CPU.

You can add this to your Picotron wallpapers by typing this in Terminal (which assumes you've already created a /appdata/system/wallpapers folder):

load #hexpop
save /appdata/system/wallpapers/hexpop.p64.png

If you want them, I also made three other variations: Fire, Rainbow, and one that follows your theme.

Cart #hexpop_fire-0 | 2024-03-25 | Embed ▽ | No License
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[ Continue Reading.. ]

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by zep
Cart #bells-0 | 2024-03-19 | Embed ▽ | License: CC4-BY-NC-SA
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Testing the 0.1.0c web player

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17 comments


Cart #ripple_wallpaper-0 | 2024-03-19 | Embed ▽ | License: CC4-BY-NC-SA
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load #ripple_wallpaper then save appdata/system/wallpaper/ripple_wallpaper

comes in any colour, uses ~0.5 cpu

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0 comments


Cart #marumba-10 | 2024-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Shunting Master!

Congratulation, you got a new job and it is your first day at the shunting yard. Your first task is to collect 100 rail skids.
After collecting 5 skids you have to hang them at the skidrack(press x).
But don't be lazy, time is tickin' and you will get tired soon...

The game is almost done now, I guess at the end it is quiet difficult and you need some luck to avoid long distances.
Diagonal movement is adjusted and jittery movement is eliminated for almost 98%.

last update
-bunnies added
-locomotive added

previous update:
-npc coworker

next:
-fix screenshake

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2 comments


Cart #shallowend-5 | 2024-03-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

◀ ▲ ▼ ▶: move player/make choices
z/o: interact with world
x/x: show/hide minimap

Story

It has been 3 years since darkness has left the land. Your brother has been missing since the darkness was lifted. Many rumored he defeated the four evils and brought peace back to the land. Now darkness is returning. You have the hero's blood, so you are the next hope.

Explore the 64x64 resolution world with a cozy 63 screens map.

Discover the secrets to your brother's disappearance. Learn more about yourself and gain insights.

[ Continue Reading.. ]

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7 comments


Initial Inspiration

My inspirations for this game are games like Zelda and Undertale. I wanted to include dating sim style gameplay as well because I think it is fun. I was interested in the idea of this being the second time the boss monsters have interacted with heroes. I thought this gave a cool dynamic to the bosses and gave them the opportunity to give their perspective of heroes running in and breaking stuff.

A portion of my notebook is dedicated to 1-2 page game drafts. These can be as short as a name and a couple of sentences of ideas or filling the entire space. I really enjoy making rapid fire game concepts. The 2 pager for this game had the viewscreen being 64x64. After I saw the game SokoBird, I knew I wanted to try something low-rez. After deciding on a game idea I want to pursue, I'll move to the section in my notebook where I can write multiple pages and have room to blog my progress. I enjoy looking back at the draft page to see what ended up being altered or abandoned.

Development

[ Continue Reading.. ]

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Cart #munchrush-0 | 2024-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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6 comments


Cart #picofier-4 | 2024-08-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Use ◀️ and ▶️ to walk, 🅾️ to jump and ❎ to shoot. The longer you press on the jump button the higher you will jump. You are also able to walljump by pressing the jump button close to a wall. You can kill enemies by shooting at them. Hold 🔼 or 🔽 to move the camera and see your suroundings. You can shoot diagonally by pressing ❎ wile holding 🔼.

Goal

The goal is to reach the end of each level. To get a perfect score you will need to collect every coin of the level and never die.
Finishing a level will unlock access to the next one.

Story

You are making your way towards the source of EVIL that ravaged these now cursed lands. Fortunately you are not from this age and with you came the tools you will need to fight not only to survive but to save this world from the biggest threat it has ever faced. Unleash the fire power, make your skills talk and maybe you will be able to banish evil back to the dark realm where it belongs.

Secret

Somewhere in the lands there is a message from a greater power, this message will grant you access to each and every locations this world has to offer.

Making of

This is the first game I'm releasing on Pico-8 and the first time I give a try at level design. There is alot I would like to improve in the game but I have been working on it for a long time and it had to come out at some point.
Feel free to share feedbacks and I hope you'll enjoy the game !


Changelog

Version 4

  • Added the "Invoker", a new monster that act as the boss of the 5th level
  • Added the possibility to shoot diagonally holding the 🔼 key
  • Code factorization to improve the token count

Version 3

  • Improved camera to look forward when moving and up and down using 🔼 and 🔽 keys
  • Added wall friction that slows your fall when close to a wall
  • Added post signs to give tips and help telling the story
  • Code has been factorised and every level uses most of the same code from #includes

TODOs

These are the things I intend to do in the future:

  • Add musics to each levels and to to the title screen
  • Make the roar of the cerberus more distinguishable from other sfx
  • Make a special animation when collecting a weapon to make it look more important
  • Add the Survival mode to be unlocked when all levels are completed. The Survival mode would consist of surviving the most amont of enemy wave in maps inspired from the differents levels. There would be multiple weaponds, power-ups to boost damage or increase armor...
  • Make a cartrige illustration that represents more the game mood (with the hero killing a zombie)
  • Maybe add a bloody medal for when you kill all enemies in a level
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5 comments


Cart #mojijayopi-0 | 2024-03-19 | Embed ▽ | License: CC4-BY-NC-SA
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A little animation of a nand gate. It's also available to view here: https://youtu.be/Js3Zq1w7Ih0

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0 comments


Cart #parens8_repl-1 | 2024-03-22 | Code ▽ | Embed ▽ | No License
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A REPL for PARENS-8 v3 by Siapran. Uses PicoTerm v1.10 by me for the UI.

For information on using PARENS-8 see the Github repository, all extensions and builtins are enabled.

To clear the screen run the clear function or press ctrl-l. To print to the terminal use the echo function. To clear the current line press ctrl-u.

Special thanks to @Siapran for making a special PARENS-8 version for this project.

PARENS-8 is licensed under the MIT license.


MIT License

Copyright (c) 2023 Katherine Miller

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

[ Continue Reading.. ]

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0 comments


Cart #pipes-0 | 2024-03-19 | Embed ▽ | License: CC4-BY-NC-SA
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I made a pipes screensaver, inspired by the classic 3D Pipes Screensaver.

A pipe of a random color is created on the somewhere on the edge of the screen. It will expand outwards from its starting point, choosing to go straight, left, or right. The pipe will stop when it goes out of bounds, and a new pipe will be created.

I am not saving information about the pipes manually. I just draw the current pipe, and never cls. All the old pipes stay on screen and the new ones are drawn above. Previously, I saved all of the pipe connections and colors in a 30*17*6 table which was redrawn every frame, but then I realized that I could get rid of that by just removing cls. So instead of storing and drawing up to 3060 sprites every frame, instead I only store and draw one.

[ Continue Reading.. ]

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0 comments


Cart #solitron-12 | 2024-04-04 | Embed ▽ | No License
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Solitron is a Windows 95 style Solitaire. Sounds, leaderboards and saves are coming.

In the window menu at the top left, you can deal a new game in normal mode (one-card draw) or hard mode (three-card draw). The game starts in normal mode, so to switch to hard mode you must start a new game in hard mode using this menu.

Installation

load #solitron

Changelogs

v0.9b (#solitron-12)

  • Reactivates automatic discovery after a card drop which was disabled in v0.9

v0.9 (#solitron-11)

  • Added autocomplete for three card draw mode if there are no hidden cards and the stack is empty

[ Continue Reading.. ]

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23 comments


Basically what asked in the title. Is it possible to define a variable name in Lua without defining a value just yet?

For example, would

local tick

work as a way to define, in a function, a local variable named "tick" as a "nil" value automatically?

Sorry for the dumb question

2 comments


Cart #gridnight_wallpaper-1 | 2024-05-06 | Embed ▽ | No License
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A scrolling purple grid wallpaper, designed to fit with the built-in Moonlight theme.
By default, the grid scrolls to the left, shifts slightly in response to mouse movement, and has a clock in the lower-left corner.

It has various settings that can be adjusted in the pod file located here after first start:

/appdata/cubee/wallpaper/gridSettings.pod

Including:

  • Start Time - How long the initial fade-in should take.
  • Boot Wait Time - How long to wait before starting to fade in, to ensure the boot splash has completed before starting.
  • Show Time - Adds a clock showing the date and time in the lower-left corner when you move the cursor there.

[ Continue Reading.. ]

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1 comment


Cart #amateur_3d-0 | 2024-03-19 | Embed ▽ | License: CC4-BY-NC-SA
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Hi! I've been working on trying to get something 3D for a while now, and in my first attempt, I wrote my own matrix functions, and I didn't even realize that userdata had built in support for matrix operations!! Well fortunately picotron crashed and I had to rewrite the whole thing!! :sob:

So anyway the cartridge above is my attempt at 3D rendering. This is my second ever attempt so there are probably some inefficiencies in there; so let me know if you have ways to make it run faster!! I've got 3 models included in comments in the code (no fancy gui yet, sorry, just paste the link from the comment to the "parse_obj()" function) so you can see how it performs with different size models.

[ Continue Reading.. ]

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Hello, the release thread is a bit busy and I'd like to make it a bit more visible as it's both about a possible bug and a feature the community could use for editor or more, it's a bit more interesting than just a crash, I'd say. I think I found a possible issue with wrangle and filenav.

Basically, wrangle that works with the current opened file pwf() and by when creating the wrangle object you have to pass getter/setter to store/load data from the file. Right?

Inspired by the GUI code here and there, I found out that the argument intention was mostly the thing that makes filenav acts as an open/close dialog, or supposedly. Thus, I ended up with code looking like that

    sidebar:attach_button{
        x=0, y=0,
        label="Open",
        tap = function()
            local segs = split(pwf(),"/",false)
            local path = string.sub(pwf(), 1, -#segs[#segs] - 2) -- same folder as current file

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=143779#p)
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2 comments


Cart #harmonica-0 | 2024-03-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Forgot your harmonica? No problem, use this one!
Simulates a richter-tuned harmonica (also known as blues harp or diatonic harmonica).

Controls

left/right/down/up: play notes in the current position. Two adjacent holes can be played at the same time.
O: hold down while playing a note to draw in air (instead of blowing).
X: change position.

Use the pause menu to change harmonica key and toggle note display.

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1 comment


Hello!

I've recently got into creating games with Pico 8 and having an absolute blast. I've been searching for a solution to my problem but I don't know if its just my inability to search using the correct terms or what.

I'm basically looking for the simplest way to embed the game as HTML or possibly on itch.io but to keep the leaderboard persistent for -everyone- so people could compete. Ideally using some sort of save function but as I understand it they are per system rather than global has anyone looked into this before?

Thanks!

2 comments




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