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When printing text on two lines I have found instances where the end of the strings are not pixel aligned. It appears some characters are a different width. I haven't investigated in detail but is this the case or is it maybe a bug? We are talking one or two pixels over 20+ character strings.

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Flashing lights ahead! Refrain from playing if you have photosensitive epilepsy!!
So, what is this?
This is a remake of a crappy old Scratch game I made a long time ago (Pongle), and how it was supposed to actually play out.

I used @GibletsofJesus's Bounce the Ball to create most of the game.

I'm not sure if I'm going to update this.

Game:

Cart #pongle_is_back_baby-0 | 2024-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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https://www.youtube.com/watch?v=hqALoHicVlY

Is it possible to reproduce these sounds with a picotron?

I have almost no basic knowledge of how to combine operators or create algorithms, so I'm just trying to figure it out.

It has been my secret desire for many years to be exposed to FM modulated sound production.
In particular, I have a history of admiring sounds like the Mega Drive (Genesis).
Of course, the songs that make full use of not only FM sound but also PSG sound are nothing short of amazing.

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Cart #binujisohe-1 | 2024-04-03 | Code ▽ | Embed ▽ | No License
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Cart #joresibaro-0 | 2024-04-03 | Code ▽ | Embed ▽ | No License
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My Arcade Cabinet Build/Challenge

Hi all!
I'm building a coin operated Wooden Cabinet for a Pico 8 game I made a while back
(It's a local Rock-band Fangame, to go in our local bar)
I've attached an older version of the game at the bottom of the post.

With the game done and the Wooden cabinet assembled, the part I'm currently struggling wth is the Raspberry Pi, and getting it to run my single Pico 8 game on boot.

The "USB arcade Encoder"/Controller I've created seems to work well enough, at least in Retro Pi
-- but I am very unfamiliar with Raspberry Pi.
Can anyone help me get this Pico 8 game to run On boot of the Pi/Arcade cabinet?? Many thanks!

the "spidermaster" game

(note the use of the "o" button as an "insert credit": I'm wiring a 'coin acceptor' into a 'Usb Arcade encoder' controller to work as the "O" button)

[ Continue Reading.. ]

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Cart #catsmeeting-1 | 2024-04-06 | Embed ▽ | License: CC4-BY-NC-SA
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A live wallpaper for Picotron.
Draw with the theme colors. So it looks fine in most situations.

Version 1.0

  • Original live version.

Version 1.1

  • The animations will only be played when your mouse hover on them. So they won't disturb you.

Next version (maybe)

  • More animations
  • A switch button to change the animations between autoplay and mouse trigger
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Cart #rat_maze-8 | 2024-09-17 | Embed ▽ | License: CC4-BY-NC-SA
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Okay, somebody has to do it. I'm going to try making a version of the 3D Maze.

Update: This is usable as a screensaver now! There are more features from the original to implement, but I think it's already pretty fun as-is.

  • Press a to toggle automatic mode (on by default).
  • Out of automatic mode: Up/down keys to go forward/backward, left/right keys to turn, z/x keys to strafe.
  • In either mode: Press m to toggle map view and raycast render. Press s to display CPU and RAM usage.

Warning: CPU usage is about 100%. The raycasting is expensive and I haven't felt like optimizing it yet because this project is for fun and that isn't where the fun is right now. I think it runs plenty smooth (60fps is overrated), but if your fantasy computer tends to overheat or you have big computations running in the background that you don't want your screensaver slowing down, watch out! :)

[ Continue Reading.. ]

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So here's my first post and my first shot at the start of a PICO-8 game. I had run through an adventure game tutorial with 8x8 pixel sprites a while back, but never went further with it. Recently, I was buying game assets that I'll never use, and I saw a neat 4x4 pixel set of assets (by an artist called Vexed). Intrigued, I started on a wee framework for it. You don't get actual 4x4 pixel tiles, but each 8x8 tile has 4 collision quadrants that you mark with the first 4 flags for each tile. So you can kinda fake it.

What I want is a mellow little adventure game with low stakes and low stress.

It's just a testbed right now. You can move the player around. There are 3 enemies that will come after you if you get too close. They're easily evaded and easily killed. You can draw your sword with the X button, but if you run into an obstacle, it'll sheath itself. If they hit you, you'll lose a heart. Lose all 5 hearts and you'll die and need to reset the cart. Wee first aid packs will each gain you a heart up to 5.

[ Continue Reading.. ]

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Cart #flappy_clone-0 | 2024-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Another entry in the classic FLAPPY genre . . .

sometimes its just nice to get a project out the door, especially when its your first game :)

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Cart #dodger_demake_0-10 | 2024-04-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Dodger Demake


The year is 1982 and pacman has once again managed to be zapped
back inside a home computer. His only chance of escape from the
evil bad guy - the one that appears in all arcade games - is to
eat his way through multiple levels of mayhem thus thwarting the
sinister plot to take over the world. This may sound a simple task but there are four mean laser machines
just waiting to blast pacman's hide into oblivion. It is going to take all of pacman's skill, cunning and judgement to
dodge the laser fire and to eventually reach his goal of early
retirement (no more pacman games please - Pacman)

What is this?

A tribute to a Windows 3.1 game called Dodger (1994) made by Ivan Mackintosh, this is a demake though, the game is feature complete but presents a smaller playable area than the original one (a 128x128 grid, due to PICO-8 features).

[ Continue Reading.. ]

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Caution

This posts acts also as a kind of documentation for the tool, its usage and the integration of the data. It's not final and might probably change in the future, to improve the writing style, fix mistakes or add more explanations. Please do report any feedback you desire so I can improve the documentation.

Anim Editor

Hello! From starting a project, I ended up going on a tangent for weeks and had been making a frame-based animation editor for the last few weeks with an intent of making my own internal mini animation library to make sprite animations as easy as drawing -or at least, for me-.

Cart #eyn_anim_editor-7 | 2024-05-01 | Embed ▽ | License: CC4-BY-NC-SA
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Changelog

0.0

  • Initial version

0.1

Additions

[ Continue Reading.. ]

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Cart #hm118_birdbike_v10-0 | 2024-04-19 | Code ▽ | Embed ▽ | No License
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Full Release Version!

Controls: Move the bird with d-pad, jump the bike with x

How to play:

Collect as many letters as possible with the bird.
Avoid running into rocks in the road as the bike.
Hitting an obstacle with the bike will cause it to become unsteady and slow down.
If the bike slows down too far it will fall over and end the run.
Land the bird on the bike to return it to normal.
The bike cannot jump while the bird is sitting on it.
Hitting an obstacle while unsteady will cause the run to end.
If the bird is pushed off-screen too far to the left, the run will end.

Goal: get the highest score for letters/distance travelled.

[ Continue Reading.. ]

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Cart #paint_-3 | 2024-05-22 | Embed ▽ | No License
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Online Paint! v5

  • new bugs!
  • new gui!
  • updated for the new version changes

This is a simple Picotron cartridge that allows users to draw things online. It works with my server, so I hope people refrain from spamming.

Please note that there may still be some bugs as I wasn't able to check everything. If you encounter any, please let me know!)

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Cart #crosseye_waves-0 | 2024-04-02 | Embed ▽ | License: CC4-BY-NC-SA
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A simple animation loop.
Cross your eyes to see the 3D effect.

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Cart #flappyminute1-3 | 2024-04-02 | Code ▽ | Embed ▽ | No License
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A small demake and remix of flappybird and minit. Mostly learning how to work with 1-bit (it’s actually 1 bit + alpha) sprites from minit and replacing them one after one with my own creations or manipulations.

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I'm so glad that I've finally made my first cart :3
Initially coded on Picotron 0.1.0e
Please note that the date is now synced to local time as of version 1.4!
Added "Hand of Eris" as of version 1.3

Cart #ddate-4 | 2024-04-16 | Embed ▽ | License: CC4-BY-NC-SA
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I am trying to make a top down RPG in Picotron and I want to use a combination of mget() and fget() to make collision. I understand that fget is a bit weird in Picotron but mget is also acting strange as it only reads the sprite numbers of 4 sprites in a 2x2 formation on the 0,0 corner of my map.

Is anyone else experiencing this or could this just be me being silly?

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I wrote a function that shows the mouse coordinates and sprite number of the map tile you are hovering over. I originally wrote this for myself to make checking the tiles on my map easier but figured I could share it in case anyone else finds it useful.

function debug_mouse()
	local mx,my = mouse()
	local x_offset=5
	local y_offset=5

	--window width and height
	local w=480
	local h=270

	--offset if box leaves screen
	if mx>w-20 then x_offset=-15 end
	if my>h-29 then y_offset=-24 end

	--draw debug text box
	rectfill(mx+x_offset-1,my+y_offset-1,mx+x_offset+14,my+y_offset+23,1)
	print(mx,mx+x_offset,my+y_offset,8)
	print(my,mx+x_offset,my+y_offset+8,9)
	print(mget(mx,my),mx+x_offset,my+y_offset+8*2,10)
end
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I think the magnify feature could prove to be very useful, but the forced bind to RSHIFT makes it unusable for me, since while typing I exclusively use that key for capitalization. Could more options for this keybind potentially be added, or is there a workaround?

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Cart #gikinaboma-0 | 2024-04-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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