Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Hello good people of the Picotron! First time posting. I apologize if I<m not posting in the right forum, but I<m a bit lost in the current layout of the site.

I'm a amateur programmer who never went too far qith this hobby, so I thought maybe something meant to be "easy" like Picotron could be a thing for me, the eternal wannabe game designer.

My question to day is about tables.

I can<t quite get them to work. I use simple one dimension arrays, but I need more of a Pascal-type of record, and when I read the Lua documentation, it seems to be possible, but my code doesn<t compile when I try to create tables with more than one dimension or different types of variable. It<s a syntax problem. I know what I want to do, but I can't find the right syntax.

For instance, in my RPG, there will be a party of six characters. So I need a table with at least a string column for the name of the character, a number column for the character sprite number, one column each for the chacter<s abilities. At the end of the day, there will be a lot of data in that table.

[ Continue Reading.. ]

2 comments


Cart #deniskognedel-1 | 2024-05-06 | Embed ▽ | License: CC4-BY-NC-SA
14

portation from scratch of my Pico-8/tic80/lowresNX game in #picotron as deluxe arcade version.

controls: (<-) (->) (O-Z) shoot hammer.

gameplay: see the attract mode.

enjoy!

14
3 comments


Title says it all.
I'm making a horizontal scrolling game with a map 32 screen wide and 1 screen tall, and with the player using extra colors different from the enemy colors. (enemies can't be over or under the player).
For this, I'm using screen rotation, but now I can't use print to display text any more as it appears rotated.
Has anyone already implemented a 90° rotated print function ?

6 comments


Hi, I encountered a waveform corruption bug while trying to move SFX as part of a multi-composer collaboration project.

On version 0.2.6B

Reproduction steps:

1) Make a custom waveform in SFX 0
2) Make in SFX 1 make a sequence using SFX 0
3) Make in SFX 2 make a sequence using SFX 0
4) Move (cut and paste) SFX 0 to SFX 4
5) Move (cut and paste) SFX 1 to SFX 5
6) Move (cut and paste) SFX 2 to SFX 6
7) Check SFX 4, the data will be corrupted

It seems that this can happen with other combinations but this is the procedure that caused the bug to happen and is reproducible on a fresh cart.

The corruption seem to be an inversion of the sign of alternating sample of some sections of the wave

3
1 comment


Celeste but a black hole is chasing you.

Cart #hinutubize-0 | 2024-05-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

The black hole speeds up over time. Here is everything that increases it's speed:

  1. New level (Biggest increase in speed)
  2. Death
  3. Dashing (Smallest increase in speed)

Getting berries decreases speed.

If the hole is more than 2 levels away, it starts to get a speed multiplier.

The formula for speed goes something like this:

(distance is distance between blackhole and roof of current level)

(0.025level + 0.01 deaths + 0.005 dashes)/berries + ((floor(distance)256)*2)

0 comments


Cart #xhive-4 | 2024-06-27 | Code ▽ | Embed ▽ | No License
20


Xhive is a single stage retro Shoot 'em up. You control a spaceship across a procedurally generated scrolling level and try to destroy various enemies to get the highest score.

Mission

The origin of the hostile aliens has been found. Your job is to fly into the xeno hive with one of the best combat spaceship and kill everything.

Instructions

  • If you shoot, you move slower.
  • Colliding with the hive, aliens or their projectiles will damage your ship.
  • After you leave the hive, an NG+ starts.
  • Every run, the hive is procedurally generated.

Controls

  • Move: Arrow Keys

[ Continue Reading.. ]

20
14 comments


Cart #starstriker-9 | 2024-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Controls:

X to shoot

Z to use your strawberry bombs

Arrow keys to move

The only power-ups are the strawberries, nothing else is a power-up.

Story:
You are a space fighter who is currently fighting in the war of Andromeda. You were told to go to fight a battle against the evil aliens and you were told that people would be joining you to fight. But nobody showed up. You are all alone fighting 20 waves of evil aliens. Can you do it? Can you defeat the Gorthen and end it all?

Directions:
Shoot the enemies and don't get hit by them. You have 5 lives. If you lose all 5 you lose
collect the strawberries. Once you get 10, you get another life or, if you have more than one strawberry, you can use Z to shoot 3 bullets (this changes depending on what difficulty you have it on.) * the amount of strawberries that you have. These bullets do more damage and can destroy the enemy bullets. Doing this resets your strawberries to 0.
There are 20 waves.

Different modes/difficulties:

There are two modes: standard and endless.
Standard is just the normal game with 20 waves.
Endless is an endless amount of waves where every ten waves you fight the Gorthen.(the boss).
All of the enemies are completely random.
I know it's not that good but I don't know how else to do it. So if you have any suggestions, please tell me.

There are 4 difficulties: easy, normal, hard, and extreme.
The only things that change are the shooting frequency, the difficulty of the boss, the number of strawberries you need to get a new life, and how many bullets you shoot per strawberry.
If you choose extreme, Good Luck! :)

I hope you enjoy my first game!
Have fun!

New changes:
I added a menu where you can customize more stuff :)

Please give me feedback so I can make it better.

Credits:
The Gorthen was designed by Brody Vaine.
Lazy Devs for making the tutorial I followed to create this.
Music by Lazydevs.
Everything else is me.

6
7 comments


We definitely need an option to download carts in splore. I bought this for my steam deck expecting the standalone app to be, well, standalone. I have to reboot my whole system to access the web browser and file explorer needed to download and add carts. It's very frustrating that such an essential feature was ignored. I doubt there's any chance for a refund, so I guess I'll just have to beg for features that should have been included from the start. Maybe if I'm lucky it'll be added in less than a year. It's only been 9 so far..

Maybe this is overly salty, but it's very frustrating that an implied feature isn't actually present when it's the whole reason I paid for the standalone app in the first place. Buyer beware I guess...

7 comments


Cart #mamono_pico_fix-0 | 2024-05-06 | Code ▽ | Embed ▽ | No License
5

A bug fix version of mamono pico by @65c02
https://www.lexaloffle.com/bbs/?pid=128341

Fixed :

  • crashing at end of levels
  • impossible to win levels
  • not dying when killed by a monster that would have made you level up

Remaining known bugs :

  • you can mark a monster even after killing it, and this can disable showing the red number of the monster
  • some rare crashes from menu after game over, unknown cause.

Done :

  • damage is now the same as the original game

Todo :

  • blank pause menu
  • Remaining ennemy count in status bar
  • timer
  • high scores
  • Max difficulty
  • custom levels
  • wraparoud
  • mage (fireball chording)

[ Continue Reading.. ]

5
6 comments


I want to make my own raycaster game in picotron and I have been following this blog written for a pico-8 raycaster. I get an error when I run this and I am not sure what I should do to fix this issue. Help would be much appreciated.

Other than the code, all I did is make a sprite in slot 1 and draw a simple map in the map editor.

function _init()
	cam={
		x=12,
		y=12,
		a=0,
		w2d=2
	}
	scrx=0
end

function _update()
	controls()
end

function _draw()
	cls()
	map(0,0,0,0,16,16)
	circ(cam.x,cam.y,2,12)
	--for scrx=0,480 do
	--	raycast(cam,scrx)
	--end
	raycast(cam,240)
end

function controls()
	if btn(0) then
		cam.a+=0.01
	end
	if btn(1) then
		cam.a-=0.01
	end
	if btn(2) then
		cam.x+=cos(cam.a)*0.5
		cam.y+=sin(cam.a)*0.5
	end
	if btn(3) then
		cam.x+=cos(cam.a)*-0.25
		cam.y*=sin(cam.a)*-0.25
	end

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=147975#p)
6 comments


Cart #zap_bot-3 | 2024-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

About:

Zap-bot is an homage to the old Gameboy era cheap SBC (single board computer) handleds and their stupid little games, like the Classic and Brick Brick game!

This is a port of the shooter line filler game inside that. Your goal is to clear the lines for as long as you can last!

Controls:

Move with arrow keys left and right.

Shoot with X.

Brought to you by:

My awesome supporters over at Ko-fi! They allow me to pursue this niche hobby of mine! If you'd like more, consider hopping over to my Ko-fi page, where I share pixel art, game devlogs, postmortems, code rundowns, all that gamedev jazz! And if you can maybe drop in a coffee so I can make the next one faster!

[ Continue Reading.. ]

14
8 comments


Cart #flappy1398783-0 | 2024-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


A flappy bird clone

Press x to fly/hop.
Press o to reset after gameover.

2
0 comments


Cart #totsugeki-0 | 2024-05-05 | Code ▽ | Embed ▽ | No License
3

Totsugeki is a celeste mod where you play as May from Guilty Gear.

Controls:
Arrow keys - Movement
Z/C - Jump
X - Totsugeki

Happy Birthday May!

Credits to Maddy Thorson and Noel Berry for the original Celeste Classic.

3
3 comments


Cart #tieless_tictactoe-1 | 2024-05-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Modified version of the classic Tic-Tac-Toe where there cannot be a tie!
Inspiration for this game came from a friend.
Enjoy!

[V1.1]

  • Fixed missing pixel on title screen
  • Added indication for which piece will fade away
  • Added warning sound and image for invalid placement
10
2 comments


DVD Bounce Screensaver!

Thought it would be hilarious to make one of these.
Customizable settings such as ball speed, starting color, and turning off the sound.

Cart #dvdbounce-0 | 2024-05-05 | Embed ▽ | License: CC4-BY-NC-SA
12

12
3 comments


If you all don't care again I need help with object pickups in my game when you pickup an object (artifact) you get a score of 1 point. What I need to know is how to add a spawner for that object and how to make the player pick it up.

Many thanks.

BTW I tried to use a YouTube tutorial with no luck

--pickups
function ipickups()
 pu={
 x=63,
 y=50,
 act=true,
 }
 artifacts=0
end

function upickups()
 if pu.act then
  if abs(px-pu.x)<=4 and abs(py-pu.y)<=4 then
   pu.act=false
 artifacts+=1
  end
 end
end

function dpickups()
 if pu.act then
  spr(6,pu.x,pu.y,4,4)
 end
 print("artifacts: "..artifacts)
end
3 comments


Hi zep,

I did send this trough mail but didn´t got an answer so i also post it here in case you missed it:

Can you look at how to solve high cpu usage in picotron? When i start picotron i have 2 seperate picotron threads that uses for about 14 to 19 %, wich both leads to about 40% of cpu usage of picotron alone, and this is only in idle when doing absolutely nothing in it and not loading anything within picotron, so no file is loaded within picotron, it's already at that cpu usage when just launching picotron and it stays that way also when keeping it open that way even if i let it just in the background.

Now i have an idea: would it be possible to have pico-8 within picotron? As far as i can see, it would make it much easier for you, just one application for you to maintain and update, fixing bugs..., and also for us users it's much easier to make things for pico-8 as making things in picotron within thesame application. pico-8 has it's own filetype and picotron has it's own filetype, so it can already see when it needs to have the specs for pico-8 or picotron. And with the better resolution in picotron it is also better to code within picotron for coding for pico-8, so benefits within picotron available for pico-8, the editing/coding with picotron specs while the limitations of pico-8 cards stay thesame at run time.

[ Continue Reading.. ]

0 comments


Cart #picochanwallpaper-1 | 2024-05-04 | Embed ▽ | License: CC4-BY-NC-SA
25

Just a simple anime style wallpaper for Picotron.

25
1 comment


When selecting a high numbered SFX in the music editor, the automatic scroll position of the SFX window will shift.
Anything after number 44 will be completely scrolled out.
v0.1.0g

1
1 comment


A small 10 cart pack I made out of my favorite PICO-8 games!

Download it here: https://drive.google.com/file/d/1Zwh_h1KuetpasXUY3URkKkPPE5zf3xMP/view?usp=sharing

Credit for the games goes to their respective creators. Thank you for sharing these awesome games :)

0 comments




Top    Load More Posts ->