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Duckling

So basically over some time now i've been working on this cute multiplayer game.
And I think everything is done, except the music. Thats because I cant make very good music, and I think that the game deserves better. So if someone wants to make music for a game (check out the gifs) I can send them the game per Discord.
Im not sure where I could ask, so i figured out I can just ask here.

Thanks in advance :)

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

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Cart #garbage_collector-1 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi, this game is an expanded version of NerdyTeachers' Fruit Drop tutorial and has been really important in my ability to actually start understanding code. If you're like me and really want to make games but don't understand coding just yet, make sure to start small and make sure to ask questions even if they make you feel a little dumb. It's worth it I promise you! NerdyTeachers' website under bitesize games has been really helpful to me and I really recommend it if you don't know where to start. Huge thanks to everyone on the Pico 8 discord server for helping me out and NerdyTeachers especially for breaking down a ton of core concepts for me to understand. I look forward to making more small projects and asking more dumb questions!

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Hello, I reported this race condition on itch.io but got no replies so I am posting it again here, in case somebody stumbles on it.

This problem happens when the cart data is in use and the cartridge is quickly restarted.

Consider the following code:

value = 0
frame = 0
function _init()
  cartdata("race_condition")
  value = dget(0)
  dset(0,0) -- set value to 0 for next reload with ctrl+r
end
function _update()
  if btnp(5) then
    dset(0, (value+1)%10) -- increase value by 1
    run() -- reset cartridge
  end
  frame += 1
end
function _draw()
  cls()
  print("current value: "..value, value+1)
  print("frame: "..frame)
end

If you look at it, the expected behavior would be that:

  • If you press X, the stored value should increase by 1 (modulus 10) and then the cartridge should restart and load that value.
  • If you reset with Ctrl+R, no value is set so it should be reset to 0 because of the dset(0, 0) at the end of the init.

[ Continue Reading.. ]

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Cart #gonidubufi-0 | 2024-06-04 | Code ▽ | Embed ▽ | No License
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no-way-out is a retro style puzzle game. You wake up alone in a strange room, can you find you way out?

Controls

  • arrow keys - movement
  • Z/C - grab block / use item
  • X/V - cycle through items

About

This is the first game I made for a game jam and the first complete game made with Pico8!

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Compressed Jelpi

For modders' sake, I have compressed the Jelpi demo using Shrinko8 (https://www.lexaloffle.com/bbs/?tid=48591), and the result of the compression is this:

Cart #jelpicomp-0 | 2024-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

There isn't anything different visually or auditorily (I hope), but the code is compressed ~1000 tokens (I think). Hope this helps, in some way.

Also, all credits to Zep, Jelpi was all made by Zep.

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I tried to export trial of the sorcerer but I had some errors one of them was that when I tried to start the first level of the game it said download failed and I couldn't start the first level,
another error was runtime error params a nil value in initlevel line 268 (tab 0)
or something?

I really don't know wether if this game can be exported or not. I just want to play it offline when wi-fi isn't around that way I won't use up a hotspot or mobile data.

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Hello, I have been working with Pico8 and making games for two months.
I'm currently making a rhythm game and implemented rhythm notes, but I found a problem where they were not synchronized with music().
I understood that rhythm notes must be added once every 60 frames to match spd16's music.
Perhaps the music output and frame do not match. Is there a way to do this accurately?

1 comment


Cart #particle_system2d-1 | 2024-06-04 | Embed ▽ | License: CC4-BY-NC-SA
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A simple library for spawning and simulating particles for 2D games.

First time using Lua and Picotron. I wanted to publish it despite being unfinished to get feedback.

How does it work

Particles

Container for components. Keeps track of:

  • position
  • speed
  • age

Particles are assigned to different layers. Each layer can be drawn to screen seperatly.

Components

There are two types of components: renderer and logic components.
They all derive from a base renderer/logic component and each has its own implementation of the update
and draw function.

Currently implemented Logic components:

  • Gravity
  • Drag

Currently implemented Renderer components:

[ Continue Reading.. ]

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Cart #cc_scm-13 | 2024-06-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

If you beat this, please post a screenshot below of you at the SUMMIT FLAG. Thx!

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Cart #teddblue_monv8-0 | 2024-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Mon Engine Version 0.8

  • Move loading bug fix
  • Wild encounter pools
    • Wild encounters are selected randomly from a weighted list
    • Each map can specify which pool to select a Mon from
    • Wild encounter data load
    • Map data can store a byte referencing their wild encounter pool
  • Text input system
    • simple arrows to move cursor, [X] to add a letter, [O] to delete a letter
  • saving
    • save to .p8 file
    • load from .p8 file
  • Start menu
    • load save file if present
    • start new game if save file not present
    • enter name for character
    • pick colors of character
  • Monster catching

[ Continue Reading.. ]

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Cart #dbuf_test-2 | 2024-06-07 | Embed ▽ | License: CC4-BY-NC-SA
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This is mainly a tech demo for a 3d engine with a depth buffer. This is not finished, but I wanted to share it.

TODO:

  • Optimisations maybe?
  • BSP - currently model faces aren't sorted, so concave models will work weirdly. The depth buffer is only for interactions between models.
  • Maybe lower the resolution for better performance?
  • Some sort of culling?
  • Better use of depth buffer resolution, make it more linear maybe?

(The depth buffer works with the use of colour tables, in a few passes. If anyone wants more detail, I can provide it.)

Oh yeah, controls:
WASD: Move
QE: Up/Down (relative to look dir)
Arrows: Rotate camera

Z/C: Toggle depth rendering

Thanks @freds72 and @Maeve for advice on the memory issue, I hope it's gone once and for all! (Memory still rises rapidly, so I'll look into what could be causing that too)

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Cart #college-0 | 2024-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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BLARGAZARG

Cart #blargazarg-0 | 2024-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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its blargazarg.

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Although it is still a prototype, I have created a toy that dynamically generates sounds using PCM functions :) I am thinking about how to make this even more interesting.

Cart #zazaharudo-0 | 2024-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #nominal_puffin-0 | 2024-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first attempt at creating a PICO-8 game! It definitely has room for improvement, and hopefully by working on more projects, I can get there. But first, I definitely want to credit some folks.

The idea for this cart is based on a submission for the 2018 My Famicase Exhibition by Rutherford Craze. The exhibition is a call to artists for box art for fictional Famicom games. I used the box art and provided description of the "game" to help craft this cart.
Here's a link to the site with every submission for 2018: https://famicase.com/18/index.html
And a link to Rutherford Craze's website where the process of creating the box art for Nominal is detailed: https://wiki.craze.co.uk/nominal

[ Continue Reading.. ]

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Cart #unfinishedbusiness-1 | 2024-06-10 | Code ▽ | Embed ▽ | No License
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TLDR

Help other ghosts reach the afterlife in a creepy, old mansion while being hunted by Ghostists

Unfinished Business

This game was created for the MicroJam 15, I also released it on Itch.io It placed 5th out of 87.

Ever wondered what it is like to become a ghost? You've worked as a Ghostist your whole life-but this one last job flips your world on it's head.

  • Explore a haunted mansion
  • Outwit other ghost hunters that are trying to shoot you with their salt guns.
  • Help the ghosts to pass on to the after life
  • Find tons of secret passageways
  • Find a powerful magic item that helps you to fool the Ghostists

[ Continue Reading.. ]

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Cart #mehcartridge-0 | 2024-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Oh no! you are stuck in a forest. You see there are 4 rooms in front of you. You must take shelter in one of the rooms and survive the night against the wolves. Which one will be the safe option? Well, you need to find out which one is safe by talking to the rooms. (Totally realistic.) beware! some rooms may lie...

Controls:

  • < and > for movement. (not the symbols. the arrow keys.)
  • O for listening to what the room has to say.
  • X for deciding which room to stay in.

This was my second proper game. I am still new to gamedev so it won't be that polished. I had generated a random theme (one room) from a website and made a game based on that theme. This game is related to the theme because there is always only one correct room. If you liked this game, tell me in the comments. More levels will be added soon. For now, there are only 4 levels. Enjoy!

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I've been having issues getting custom buttons for my controller working on RetroPie. I usually prefer having the O button on the bottom and the X button to the right and that's what it is on a desktop but they are flipped on the RetroPie. I've been following a few tutorials and they all say to make a sdl_controllers.txt file and edit it from there but it doesn't look like it changes the controls. I put them all to the same button and the controls were the same as usual. Has anyone been able to change the buttons?

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