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On the scale from useful to useless, I'm not sure where this falls, but we don't know of any good GUI documentation, so: a while back, we went through the gui.lua file in the /system/lib folder and wrote down every single time we could find that a key was written or read from any table by any function. Here's what we got, with the best guesses we could make on what they do.

internal:

  • new = method, creates new gui element with no parent
  • id = incremental counter uniquely identifying each gui element for debugging
  • t0 = time of creation for each element
  • sx = draw position, accounting for justify and stuff
  • sy = ditto
  • clip_to_parent = when clipping drawing to gui element, clips that rectangle to the rectangle of its parent element
  • attach = method, creates new gui element attached to this one
  • child = table of child elements, can easily be iterated through
  • parent = parent element
  • head = top of tree of GUI elements
  • has_keyboard_focus = method, gives element keyboard focus

[ Continue Reading.. ]

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This is my first time publishing something I coded. Feedback would be appreciated.

Cart #ruhyobesi-0 | 2024-06-06 | Code ▽ | Embed ▽ | No License

1 comment


Cart #wejufegetu-0 | 2024-06-06 | Code ▽ | Embed ▽ | No License
2

Hi again, im here for help...

Does anybody know a quick trifill method? i know @electricgryphon had one somewhere but i didnt find any info about it. i have a simple 3d draft thing with vertecies and lines, but im yet to make it colored, i cant figure out how to, really(no tris no fill, mfw). If anyone knows and can explain, please, do.

Also i wander, ZEP's 3d dots demo uses weak persp projection, right? do... all 3d softwares use weak projection? is there any difference between regular one? is this even a thing? i heard it being mentioned in one of 3d tutorials and i cant really get what it means(ortho projection with depth- whaaaa isnt it just regular persp projection????)

thanks beforehand, just want you guys to know that i love this little community!!!

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Hi,

I've noticed that Picotron takes in general 20-40% of the CPU on my intel mac (MBP 2019, 2.4 GHz 8-Core Intel Core i9)
I tried searching around and couldn't find anyone else mentioning this problem. After talking with people on discord, others mentioned similar problems, on both intel and apple silicon.

Anyone else has similar problems? Would love to provide further information if it can help.

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4 comments


Cart #picocalendar_fr-1 | 2024-06-06 | Embed ▽ | License: CC4-BY-NC-SA
2

Hello world their !!

It's my first post here! So, as always, for a first task I decided to choose a basic one.
So I just took the excellent cartridge picocalendar of @pck404 and I just translated it into French.

Therefore, if any French pass by, he can use it as well :3

Versions :

1 :

  • Fixing starting day
  • Enhance the cartridge label

0 :

  • Initial comit
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1 comment


Cart #sorry-4 | 2024-06-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Sorry :)

0 comments


Cart #quantumsamurai-7 | 2024-06-08 | Code ▽ | Embed ▽ | No License
26

this is a small puzzle platformer I worked on four years ago that I had never finished. It's a type of foddian game where you quantum(ly) shift between levels, always remaining at the same position within the 16x16 grid (with some small hud text up top to help you keep track).

I wanted to embed it in a portfolio so I uploaded it here. For some reason people were actually enjoying it and managed to get to where the level ends (which I never expected to happen since it's very difficult).

so anyway I spent a day finishing the game, because why not?

the additions include:

  • new set of levels to cap off the game
  • an end to the game (which unlocks color palettes)
  • palette buttons now won't work until after you've beaten the game once

[ Continue Reading.. ]

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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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3 comments


Cart #reaperdeath-0 | 2024-06-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

1
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Cart #tufozebati-0 | 2024-06-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #garbage_collector-1 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

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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2 comments


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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3 comments


Cart #gonidubufi-0 | 2024-06-04 | Code ▽ | Embed ▽ | No License
19

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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6 comments


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.

0 comments


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.

2 comments


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
4

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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1 comment


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!

0 comments


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.. ]

0 comments


Cart #dbuf_test-2 | 2024-06-07 | Embed ▽ | License: CC4-BY-NC-SA
10

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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