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ok so for some days (2 in total) ive been working on this drumkit sound mixer thing and all that using defy and a lot of custom code to make the sounds continue correctly and not desync by themselves

but then when i put the tracker and read from the tracker stats sometimes its 1 note late or 1 note soon or inbetween
and because of that the drums dont sound ok at all (btw the music is from another project im making and the drum loop is just for testing)

any help with this?

(also about the cpu use, i already know how to fix that and i was planning on doing it after fixing the sync in stuff first)

Cart #yaydayifo-0 | 2024-07-06 | Code ▽ | Embed ▽ | No License
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Cart #dogracerturbo_01-0 | 2024-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's a dog racing simulator. Bet money and pay rent by placing first.
It's mostly random, but still pretty hype.

Enjoy!

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2 comments


Cart #math_mummy_01-0 | 2024-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made a math game about extrapolation. You know 'A', but not 'B'. Solve the random equation to find 'B', then determine if 'B' > 'A'. Answer correctly for a point.

If you've played Flathead, this is very familiar. A demake, even.

Tell me what you think!

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Cart #pendulum_wip_6_07_2024-0 | 2024-07-06 | Code ▽ | Embed ▽ | No License

0 comments


Cart #iliazeus_badapple_but-1 | 2024-07-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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...but it never actually starts :)

I wanted to do a proper Bad Apple!! rendition for Pico-8, but wound up hitting the compressed size limitation way too early. So I've decided to do a little trolling, and only include a looped intro. I'm still kinda proud of it though, because I managed to do it in full 128x128 resolution at 15 FPS.

I've tried my best with the drums in the intro, but couldn't figure out how to emulate hi-hats properly. Also, it doesn't match the original BPM of 138 - it's set at speed 13, which is slightly slower, but speed 12 is slightly faster.

For the video frames, I implemented a quadtree-based compression method and encoded the results in

[ Continue Reading.. ]

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39 comments


Cart #wohomemaje-0 | 2024-07-06 | Code ▽ | Embed ▽ | No License
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needs a mouse!

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Cart #orb_pondering_simulator_v1-0 | 2024-07-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Orb Pondering Simulator is a silly little art experiment I made for a game jam. Read more about the motivations on the game's Itch page.

Press UP and DOWN to cycle through orb palettes. LEFT and RIGHT cycle through the available backgrounds. X pauses or resumes the background animations.

Happy pondering!

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Hello, I'm currently testing to see if I can do 3D. And I have a square with 2 polygons, but to make it 3D and apply a rotation matrix I would have to make a Z value. I have no idea how to do that. Any help appreciated!

polygons = 
{ 
	{ verts = {{x=40, y=40}, {x=80, y=40}, {x=80, y=80}} },
	{ verts = {{x=40, y=40}, {x=40, y=80}, {x=80, y=80}} }
}

function _init()
end

function _update()
end

function _draw()
	cls()	

	for i = 1, #polygons do
		if polygons[i] and polygons[i].verts then
			_drawPolygon(polygons[i])
		end
	end
end

function _drawPolygon(polygon)
	local total_verts = #polygon.verts
	for i = 1, total_verts do
		local next_vert = (i % total_verts) + 1
		local x1, y1 = polygon.verts[next_vert].x, polygon.verts[next_vert].y
		local x2, y2 = polygon.verts[i].x, polygon.verts[i].y
		line(x1, y1, x2, y2, 7)	
	end
end
1 comment


Cart #phoenix_hoenn-0 | 2024-07-05 | Code ▽ | Embed ▽ | No License
7

Get ready to rise again with Phoenix, a simple game where you navigate through obstacles with tap-to-flap mechanics. Can you master the skies and achieve the highest score? Play Phoenix now and find out!

--

This is my first Pico-8 game, I hope you enjoy!
Try and unlock all of the palette swaps!

Also published on itch.io for free.

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5 comments


Cart #dontfartdontdie2-1 | 2024-07-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Grab a friend, a lover, a foe, a colleague, a sister, your son, your daughter and go through the 21 levels to reach the final boss.

Don't leave these sheep and chicken in this situation.

When one of the two animals makes a first jump the other can make it does a double jump by making it farts.

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Cart #hekohirina-0 | 2024-07-05 | Code ▽ | Embed ▽ | No License
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Cart #segfill_bc-6 | 2024-08-11 | Code ▽ | Embed ▽ | No License
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Feature Overview

SEGFILL() Fill segment shape.

  • The start and end angles are specified from 0 to 1.
  • If the difference between the start angle and the end angle is 0.5 or more, it is a semicircle, and if the difference is 1 or more, it is a circle.
  • If the start position is higher than the end position, it is replaced.
  • This function consumes 314 Token.
-- Draw a half moon

segfill(32,24,16,10,0.625,0.5) -- x, y, size(radius), color, start angle, distance

It may be helpful to understand how it works by executing a COLOR COMMENT OUT line.

[ Continue Reading.. ]

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4 comments


Cart #rasoruzaju-0 | 2024-07-04 | Code ▽ | Embed ▽ | No License

0 comments


//Player structure
player={x=0,y=0,spd=1}

//Get input via btn() function

//Update x, y via update() function

//Draw sprite at (x,y) via spr()

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Bonjour,

j'ai ajouté un scroll à mon projet de jeu.
Le problème c'est qu'au niveau 3, le jeu saccade.
Pour quelle raison ?

Mon but, une map pour le level 1 puis à la fin du level 1 la map change pour avoir une nouvelle map lorsque le boss arrive en scène. Puis une nouvelle map pour le level 2 et ainsi de suite.

32 comments


Cart #mepidabedo-0 | 2024-07-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #czarspaceevac-0 | 2024-07-04 | Code ▽ | Embed ▽ | No License
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First project going through tutorials!
Should be a pretty challenging experience but fun!

Enjoy!

Let me know if you played it and liked it, I could make more levels and teleporters.

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3 comments


Cart #picotdrift_wip-0 | 2024-07-03 | Embed ▽ | No License
10

PICOT DRIFT

Nintendo3DS のプチコン3号向けにつくったレースゲームを PICOTRON で動かしてみました。
※ mac の Safari だと music() が高速再生されてしまうことがあるようです。

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Cart #projet_goldo-0 | 2024-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Bonjour à tous et toutes,

je suis en train de créer un jeu sur le thème de goldorak. Je m'appuie sur les tutos de JP que j'ai acheté sur le site tuto.com. Ce tuto explique la création d'un shoot'm up.

J'ai un problème avec les collisions. J'ai réussi à régler à "tâtons" à peu près quelques problèmes mais je n'ai pas réussi à trouver toutes les solutions.

En fait, mon goldorak fait 5 cases de 8 pixels par 3 cases de 8 pixels
spr(sp,x,y,5,3)

Mon goldorak fait donc 32 pixels et mes ennemis en font 8, lorsque j'utilise la formule de MBOFFIN (lorsque 2 boîtes ne se chevauche pas alors il n'y a pas de collision) cela fonctionne mais le problème c'est que, soit les sprites tirs considèrent que l'ennemi fait 32 pixels alors qu'il en fait 8, soit ils considèrent que goldorak en fait 8 alors qu'il en fait 32.

[ Continue Reading.. ]

0 comments


Cart #projet_goldo-0 | 2024-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Bonjour à tous et toutes,

je suis en train de créer un jeu sur le thème de goldorak. Je m'appuie sur les tutos de JP que j'ai acheté sur le site tuto.com. Ce tuto explique la création d'un shoot'm up.

J'ai un problème avec les collisions. J'ai réussi à régler à "tâtons" à peu près quelques problèmes mais je n'ai pas réussi à trouver toutes les solutions.

En fait, mon goldorak fait 5 cases de 8 pixels par 3 cases de 8 pixels
spr(sp,x,y,5,3)

Mon goldorak fait donc 32 pixels et mes ennemis en font 8, lorsque j'utilise la formule de MBOFFIN (lorsque 2 boîtes ne se chevauche pas alors il n'y a pas de collision) cela fonctionne mais le problème c'est que, soit les sprites tirs considèrent que l'ennemi fait 32 pixels alors qu'il en fait 8, soit ils considèrent que goldorak en fait 8 alors qu'il en fait 32.

[ Continue Reading.. ]

8 comments




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