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Cart #gajibugamu-0 | 2024-07-12 | Code ▽ | Embed ▽ | No License

why are you here

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Cart #atomplasma2023-0 | 2024-07-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the classic plasma effect in lo-res resolution of 64x64 pixels.

There are a few different setups you can cycle through:

❎ Next setup
🅾️ Prev setup
⬆️⬇️ Increase/decrease busy factor
⬅️➡️ Increase/decrease speed factor

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Cart #globmy_duegeonnewversion-0 | 2024-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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WELOCME TO GLOMBY DUEGEON
GLOMBYGLOMBY

Old version

Cart #globmy_duegeon-0 | 2024-07-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #healthemup-0 | 2024-07-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Heal'em'up

Instructions

Heal your allies during a protest by throwing band-aids at them. They all need to be conscious at the end of the countdown!
Be careful, you have a limited number of ammunitions. Reload regularly.
You can also use a little caffeine boost to move faster!

About

We are a team of students at Ada Tech School from Paris, France. For our school project, we had two weeks to make a game using Pico-8. We are happy to present you Heal'em'up, a non-shooter where you need to heal instead of shooting. Your mission: protect and help all the protesters.

Stanz-ie ([https://github.com/Stanz-ie/])
Cannellette([https://github.com/cannellette/])

[ Continue Reading.. ]

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Hi there!

I've been using a relatively simple system for sprite animations that I find works pretty well without much overhead. It relies on a simple function to retrieve the current frame of an animation frame list (ani) based on time (t()) and a given speed (spd) in frames per second:

--get animation frame
function anifrm(ani,spd)
 return ani[1+flr(spd*t()%#ani)]
end

That's it!

Now all we need is to define an animation as a list of sprite IDs:

--define player walk animation
pwalkani={2,3,4,5}

And we can assign this animation to our player just like assigning a single sprite:

--in _update(), during walk logic (e.g. btn left or right)
player.sprite=anifrm(pwalkani,10)

--in _draw(), using the normal spr() call
spr(player.sprite,player.x,player.y)

Here's an example cart to demonstrate fully, also taking sprite flipping into account:

Cart #koz_anidemo-1 | 2024-06-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Hey everyone!

I'm trying to prototype a little beat game in Picotron, but I'm having some issues with SFX/Music sync. I've been some references in pico8 to using stat() to read the current play time of active music tracks and use that to play SFX in sync with the beat.

There is stat() in picotron, but it's undocumented. I've tried iterating over a bunch of stat codes, but seems like it's pretty much zero after a stat code of about 9

I was wondering if anyone has had additional info about the stat method, or where else I might pull music timing info from?

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I tried to learn how pico-8 platformers were built. But how does the save code or save program work for like items/powerups and different levels or scenes? Like when a character collects an item how is it store acrossed parts of the game?

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I've had a very hard time reproducing the exact minimal steps to cause this crash, so I'm just going to post the cart and steps to cause the crash and hope this is useful enough to track it down.

The bug does not occur on PICO-8 desktop, only on the BBS/webplayer.

It seems to be tied to remapping draw ops / spritesheet to highmem with either of the two lines:

poke(0x5f55,0x80)
poke(0x5f54,0x80)

But these alone do not seem to be enough to cause the crash. Here it is occurring in a cart I am currently working on:

Cart #bcb_12-10 | 2024-07-08 | Code ▽ | Embed ▽ | No License
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Steps:

  • Either:

    -- Press Z/C to attack right as the cart has loaded
    -- Crash

  • Or:

    -- Move a full screen or two rightward (X is jump, press twice to doublejump)

[ Continue Reading.. ]

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Super Mario Bros. Demake DEMO

Hello all, today I wanted to present my Super Mario Bros. demake, in a work-in-progress state.
This has been worked on for about a month or two, mostly due to me trying to create my own platforming engine, but failing miserably, and some troubles. This demo uses the Advanced Micro Platformer engine by @mhughson. Check it out- it's pretty cool! Also, I know that his SMB remake also uses this engine, although his has larger sprites, and mine has smaller, you get what I mean..? Anyways, the cartridge is linked below, try it, although it's very barebones and spaghetti coded if you're looking into it with a technical view!
[8x8]

[ Continue Reading.. ]

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Cart #jelpi_corruption-0 | 2024-07-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #defiance_of_pico_1_0-1 | 2024-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi everyone, this is my first PICO-8 game. It's a simple bouncy arcade game that is easy to pick up and play. Feel free to share any feedback!

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Cart #understand14-1 | 2024-07-11 | Code ▽ | Embed ▽ | No License
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Draw a line to try to fit the rules of the board.

TODO

  • more rules
  • more levels
  • custom level by clipboard
  • automatically generate levels
  • joystick control
  • sound effect
  • title animation

Credit

The idea of this game comes from

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Cart #bubblegum_kitty-2 | 2024-07-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #stickhero-1 | 2024-07-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A demake of mobile game stick hero by ketchapp.

Controls:
-Hold z to build your bridge.
-Let go of z when you think the bridge is long enough.
-Press z when running to go below the bridge to collect cherries and then press z again to go back up.

Enjoy and any feedback is much appreciated :)

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Hey zep add free trial of PICO-8 pls!

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Cart #cyntron-0 | 2024-07-10 | Embed ▽ | No License
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anybody here like murder drones lol, well here is a cyn themed animated wallpaper. Use it if you like :D and modify as you will :)

animation based on https://steamcommunity.com/sharedfiles/filedetails/?id=2994033827&searchtext=solver+of+the+absolute+fabric and made in pixel composer :3

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Cart #rbits_2048-1 | 2024-07-17 | Code ▽ | Embed ▽ | No License
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I created this to teach myself PICO-8. It has animations, and should be 100% accurate to the original game, including scoring (please let me know if this is not the case). All the 2048 versions I've found on the PICO-8 BBS don't have animations, or have different rules.

Since PICO-8 only supports 16-bit signed integers, it would only allow scores up to 32767, which is a problem with 2048 where scores can go much higher than that. I had to create a long integer "class" to fix that, which took a while. However, it still only supports scores up to just over 3 million. I decided that's probably enough.

Git Repo
Original game by Gabriele Cirulli

[ Continue Reading.. ]

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