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Cart #pendulum_wip_14_07_2024-0 | 2024-07-14 | Code ▽ | Embed ▽ | No License
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Hepatoorn

Cart #hepatron-11 | 2024-07-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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__
This is a BBS-compatible version of a game I made previously.
===This game only works on BBS===

STORY
... It's a mythical time. On the island of Delos, there is an evil presence that threatens the princess Dite.
Hephaist, a brave young blacksmith, landed on the island with a weapon.
It was not a sword like many heroes, but a hammer.

GAME
This is an action RPG that can be cleared in 30 minutes.
Use a useless hammer to kick enemies around and rescue Princess Dite.
Defeating enemies to some extent will accumulate experience and level up.
Treasures hidden on the island will strengthen Hephaist and pave the way.

Hephaist's health will be restored when you are in town.
The game will automatically save when you pass through the gate.

CONTROL
x ... Swing the hammer/ Talk to him (town only) / up+o Throw fireballs (requires orb)
o ... Jump / down+x Go down (specific floors only)

ITEMS
...A generic drug containing the same ingredients as Nectar, which quenched the throats of the gods. Increases maximum HP.

[ Continue Reading.. ]

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function _init()
 poke(0x5f2d,1)
 mx,my=stat(32),stat(33)
 cursor_x,cursor_y=64,64
 nodes={}
 constant={n="constant",x=0,y=0,c=8}
 counter={n="counter",x=0,y=0,c=3}
 cam_x,cam_y=-60,-63

end

function _update60()

 if (btnp(🅾️)) new(constant)

 if (btn(⬆️)) cam_y-=1
 if (btn(⬇️)) cam_y+=1
 if (btn(➡️)) cam_x+=1
 if (btn(⬅️)) cam_x-=1

end

function new(n)
 add(nodes,n)
 n.x=cursor_x+cam_x
 n.y=cursor_y+cam_y
end

function _draw()
    chosen = nil
    cls(0)

    for i, node in ipairs(nodes) do
        print(node.n .. " " .. node.x .. " " .. node.y, 0, i * 6, node.c)
        rect(node.x - cam_x, node.y - cam_y, node.x + 8 - cam_x, node.y + 4 - cam_y, node.c)

        if stat(34) ~= 0 and 
           cursor_x >= node.x - cam_x and 
           cursor_x <= node.x + 8 - cam_x and 
           cursor_y >= node.y - cam_y and 
           cursor_y <= node.y + 4 - cam_y then
            chosen = node
        end
    end

    if stat(32) ~= mx or stat(33) ~= my then
        cursor_x = stat(32)
        cursor_y = stat(33)
    end

    if chosen ~= nil then
        print(chosen.x, 0, 0, 12)
        chosen.x = cursor_x + cam_x - 4
        chosen.y = cursor_y + cam_y - 2
    end

    pset(cursor_x + 1, cursor_y, 6)
    pset(cursor_x, cursor_y + 1, 6)
    pset(cursor_x - 1, cursor_y, 6)
    pset(cursor_x, cursor_y - 1, 6)
end

The goal: when you create a new node object, it should be at the cursor's position. You can drag them around. Press the circle button to create a new node. Use the arrow keys to move the camera. Use the mouse to drag nodes.

The problem: whenever a node is created or clicked, every single existing node's position moves to the mouse.

I'm sure it's some small detail I'm missing but I just can't find it. I would be very thankful for your help

4 comments


I made a cute little Red Panda.
It walks to your cursor when you move to far away and it loves to be pet <3.
If you put it into your appdata/system/wallpapers folder you can have it as a little desktop app.

Cart #pico_tamago-2 | 2024-07-14 | Embed ▽ | No License
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Cart #yududigogi-2 | 2024-07-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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i wrote down the rules for a weird little game with sliding tiles a little while ago, and only a couple days ago i had finished a little prototype for pico-8 :p

i'd like to do more with it in the future, but i think it's fun to play in its current state, so i thought i'd share it here. feedback is welcome !!

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Credits

Sonic 1 Bridge zone music - todostuf

Pizza theme - spider man 2 the video game

Sonic Intro - deantus

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Cart #floppa-0 | 2024-07-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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PLAY MY SEQUEL HERE
https://www.lexaloffle.com/bbs/?tid=143152

Floppa is celeste classic mod
Game about a Floppa the caracal climb and collect dumplings

----------CREDITS--------------------------
mod by NazarFloppaLovesP8
original by noel

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list (ls) function bug

List function appears to show two identical file of same .p64 file on a cart. (fileception?)
Not sure what is the reason but it is most likely a problem within kernel function.
Output of the cart seems correct and there is one header & data for foxcord.p64

Images showing the bug and how it can be replicated:

2 comments


Cart #lotlotlot_wip-0 | 2024-07-13 | Embed ▽ | No License

プログラムポシェット 1984 年 Vol.4 に掲載された MSX 向けのゲーム、Lot Lot Lot を PICOTRON で動かしてみました。

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I'm building a cozy game using Godot, and wanted to add a feature where users can pick up a PICO-8 cartridge and run the PICO-8 runtime + cartridge. Godot compiles to run cross-platform, so I figured that the best attempt to get this to work would be running a WASM file.

It seems like WASM support for PICO-8 exporter is experimental? The exporter produces .js and .wasm, so it seems that the WASM executable was intended to be called by the Javascript code. I briefly attempted to wire GDScript to call the WASM file, but the interface functions calls are not straightforward or documented anywhere.

Would love any input regarding running WASM and/or emulation in a Godot environment where the host machine may be arbitrary.

4 comments


Cart #picopets-1 | 2024-07-12 | Code ▽ | Embed ▽ | No License
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Pico Pets! is an auto-battler made for the Pico-8 fantasy console.

Pick your favorite hat and then buy, sell, and merge pets to get your gang of four animals to make it Round 7 and win the game. I hope you find it as fun to play as it was to make.

View the "Help" page in-game or screenshot for a brief explanation of the mechanics. Also available on itch.io

This is my second Pico-8 game and took significantly longer to work through (1 week) than my first game Phoenix (1 day). I decided that it's in a good enough state to call done, but I plan to revisit some of the work here with a more original take and additional polish.

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

why are you here

0 comments



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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