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Cart #strange_caracal-0 | 2024-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Is experiment on pal and rnd im add in function _init and function _update60

Photo of caracal im use Depict and im open file PICO-8 cartridge and paste in gfx

source photo

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1 comment


Cart #aaasajjrkljlfgfdsh-0 | 2024-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Big Header

Medium Header

Small Header

italics bold

URL Description

Embed:
[**could not embed: 1234] // cartridge id


This is a code snippet within a line

while (true) do
 color(rnd(8)+8)
 print("multi-line code listing")
end

spoiler or large block of text

[ Continue Reading.. ]

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0 comments


Cart #pico8_setup-0 | 2024-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Simple PICO-8 setup screen

that use WITH CREDIT

code using in @mattu82 cartridge called Booting

0 comments


Cart #fuwgiwugo-0 | 2024-07-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

it contains the main steps of creation for a warhammer fantasy rp character of the fourth edition which is translated to spanish by Devir (i still don't put the step of the talents because i'm fighting with myself whether to put them in this cartridge or put them in a different one). i wanted to translate it to english and make it equal to the spanish version but i realized that i need the cubicle7 version xd because that one has the data of the roll tables different from the spanish version and i don't want anyone to be confused.
I plan to include the gnome and then try to translate it to english but I want it to be very faithful to the english version.

0 comments


Cart #bubbletowers-1 | 2024-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Tower Defense Game for Pico-8.
This game is inspired by the old flash games:
Bubble Tanks Tower Defence.

Description

This is not the usual tower defence game you are used to. Sure, you have to build towers to defend against enemy waves and also earn cash by destroying them to update your towers.

What is special here is that we not only can build defence towers to destroy enemies but also to define the path the enemies can take. Where the enemies have different skills like self-healing or flying over towers. In addition, we have various different maps where some may have blockades, are limited in space or have already predefined fixed paths.

Game Play

[ Continue Reading.. ]

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6 comments


Cart #matorodufa-0 | 2024-07-22 | Code ▽ | Embed ▽ | No License

I'm working on a farming simulator game. In the _init() function it should randomly generate the pattern on the grass tile and then randomly place the grass tile on the map (replacing any empty tiles.) However, a strange bug is occurring where some map tiles are corrupt. Can somebody explain what's going on? Use arrow keys to move around.

2 comments


Cart #highwaymadness091-0 | 2024-07-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #acowsadventure-1 | 2024-07-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Main Controls: Z - Open Shop/Back | X - Shoot/Confirm | Arrow Keys - Move
Alt Controls: N - Open Shop/Back | M - Shoot/Confirm | ESDF - Move

Welcome to A Cow's Adventure!

This is my first game on Pico-8 and, actually, ever! I made it in 7 days (+ 1 day bug fixing/balancing) and have been learning lua for ~5 days prior so this was a SUPER fun and educational experience!

In this game, traverse different farms as a Cow of your choosing, each class providing different base stats. Shoot your way to victory with careful planning, basic upgrades, and simple vertical movement. Enjoy some great classic arcade vibes thanks to Gruber's Pico-8 Tunes Volume 1 music set! Each Victory rewards you with a unique "Trophy" that will be added to the farm you start in. Each Cow + Difficulty gives a different one, try to collect them all!

[ Continue Reading.. ]

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2 comments


Cart #hauler-0 | 2024-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Hauler

Welcome to the Zeta Sector in a remote part of the Milky Way. You are a Space Trucker for the Eastwood Mifune Cooperative. Your job is to transport cargo and people from one space station to another. Or deliver a delicious Moloko Shake from a diner to a customer.

Explore a compact sector of the galaxy with planets to scan, jobs to complete, and Easter eggs to discover. Only one thing seems to be missing: Good coffee. Can you solve the mystery of where to get it?

What you can do

  • Docking at stations to accept fetch quests.
  • Fuel scoop at stars.
  • Collect salvage or mine resources to sell.
  • Scan planets to document the sector.
  • Use your friendship drive to jump to other systems.

[ Continue Reading.. ]

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0 comments


Cart #pizzatowerpicoedition-0 | 2024-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Previews

Dev Notes

You Can Make Mods With This Engine
Just Credit Me

Notes

I Do Not Own Any Of The Characters
So Please Credit Mcpig When Making A Mod

New Features

Wallrunning
High Jump

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4 comments


Cart #druid_dash_ppp-0 | 2024-07-20 | Code ▽ | Embed ▽ | No License
3

This game was made for the Pursuing Pixels James Jam Game Gam #3 with theme parallel. Some art (mainly my trees and grass) were taken from the first version: Druid Dash: Magic Mushroom Mania

Shorter than what I wanted, but that is the life of weeklong jams that you develop under 10 hours.

There is a bug that sometimes comes up with spirits not moving, you will have to restart the stage with C x)

Gameplay:

Move spirits around the map and guide them to their shrines. Once they move, they will continue to do so until they hit a wall.

⬅️⬇️⬆️➡️ - Move around

❎: X - Next Stage

🅾️: C or Y/Z - Restart Level
Devlogs:

You can read all about the development if you are into things like that:

[ Continue Reading.. ]

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0 comments


Cart #only_three_wizards-0 | 2024-07-20 | Code ▽ | Embed ▽ | No License
5

This game was made for the Minigame A Month May 2024 for theme WIZARDS!
Gameplay:

Move around on the field to avoid the relentless attacks of the mages.

⬅️⬇️⬆️➡️ - Move around on the board.

❎: X - Activates Currently held Item.

🅾️: C or Y/Z - Switch your current color.

Stand on appearing attack spots with the right color to hurt the mage of that color.
Items:

Sands of Time: Freezes time for the world. You are allowed to move, but nothing else.
Chromatic Star: Allowes you to become invulnerable, and hurt any mage while stepping on attack spots.

Wizards:

Each wizards has a unique logic behind their patterns as three distinc phases with them. Figure out who does what an plan ahead!

[ Continue Reading.. ]

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I've struggled with collision for a long time, but I've discovered/learned two collision types that can be implemented into just about any game genre.

This is my first time writing a tutorial so please any advice or mistakes a must.

Some background:

What is an object? An object can be something as simple as you having to make a tabel/array of said thing.

And what is a tile? A tile refers to what you place down in the tile-map which is the brick icon at the top.

A flag is something you can set in the sprite creator. It's the row of 8 buttons underneath the color palette.
The reason for these buttons is for easier management of sprites, if you want to have a block that damages the player you can set a flag for that. Or in this context for a solid wall.

PROBLEMS AND SOLUTIONS OF THESE COLLISIONS WILL BE LOCATED AT THE BOTTOM

OBJECT-TO-OBJECT COLLISION

This collision type involves four to eight parameters.

  • A first X value (x1)

[ Continue Reading.. ]

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4 comments



Cart #bucketball-0 | 2024-07-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


In this game you use the arrow keys to move a bucket and catch a ball from falling into lava

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0 comments


Cart #knucklebones-6 | 2024-07-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

Knucklebones

Controls

⬅️⬆️➡️⬇️ Move cursor ❎/X or 🅾️/Z Select

Rules

Each player has a 3x3 grid, organized into three columns. They take turns rolling a die and placing it into an open spot in their grid. If there is a matching die in their opponent's matching column, the opponent must remove all matching dice in that column. When one player's grid is full, the game is over and the player with the highest score is the winner.

Scoring

Each column is calculated separately, then added to the player's total score. If there are matching dice in the column, their values are added together and multiplied by the amount of matching dice.

[ Continue Reading.. ]

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5 comments


Cart #zip-1 | 2024-07-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


I am working on compressing .p8 files.
That's all you need to know.

Currently it is only saving characters by only advancing tokens once.

2 comments


Cart #appleget_img_01-0 | 2024-07-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

I decided to test out a cutscene, by loading an IRL apple into Pico 8.
It's for a new project that'll have short clips for getting items.

Tell me what you think, and if you have any tips for this kind of thing. Cheers!

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2 comments


As far as I know, every variable is returning as nil. That doesn't mean that it is. I cant get far enough into my game to figure out more

I am unsure what i did. I have gone through my code multiple times and i am just done currently. Any help or advice would be greatly appreciated.

[hidden]

-- game loop

function _init()
 gamestart()
	_upd=update_game()
	_drw=draw_game()
end

function _update()
	frm+=1
	_upd()
end

function _draw()
	_drw()
end

function gamestart()
	frm=1
	col=false
----------------
--menus
----------------
	men_main={
		items={"start game","controls"},
		menx=10,
		meny=10,
		curx=2,
		cury=10,
		menoff=7
	}
----------------
--player
----------------
	p={
	sp=1,
	x=48,
	xo=0,
	y=40,
	yo=0,
	w=8,
	h=8,
	ymt=0,
	spd=1,
	flp=false,
	dx=0,
	dy=0,
	--gravity/collision stuff
	hbx1=1,
	hbx2=6,
	hby1=7,
	hby2=1,
	grv=0.2,
	acc=0.5,
	landed=false,
	jumping=false,
	running=false,
	falling=false,
	dashing=false,
	rolling=false,
	attacking=false,
	itemgrab=false,
	--animation (in sprite #)
		frame=0,
		anim_idle=1,
		anim_walk={1,2,3,4},
		anim_jf=5,
		anim_atk={1,4,6},
		anim_dashing=8,
		anim_rolling={9,10,11,9},
		anim_attacking=6,
		anim_itemgrab=7,
	--game stats
		mhp=10,
		chp=10,
		atk=1,
		def=1,
		agi=1.1,--1.1 beacuse fucking math
}
		inv={}
		abilities={}
----------------
--tiles
----------------
	--collision
	t={--x1=l x2=r y1=t y2=b
		wall={x1=4,x2=6,y1=0,y2=7},
		floor={x1=0,x2=7,y1=4,y2=7}
	}
end
-->8
-- updates
function update_game()
--player---------------------
-----------------------------
		p.frame+=1
		if p.frame==5 then
		 p.frame=1
		end
		if (btn(⬅️))	then
			p.dx=-1
			p.flp=true
			p.running=true
		elseif (btn(➡️))	then
			p.dx=1
			p.flp=false
			p.running=true
		else
			p.dx=0
			p.running=false
		end

--collisions & gravity
		local ly=p.y
		p.dy+=p.grv

--check collision left and right
  if p.dx<0 then
    if collide_map(p,"left",0) then
      p.dx=0
    end
  elseif p.dx>0 then
    if collide_map(p,"right",0) then
      p.dx=0
    end
  end

  --jump
  if btnp(⬆️)
  and p.landed then
    p.dy-=2
    p.landed=false
  end

  --check collision up and down
  if p.dy>0 then
    p.falling=true
    p.landed=false
    p.jumping=false

    if collide_map(p,"down",0) then
      p.landed=true
      p.falling=false
      p.dy=0
      p.y-=((p.y+p.h+1)%8)-1
    end
  elseif p.dy<0 then
    p.jumping=true
    if collide_map(p,"up",0) then
      p.dy=0
    end
  end
	p.x+=p.dx
	p.y+=p.dy
--animation
	if p.jumping or p.falling then
		p.sp=p.anim_jf
	elseif p.running then
		if frm%5<=4 then
			p.sp=p.anim_walk[p.frame]
		end 
	elseif p.attacking then
		p.sp=p.anim_attack
	else --player idle
		p.sp=1
	end

end

function update_mm()
	upd_menu(men_main)
end
-->8
-- draws
function draw_game()
	cls()
	map()
	spr(p.sp,p.x,p.y,1,1,p.flp)
	camera(p.x-60,p.y-60)

	print(p.dx,1+p.x-59,1+p.y-59,8)
	print(p.dy,9+p.x-59,1+p.y-59,8)
end

function draw_mm() 
	cls()
	menutext(men_main.items,men_main.menx,men_main.meny,8)
	drw_menucur(men_main)
end

-->8
--functions
function does_tile(flag,x,y) -- bool
	tile=mget(x,y)
	has_flag=fget(tile,flag)
	return has_flag
end

function collide_map(obj,aim,flag)
 --obj = table needs x,y,w,h
 --aim = left,right,up,down

 local x=obj.x  local y=obj.y
 local w=obj.w  local h=obj.h

 local x1=0	 local y1=0
 local x2=0  local y2=0

 if aim=="left" then
   x1=x-1  y1=y
   x2=x    y2=y+h-1

 elseif aim=="right" then
   x1=x+w-1    y1=y
   x2=x+w  y2=y+h-1

 elseif aim=="up" then
   x1=x+2    y1=y-1
   x2=x+w-3  y2=y

 elseif aim=="down" then
   x1=x+2      y1=y+h
   x2=x+w-3    y2=y+h
 end

 --pixels to tiles
 x1/=8    y1/=8
 x2/=8    y2/=8

 if fget(mget(x1,y1), flag)
 or fget(mget(x1,y2), flag)
 or fget(mget(x2,y1), flag)
 or fget(mget(x2,y2), flag) then
   return true
 else
   return false
 end

end

-->8
--menu

function startmenu(menutable)

end

function menutext(menutable,x,y,off)
	for i=1, #menutable do
		print(menutable[i],x,y+menutable.off*i)
	end
end

function drw_menucur(menutable)	
	local x1 = menutable.curx-8
	local y1 = menutable.cury-10
	local x2 = x1+12
	local y2 = y1+6

	rectfill(x1,y1,x2,y2,7)
end

function upd_menu(menutable)
	if btnp(⬆️) then
	 menutable.cury-=7 
	end
	if btnp(⬇️) then
	 menutable.cury+=7
	end
--	if btnp(❎) then menuacc(menutable)
--	if btnp(🅾️) then menuden(menutable)

end

[ Continue Reading.. ]

1 comment


I've been trying for a day to figure this out and I can't. There's barely any information online about this. Although it feels like everyone knows it but me.

My idea is on initialize to run a nested for loop and add any enemies to a list. And in the update move them.
I did this and it worked! But it incremented in grids. There's no actual code of this since I deleted it, but I could easily reprogram it, if someone asks what the block was.

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