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Cart #youtooz_floppa_plush_for_free-0 | 2024-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #strange_caracal-0 | 2024-07-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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 #phoenix_picotron-0 | 2024-07-23 | Embed ▽ | License: CC4-BY-NC-SA
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Based on the 1980 arcade classic.

My first Picotron project, this is a conversion of my Pico-8 remake.

Thanks To

  • Finn for testing

Version History

  • 0.80 - 23-Jul-2024 - Released
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9 comments


I'm working on something with lots of overlapping sprites, that need to be drawn in the correct order. After my failed attempts at implementing quicksort, I found a thread suggesting Z values could be used as keys in a table. My table of sprites will be rebuilt every frame, so the plan is to insert sprites at specific positions in the table once they're created. This way, I should hopefully be able to iterate over the table with a for loop without sorting it at all. Unfortunately, I wasn't able to figure the last part out.

table={}
add(table, 10, 1)
add(table, 20, 2)
add(table, 15, 1.5)
add(table, 27, 2.7)
for i in all(table) do
 print(i)
 --[[
  15
  27
  10
  20
 ]]
end
print(table[1.5]) --[nil]
print(table[1]) --15

As a test, I tried something like this, only to realize add() floors your input keys, and ignores the keys of previously added items. What I really need for this to work, is a way to add a key and value to a table directly, and a way to stop PICO-8 treating my numerical keys like a sequence. I've tried adding items the way you would with string keys, but it didn't work.

[ Continue Reading.. ]

6 comments


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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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
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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


I have been attempting to make a Picotron game. When there are too many objects in a table that are being updated, some objects just do not update. I really don't know if this is a problem on my end or a Picotron bug.

I have falling rocks from the sky (as it is a sequel to Rockfall 3), and when there are maybe 10-20 of them at once, they will collectively pause in the air before continuing. The player movement does not turn choppy, and the CPU usage stays quite low (15% with about 100 rocks), so I don't think it's an optimization problem.

Here's the code in my rocks.lua:

rocks = {}

function add_rock(x,y,xv,yv)
	add(rocks, {
		x=x,
		y=y,
		xv=xv,
		yv=yv
	})
end

function add_rock_master()
	add_rock(rnd(464),-rnd(32)-8,0,0)
end

function update_rocks()
 	for i,r in pairs(rocks) do
		r.x += r.xv
		r.y += r.yv

		r.yv += grav
		r.yv /= wind_res

		if r.y > 270 then

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=151628#p)
1 comment


Cart #trackercmd-5 | 2025-01-15 | Embed ▽ | License: CC4-BY-NC-SA
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Since I have a hard time remembering tracker commands, I made this.

*)Usage image for version 0.1.1e

changes

  • Behavior changes for 0.1.1e
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When turning knobs in the SFX or instruments editors, it can be difficult to adjust by dragging.

This happens when the window size is x2 or more and you use Alt + Tab to switch application windows.
As a temporary fix to this problem, you can restore adjustments by returning the window to normal size.

This has been the case since the version before v0.1.0h when the mouse lock function was added.

0 comments


In "> Pico Hack_" you are a freelancer Hacker who take jobs for corporations.
You can be a Black Hat or White Hat. It is your choice.

Any comments, criticisms or ideas are welcome :)

release 1.0.1 (2024-08-03)

  • fix "disconnect by server" outcome
  • small fixes in account registration
  • fix mission debriefing
  • fix news

Cart #snake_phack-2 | 2024-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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6 comments


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

0 comments


Sorry if this is a completely dumb question. I'm new to Pico 8 and game dev in general. I'm stuck in my first project attempting to randomize map layouts. My game is a simple vertical scrolling game where the player moves from side to side to avoid obstacles. I'd like to begin on one screen, and then end on a final screen with the ones in between being a random selection from the 12 or so other screens I've drawn. I know the easiest way to do this is probably with nested tables, but I'm having trouble understanding how I could accomplish this. Any help would be awesome.

2 comments


Cart #picotron_filter_testbench-0 | 2024-07-21 | Embed ▽ | No License
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This is a tool for visualizing the impulse response (top) and frequency magnitude response (bottom) of different filters. The frequency magnitude response is determined by taking the magnitude of the FFT of the impulse response.

It's a pretty messy tool that's accumulated a few different features from various things I've been trying to do, but I want to refer to the cart in a Mastodon post so I'm posting it here. Ignore the blue and orange lines, those are from a different experiment; just focus on green and red.

Basic usage: left/right changes cutoff, up/down changes resonance, Z/X rotate through filter modes. There are some modes labeled "zep" that are more relevant to the Picotron filter. The ladder filters work fine at 0 resonance, the zep modes need at least a tiny bit of resonance to produce a signal (so you'll need to hit the up arrow a bit to get them to work).

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2 comments


Cart #acowsadventure-1 | 2024-07-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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 #pss_example_project-7 | 2024-07-21 | Embed ▽ | License: CC4-BY-NC-SA
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load #pss_example_project

You can create mods for Picotron Solitaire Suite from this example project cart. the cart contains a single solitaire variant from which you can learn how the api works and build your own games from. Try to keep all changes you make inside cart_games/ and card_backs/. Though you should probably adjust suite_scripts/main_menu.lua to better match your game.

I highly recommennd reading the READMEFIRST file inside the cart.

All the functions inside cards_api/ and suite_scripts/ should have comments that help tell you what they do. The readme files in for the suite and api git repositories also have some information on the available functions. You can also look at the games inside the suite in order to get an idea of how those games apply the api and suite functions.

[ Continue Reading.. ]

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

This cart was made as a silly little entry for the Goblin Bunker July 2024 Game Jam, between July 19th and July 20th, 2024

The font is Maple by Chevy Ray

If you download it, it will track your score

0 comments


I wanted a tool to help me import a large folder of asset .pngs (such as one you might get from https://kenney.nl/) into .gfx files. I know there are tools such as @pancelor 's helpful importpng.p64 (or just click-n-dragging onto the gfx editor), but I didn't want to do that for hundreds of files.

Using importpng.p64 as a foundation, I create a command-line utility for Picotron that will import entire folders of assets into .gfx files! Below is the snippet that you'll put in /appdata/system/utils/simport.lua

-- a tool to import all pngs in a folder into a single .gfx file
-- tool by  @fletch_pico
-- version 1.1
-- 
-- makes use of:
-- importpng.p64 code by   @pancelor
-- https://www.lexaloffle.com/bbs/?tid=141149

cd(env().path)
local argv = env().argv

if (argv[1] == "--help") then
	print("Usage: simport [FOLDER]")
	print("Populate the .gfx file using a folder of PNGs.")

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=151555#p)
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