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Apologies if this is a silly question.

Reading the roadmap 0.1.0
> BBS Integration // Submit carts to a sub-forum, browse carts from splore app

Is it implemented and I just can't find it? I have tried splore from the terminal and hunted for it in the file explorer.

Edit: thanks folks . Managing to load by cart id.

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Cart #simplepaint8-1 | 2024-08-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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SimplePaint8 v0.1 provides a simple way to draw shapes and export them as compressed strings for a game cart.

Intended use cases:

  • Static backgrounds and other large images
  • Splash screens
  • Cutscenes
  • UI elements

Controls:

  • Left click: Select/Draw
  • Right click: Cancel
  • X: Press and hold, click to select tools or colors
  • Y: Select pattern (to turn off the pattern, click on "pattern on")
  • Arrows Left/Right: Move backward/forward in the step history
  • Enter: Open menu and select "Export to string" to copy the image to the clipboard

[ Continue Reading.. ]

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Cart #ferukeheho-0 | 2024-08-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Flappy bird - pico-8 version

Control:
x-start game
up-fly

About:
This is my first time to learn pico-8 and made this game

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Cart #p15_4704-3 | 2024-08-04 | Code ▽ | Embed ▽ | No License


Press Z to fly, Left and Right to move.
Go to the blue circles, and then upload the tapes in the tower.
The red circles will drain your energy, you can recharge it in the tower.

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Cart #minesweeper_nacorio-4 | 2024-08-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made a Minesweeper clone

This is my second time making a playable game for PICO-8

❎ to mark mines
🅾️ to reveal spaces
[48x16]

edit version 1.1:
I fixed some bugs and added some QOL features and other improvements.
I'm also planning to add mouse support, but won't be able to update the game at least for the next week.

edit version 1.1.1:

[ Continue Reading.. ]

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Work in Progress...........................................

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by Mot
Cart #mot_titan-1 | 2024-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I thought I'd upload this because I doubt I'll be able to finish it - at least as a Pico-8 game. Basically it was too ambitious and I ran out of space. Maybe I'll port it to Picotron someday, but for now it's basically a tech demo.

You wake up in an android body in a factory in a mining town on Saturn's largest moon, Titan. You have to solve the mystery of who you are and what happened, and maybe how you can put things right.

Or at least you would if the game was finished. For now there's a little puzzle about exiting the factory, and some dialog sequences. After that there's a car to drive, a slightly glitchy plane to fly and some empty buildings you can look inside.

It's intended to be a game about exploration and dialog.

[ Continue Reading.. ]

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Build john gutter level

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Cart #tanaguffe-0 | 2024-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A button system for the shmup i'm working on. Has shooty and swordy sound effects but no graphics, so you'll just have to imagine the cool attacks and the enemies and stuff.

Hold O (Z on keyboard) to fire
Press X to swing your sword
Hold X to charge up mega slashes
Hold O and X to swing your sword as fast as possible

There are definitely some kludges in the code, and most of them are there because the alternative is implementing input buffering and I am not ready.

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Cart #fugowamiza-0 | 2024-08-03 | Code ▽ | Embed ▽ | No License
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My first pico-8 game! wow!!!!

You are the BURGER BOY. Move around your cramped confines and collect BURGERS to extend your measly and ever-dwindling lifespan. When you inevitably fail and perish due to lack of BURGER, be greeted by a sophisticated and complimentary game over screen that will recount your total BURGER collected. Wow.

This game has it all, including (but not limited to) :
-BURGERS
-An animated BURGER BOY sprite with 2 (two) whole sprites
-a total of THREE "sound" "effects" if you can call them that
-BURGER LORE
-and so much more...

This is my first Pico-8 game, scrambled together after following a handful of tutorials from both SpaceCat and Nerdy Teachers, to whom I highly appreciate for their work. If you aren't impressed, you just don't "get it".

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Cart #fopohunife-0 | 2024-08-03 | Code ▽ | Embed ▽ | No License
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After working on this on and off for most of the year, I've finished my first PICO-8 game, Nybble Quest. It's a casual adventure game with a 4-bit aesthetic. It's designed to be cute and easy. Yes, you can die, but you probably won't unless you get cornered somewhere.

Cart #nybble_quest_1-0 | 2024-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A couple years ago I was working through a top-down adventure tutorial for PICO-8. It was fun, but the 8x8 pixel tiles combined with the map size felt limiting. Early this year, I stumbled across a set of 4x4 pixel adventure game graphics called Micro Venture by an artist that goes by VEXED. That made me want to explore supporting (or rather faking) a map with 4x4 pixel map tiles. And it worked out pretty well, allowing for more map resolution as a trade for less sprite resolution. The source code has a link to that asset pack (and a list of which sprites are from it, thus not open sourced).

[ Continue Reading.. ]

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Inspired by https://www.lexaloffle.com/bbs/?tid=2341, here's a description of how sfx and music are stored in Picotron. (Well, there's not much description here yet, just some helpful code. I'll add to this over time)

The data can be in unusual custom formats. The header data is supposed to help in these cases and is accounted for in this code (with some asserts to crash if the data format is unknown). But for most people using this code, the data will be in the standard format.

Library

Code:
[hidden]

-- sfx/music data wrangler
-- by pancelor

-- The docs call this the "index", I call it the "header"
-- https://www.lexaloffle.com/dl/docs/picotron_synth.html#Index
function sfxheader_read()
	local num_instruments, num_tracks, num_patterns, flags = peek2(0x30000, 4)
	-- ...8 unused bytes here...
	local insts_addr, tracks_addr, patterns_addr, unused1 = peek4(0x30010, 4)
	assert(unused1==0,"bad sfx header 1")
	local tick_len, def_len, def_spd = peek2(0x30020, 3)
	local def_spd2, unused2, unused3, unused4 = peek(0x30026, 4)
	-- TODO def_spd2 v. def_spd?
	assert(unused2==0,"bad sfx header 2")
	assert(unused3==0,"bad sfx header 3")
	assert(unused4==0,"bad sfx header 4")
	return {
		num_instruments = num_instruments,
		num_tracks = num_tracks,
		num_patterns = num_patterns,
		flags = flags, --0x1 use default track indexing (base+0x20000, increments of 328 bytes)
		insts_addr = insts_addr, --relative address of instruments
		tracks_addr = tracks_addr, --relative address of track index
		patterns_addr = patterns_addr, --relative address of pattern data
		tick_len = tick_len, --in 1/16ths of a sample at 44100Hz [0 means 5880 -- 120 ticks / second]
		def_len = def_len, --used by patterns that do not have a default length specified
		def_spd = def_spd, --used by patterns that do not have a default speed specified
		def_spd2 = def_spd2, -- ??
	}
end

function pattern_read(i)
	local base = 0x30100 + sfxheader_read().patterns_addr -- normally 0x30100
	local addr = base + i*20
	local tracks = { peek(addr, 8) }
	local flow_flags, channel_mask = peek(addr+8, 2)
	local len = peek2(addr+10)
	-- ...8 unused bytes here...
	return {
		tracks = tracks, -- array with 8 track ids
		flow_flags = flow_flags, -- 0x1 loop forward, 0x2 loop backward, 0x4 stop
		channel_mask = channel_mask, -- 0x1 is tracks[1] unmuted? 0x2 is tracks[2] unmuted? 0x4 => tracks[3], 0x8 => tracks[4], ... 0x80 => tracks[8]
		len = len, --TODO: how does this interact with track length and header def_len/def_len2?
	}
end

function track_read(i)
	local header = sfxheader_read()
	assert(header.flags&1==1,"unknown track format")
	local base = 0x30000 + header.tracks_addr -- normally 0x50000
	local addr = base + i*328
	local len = peek2(addr)
	local spd, loop0, loop1, delay, flags, unused = peek(addr+2, 6)
	assert(unused==0,"bad sfx track")
	-- note: if len<64 then some of this data is irrelevant:
	local pitches = { peek(addr+8,64) }
	local instruments = { peek(addr+72,64) }
	local volumes = { peek(addr+136,64) }
	local effects = { peek(addr+200,64) }
	local effect_params = { peek(addr+264,64) }
	return {
		len = len,
		spd = spd,
		loop0 = loop0,
		loop1 = loop1,
		delay = delay,
		flags = flags, --0x1 mute
		-- 64-length arrays, 1 entry per note:
		pitches = pitches,
		instruments = instruments,
		volumes = volumes, -- a 0xFF entry means muted
		effects = effects, -- stored as their ascii code -- retrieve with ord()
		effect_params = effect_params,
	}
end

-- an alternate version of track_read that extracts a single row
-- ti: track index
-- ri: row index
function track_row_read(ti,ri)
	local header = sfxheader_read()
	assert(header.flags&1==1,"unknown track format")
	local base = 0x30000 + header.tracks_addr -- normally 0x50000
	local addr = base + ti*328 + ri
	return {
		pitch = peek(addr+8),
		instrument = peek(addr+72),
		volume = peek(addr+136),
		effect = peek(addr+200),
		effect_params = peek(addr+264),
	}
end

function instrument_read(i)
	local base = 0x30000 + sfxheader_read().tracks_addr -- normally 0x40000
	local addr = base + i*0x200
	assert(false,"not implemented")
	-- see https://www.lexaloffle.com/dl/docs/picotron_synth.html#Index
	-- or read /system/apps/sfx.p64/data.lua:clear_instrument() for info
end

-- i: channel index 0..7
function channel_current_track(i)
	return stat(464,0)>>i&1~=0 and stat(400+i,12) or -1
end
-- i: channel index 0..7
function channel_current_row(i)
	return stat(464,0)>>i&1~=0 and stat(400+i,9) or -1
end
-- number of ticks played on current pattern
function channel_ticks_played(i)
	return stat(400+i,11)
end
--currently playing pattern, or -1
function current_pattern()
	return stat(466)
end

[ Continue Reading.. ]

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Cart #picojanitor-1 | 2024-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
32

Pico-Janitor

You’re on the rescue! Your darling was kidnapped by some pesky bugs, and it’s your job to save her from her prison!

Goal

Clean the floor and squish bugs in this new arcade game!
With a points mode and a speedrun mode, adjust your tactics to improve your score.

Game modes

  • Arcade: Play for the highest score, dashing through the levels before it's too late!
  • Time: Play for the fastest time, adjusting your strategies to maximize movement over combat!
  • Zen: Replay one level over and over, to rework the tactics to use in Arcade or Time mode!

Let me know what you all think!

This is my first PICO-8 game, so I'm new to this community!

[ Continue Reading.. ]

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Hi!

This is a very simple clone of Arkanoid, that I created to learn to code games in Pico8.
Although I have 15 years of experience in coding, this is my first time programming a video game, which is an area I would like to work professionally.

The game has the basic mechanics for collisions, levels and score. Some SFX but no music yet. I started to work on sprites when I decided to publish this version to gather feedback and ideas from the community.

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Cart #dokgdama-0 | 2024-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Blasted Space 1.0

This is my first Pico-8 game that I created following the Lazy Devs Academy's Basic Shmup Tutorial.

Normal Mode

This is a fixed mode with nine waves. Press either button to shoot. Collect pickups to increase your score. Every pickup will be worth 100 points more than the last pickup. If the player takes damage, the pickup counter will reset.

Survival Mode

This mode will randomize enemy placements and the player will only be given one life. After every wave, enemies will become more aggressive. Try to survive as long as you can.

Thank you for playing.

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Cart #lazia_adventure-0 | 2024-08-02 | Code ▽ | Embed ▽ | No License
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this is an sdventure game about exploring the kingdom of Lazia

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Hey everyone,

I've been working on a image format for Picotron called QPB (Quad Palette Bitmap). It allows you to use up to 256 colors in your images by dividing them into four different palettes, which is great for creating detailed and colorful game scenes.

The project's on GitHub. Feel free to fork it, play around, or contribute!

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Cart #kefihasusi-0 | 2024-08-02 | Code ▽ | Embed ▽ | No License
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Cart #spin_funky-0 | 2024-08-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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SPIIIIIIIIIIIIIIIIN to funky town :) Ps, there is also chip and rat but you have to change the animation values

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