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Cart #thunder_castle-3 | 2024-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

My Pico-8 remake of the glorious Thunder Castle by INTV Corporation (1985) for Intellivision, with some quality-of-life improvements.

Manual

The vintage game manual is available as PDF file in the Thunder Castle Itch.io page here

TL;DR

⬆️⬇️⬅️➡️ move
⭕️/❎ [Z,X,C,V] Action button

Touch the flashing creatures (bats, rat and skull) to energize your knight in order to slay all the guardians (Dragon, Sorcerers and Demons). Collect and use at your advantage the magic objects that appear (details in the manual above or in the Pause/Enter menu choose "CHEAT SHEET" for a quick in-game help).

[ Continue Reading.. ]

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17 comments


Cart #b9f-7 | 2024-10-14 | Code ▽ | Embed ▽ | No License
27

A simple fighting game.

---You start on the -9 floor
---Fight your way to the 1 floor.

Control:

Arrow keys to move

Z to dash

X to attack

also support gampad

update:

  • add a menu item that can close the flashing effect
  • add a epilepsy warning in the begining
  • change the cover image and the lable image
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11 comments


The chungus

Be prepared

Cart #dipopojemo-0 | 2024-10-09 | Code ▽ | Embed ▽ | No License

0 comments


Cart #perpetual_calendar-6 | 2024-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A calendar for when you need to know what day of the week any date is on but don't want to leave Pico-8 for some reason

⬆️/⬇️ change year
⬅️/➡️ change month
❎/🅾️ change day
❎+🅾️ toggle day highlight

Allows years between -32767 and 32767 because why not?

Disclaimer: This is NOT a historically accurate calendar. This is a Proleptic Gregorian Calendar, a calendar which gives Gregorian dates to all days, including those before it was introduced on October 15th, 1582. Credit to @RealShadowCaster for pointing this out to me

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10 comments


Cart #oscars_adventure-0 | 2024-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
21

Collect coins and race against the clock as you traverse 4 unique levels in Oscar's Adventure! Do you have what it takes to beat the fastest times?

Controls

Action Keyboard
Move Left/Right
Jump Z/C
Crouch Down
Slide Down + X
Pause Enter/P

Pro Tips

  • When you jump while performing a slide you can carry the speed of the slide into the air. Try using this technique to reach those hard-to-get coins.
  • Press Pause to access some additional options, like toggling the ghost player and Restarting the level.

  • The Gold medal is the fastest time you can view for each level, but there is another hidden medal that's even faster than Gold. Do you have what it takes to beat the Platinum time?

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19 comments


Cart #sogahugasu-0 | 2024-10-09 | Code ▽ | Embed ▽ | No License


hey everyone, having some trouble.
im trying to make it so that when you collect the emerald a bit into the first level, it prints "gem get!" next to it.
however, when I collect it, nothing happens.
i would also like the text to disappear after a few seconds. how would I do that?

the emerald code is in tab 5 under function upickups2(). apologies if any of the code is difficult to read, I'm pretty new to this.

also, any further feedback for the game is much appreciated!

(please don't mind the door sprites at the beginning of the level, its just for debug purposes so that I can test level 2 quickly!)

11 comments


Cart #degbunne-4 | 2024-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Cocktail Hour

Inspired by true events, Cocktail Hour is a game built to prepare you for real life social events. Your mission: sneak around a party venue and eat as many delicious hors d'oeuvres as you can while avoiding having a conversation with anyone.

However, Aunt Ethel hasn't seen you since before you left for college and she's determined to ensure you miss every single Pig-in-a-blanket and slider and shrimp cocktail there is.

Run, hide, and eat.

Controls

Move using the arrow keys.
X allows you to grab food, only while standing still.

Tips

  • When you grab food your score multiplier increases by one. However, entering a conversation can reduce your multiplier or eliminate it completely with bad timing.

[ Continue Reading.. ]

12
5 comments


la verdad e intentado abalar con mi musico del equipo pero no responde y me preocupe por que tal ves no quiera trabajar conmigo por lo que saque el primer trailer de sonic la pelicula el juego adelantado por que parece que no quiere trabajar con migo por favor si lograran contactarlo les agradecería es @notehead y el es el unico que tengo en el equipo

The truth is that I tried to talk to the musician on my team but he didn't respond and I was worried that he wouldn't want to work with me, so I published the first trailer for Sonic the Movie, the preview of the game. because it seems like he doesn't want to work with me, please, yes. If you can contact him I would appreciate it. He is @notehead and he is the only one I have on the team.

2 comments


Cart #adventur_p-0 | 2024-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Collect keys and open doors to reach the win flag!
(don't be satisfied with finishing the game wink wink)

My first attempt with Pico-8
I followed MBoffin (Dylan Bennet) tutorial on the top-down adventure game

CONTROLS

Arrows - Movement
X - Inventory
Z - Close dialogue

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2 comments


Cart #jprint_bc-1 | 2024-10-08 | Code ▽ | Embed ▽ | No License
1

Japanese is output using a custom font.
Also, voiced consonants and semi-voiced consonants(濁点・半濁点) are adjusted to be placed at the top of the characters.

jprint('かわいい いちこ゛た゛いふく さん♥',14) -- Usage is the same as for print().

ぁぃぅぇぉ,ァィゥェォ does not exist as a character in standard Pico-8.
Therefore, we have rewritten the default emoji as shown in the table below.

'ぁ' > '…'
,'ぃ' > '➡️'
,'ぅ' > '★'
,'ぇ' > '⧗'
,'ぉ' > '⬆️',

'ァ' > 'ˇ'
,'ィ' > '∧'
,'ゥ' > '❎'

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=155450#p)
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2 comments


--functionsetup
playeranim = 1
timer = 0

function _init()
end

function animspr(x, y, fps, start_frame, end_frame)
    timer = timer + 1
    if timer >= 30 / fps then
        playeranim = playeranim + 1
        if playeranim > end_frame then
            playeranim = start_frame
        end
        timer = 0
    end
    spr(playeranim, x, y)
end

function _update()
end

function _draw()
    cls()
    animspr(60, 60, 4, 1, 3)
end

how this works: animspr(x, y, fps, start_frame, end_frame)

0 comments


Cart #towimazoke-0 | 2024-10-07 | Code ▽ | Embed ▽ | No License

0 comments


Hi, this is Kokins, my entry for Ludum Dare #56.

The theme of the jam was "tiny creatures" and I decided to go for a virtual pet game, similar to Tamagotchi which I played as a kid. In the game, you care and raise a kokin, a cute small creature.

There are two goals in the game:

  • Raise your kokins until they reach adulthood and they can live on their own in the kokin reserve.
  • Collect all kokins! Depending on how you raise your kokin it will grow up in a different way. Can you find them all? :)

Cart #kokins-0 | 2024-10-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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0 comments


Cart #smash_the_scorpions-2 | 2024-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Smash The Scorpions!

A silly game for Ludum Dare 56, the theme of which is "Tiny Creatures."

Directions to move. Any action button to swing your hammer. See how long you can last!

Changelog:

  • 2024-10-11 - fixed walk speed bug. added some extra graphical effects. increased the blood!
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4 comments


Cart #romihisoki-0 | 2024-10-07 | Code ▽ | Embed ▽ | No License


Hello everyone.
First of all, I apologise if my code is a mess. I am learning to code and although stuff sometimes work, I don't fully understand why.

I am doing a game with a procedural map where there are buildings, and each building might or might not be a level. When generating the buildings I attach a level object to it if it is a level and I am printing underneath the ones that are levels, as well as the x and y coordinates and what level number it is.

The game is meant to have the following objects and relationships
Player (obvious)
A Building object > a level object > a combos object > multiple combos objects

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2 comments


Cart #adewwwy-0 | 2024-10-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

My LD56 Compo entry—nurture your tiny creatures! Gather fish and deliver them to groups of hungry baby penguins.

Fish must be within the drop-zone (the region surrounding a group of baby penguins) upon dropping. Delivering multiple fish in one go yields combo bonuses, and there's no penalty for delivering more fish than requested (given it fits in the drop-zone).

Spikes periodically emerge from beneath the ice due to climate change or something, and (dangerous) baby seals occasionally roam. Mis-dropped, uneaten fish will spoil and create additional hazards. Health is lost upon touching a hazard, or when failing to feed a group of baby penguins (because heartbreak). Touching a hazard also automatically mis-drops your held fish.

[ Continue Reading.. ]

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5 comments


Cart #exoplorer-0 | 2024-10-07 | Code ▽ | Embed ▽ | No License
3

3
0 comments


Cart #watch_timer-0 | 2024-10-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #jarlife-1 | 2024-10-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
43

Controls

Z/C to jump
X to bunch up / hoist / throw

Save 4 creatures in each room to progress to the next level (not everyone needs to make it out alive!). Grab a key to open the door, but the player can not enter until 4 creatures have passed through. To restart at any time, press ENTER and choose "restart level".


Made for Ludum Dare 56. You can find the jam page (and play the compo version) here: https://ldjam.com/events/ludum-dare/56/jar-life

Changes

jarlife-0: ldjam compo version

jarlife-1: added 'x to retry' when there are no longer any creatures left to save, but less than 4 have exited and the player is still alive.

[ Continue Reading.. ]

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8 comments


Midi Controllers

Hey all! Long time user, first time poster, yada yada...

The problem

I'm really slow at typing out notes using my computer keyboard, so I want to use my midi controller to speed up the process of inputting notes into Picotron's tracker.

My solution

I wrote up a quick shell script to allow me to use my midi controller within Picotron's (and by extension Pico-8's) tracker. You can run it in the background, and it just looks for input from my midi controller and simulates the appropriate keypress to input the note in the tracker.
I made it following the advice from this Stack Exchange thread. It requires a unix-like shell, as well as aseqdump and xdotool, to work.

#!/usr/bin/env sh
aseqdump -p "YOUR_MIDI_DEVICE_HERE" | \
while IFS=" ," read src ev1 ev2 ch label1 data1 label2 data2 rest; do
    case "$ev1 $ev2 $data1" in
        "Note on 48" ) xdotool type z ;;

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=155389#p)
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1 comment




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