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Cart #srectangles-2 | 2024-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #celeste1k-0 | 2024-10-12 | Code ▽ | Embed ▽ | No License
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This is a scaled-back version of Celeste Classic in just 1KB of compressed code. Originally planned to submit it to Pico1K Jam 2024, but didn't make the deadline. It includes the first 3 levels of the original game, and runs at 60FPS. I tried to make it feel as much like the original as possible, hope you enjoy playing it.

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Cart #betterspikejump-0 | 2024-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #iscdataempty_bc-0 | 2024-10-12 | Code ▽ | Embed ▽ | No License
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Use this to check that the saved state of the game, such as mid-game progress, is the initial state (all 0).

print(iscdataempty() and 'cartdata empty' or 'cartdata found')
  • Returns true if it is in the initial state.
  • Returns false if there is any data contained in it.
  • This function consumes 14 Token.

With this test cart, we will verify that entering CARTDATA with the mouse will cause it to return to its initial state.
You can reset CARTDATA in the pause menu.

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Cart #podiatrist-1 | 2024-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Guide one (or more) moths to the podiatrist’s office.

Controls:

Left click: Turn on light
Right click: Turn off light
x: retry level

Inspired by the Moth Joke of Norm Macdonald

RIP Big Man Gone but not forgotten

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Cart #fihumahato-0 | 2024-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This green version is mostly a simple sound experiment. I created some SFX with notes and short phrases in the C pentatonic scale; every time an electric shock appears on the screen, one of these random SFX plays. Similarly, when the Thing jumps, besides the "hop sound" SFX, one SFXs with super simple rhythmic patterns with percussive sounds is randomly played.

So it's a super simple system to get some pseudo-generative, random sounds that are tied to the gameplay and to what's happening on screen.

The effect is simple, kind of stupidly melodic, and also chaotic. But for those who like to mess around with music, it's fun to send the audio signal from the game into an effects processor to get pseudo-random textures in that key.

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Cart #p8ng2024-0 | 2024-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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p8ng

This is the first game I've ever published, and I would greatly appreciate your feedback. My game is an homage to the most important videogame of all time.

Story

This is the end of a long journey. After a mysterious system failure, two rockets, Nebula 6 and Mars 18, are plummeting towards an unknown planet.
To avoid a catastrophic crash, they must compete in an intergalactic match during their descent.
The high-energy plasma sphere they exchange can rupture, adding an extra layer of danger, requiring skills from the crew.
The winner will gain control and steer towards salvation, while the loser faces inevitable explosion.
Tension rises with each point, as survival is at stake.

[ Continue Reading.. ]

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Cart #prototype_tower-3 | 2024-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Prototype idea for an RPG, was messing about just trying to get the basic ideas down.

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Hello everyone

I want to add an item for pick up on my procedural generated levels.
I have a pick up quantity and a table to hold them, and an individual table for each object.

I want items to be placed on tiles with the flag 5 because it's a busy street where my character can't get to a lot of the places.

Seemingly my only option is to use a while loop to iterate through x and y positions until it finds a flag 5 and then discount 1 from the pickup quantity until it's 0.

Unfortunately this results in the game not loading.

while crateamt > 0 do
        local x = rnd(map_end)
        local y = rnd(map_endy)
        if fget(mget(x*8,y*8),5) then
            add(crates, crate:new({
                x=x,
                y=y
            }))
            crateamt -=1
        else
            x = rnd(map_end)
            y = rnd(map_endy)
        end

end

What other options do I have?

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Cart #zx_loading-0 | 2024-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Is ZX Spectrum loading screen that boot a ZX Spectrum cartridge in your ZX Spectrum computer

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Cart #badelinechapter1-3 | 2024-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #badelinechapter2-0 | 2024-10-20 | Code ▽ | Embed ▽ | No License
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Cart #badelinechapter3-1 | 2024-11-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #badelinechapter4-0 | 2024-11-20 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Cart #cortex_override-0 | 2024-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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After 2.5 years of on-and-off work, I'm thrilled to share my dream PICO-8 game with the community. Cortex Override is a labor of love where I've attempted to blend elements of Zelda and Armored Core into just 32kb. This project pushed me to the limits of the platform and taught me so much about game development.

I personally handled every aspect of the game from scratch: the graphics, music, game engine, and all mechanics. It's been an incredibly rewarding journey, and I'm excited to share it with you all.

This first version is playable and complete, though probably not perfect. I welcome all feedback, comments, and suggestions - they'll help me grow and improve the game further.

[ Continue Reading.. ]

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Cart #paddixpt-3 | 2025-01-07 | Embed ▽ | License: CC4-BY-NC-SA
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This is a port of my Paddix game on PICO-8 to Picotron, it has a larger range of fence colors and a
larger range of board sizes.

Paddix is a Pico version of the classic "paper and pen" game Paddocks or Boxes as some know it by.

The Paddix main menu

The Paddix main board

How to play:

Paddix is a 2-player game, each player takes turns building fences between the posts in the main
paddock, once all four sides of a smaller paddock have been built, the paddock is claimed by the
player that placed the fourth fence and a point is awarded.

Once all the paddocks have been claimed, the game is over with the player that has the most points
as the winner.

[ Continue Reading.. ]

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Hello everyone, I'm thinking about de-making Xblast, a linux clone of bomberman that allows up to 6 players at the same time.
Here's a early WIP screenshot :

What I'm worried about now is the 6 players local game play.
On paper, Pico-8 has native support of up to 8 controllers.
I wrote a simple cart that just highlights in red the active buttons of the 8 controllers.
Could anyone confirm that this actually works for up to six controllers before I go further into the dev ?
I'm a bit worried as I've never encountered a pico8 game that plays with more than two controllers at the same time so far.
If you get it it to highlight buttons of players 3 to 7, could you please tell me how you set it up ?

Cart #zuhapiheku-0 | 2024-10-11 | Code ▽ | Embed ▽ | No License

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I realized I never uploaded my submission for the GMTK Game Jam 2022 on the PICO-8 BBS, so here's that (whoops!).

Dice Drop Dash

This game was made within a tight ~6 hour period rather than the 50 hour period of the GMTK Game Jam 2022.

  • Left/Right: Move Target
  • Down: Drop

When you drop a dice, its value will be subtracted from the value of the highest in the stack, and the difference will grant you points. Aim for the highest score without overflowing the stack!

Cart #dicedropdash-0 | 2024-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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I just bought Picotron, and I cannot get either the installed or the zipped version to work on my computer. Anyone else have this problem or a fix?

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Cart #feparabona-0 | 2024-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Self-explanatory! Have fun with this janky little game.

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This isn't a Picotron specific thing, but you can use ANSI escape codes inside printh to make your logs colorful, which can be helpful with debugging.

To set the color, typically you do \033[38;5;<COLOR>m or \033[38;2;<RED>;<GREEN>;<BLUE>m. This sets the foreground color to a color from this chart or an RGB color code (if your terminal supports truecolor).

This just works in Picotron, but you have to do \27 instead of \033. (This is the escape code for ESC, which is 27 in decimal and 033 in octal.)

However, writing ANSI codes by hand is a pain, so I wrote a function to make inserting these codes easier, using a bbcode-like syntax.

Foreground color can be set with [fg=1][/fg] or [fg=#ff0000][/fg]
Background color can be set with [bg=1][/bg] or [bg=#ff0000][/bg]
Bold can be set with `&lsqb;b]

[ Continue Reading.. ]

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Cart #fresh_dvd_bounce-0 | 2024-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Bounce bounce, don't go too fast!

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