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Cart #steelhunter_tactics-0 | 2024-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Speed, skill, luck...high scores

This is a high score companion cart to Steel Hunter. Navigate the minefield to collect as many pickups as you can within 2-minutes, or see how fast you can complete levels as they get more challenging.

  • 2 modes of play
  • 3 difficulty settings
  • High score tables

Controls

Arrows / D-Pad = Move submarine

Gamepad recommended. Controller mappings may vary.

Modes of play

  • Challenge mode - You get 2 minutes to collect as many pickups as you can. You get bonus points for lasting the entire time and for each extra sub you have.

  • Survival mode - Collect all the pickups as quickly as possible to advance to the next level. Bonus points are relative to speed.

Difficulty settings

  • Easy: Screen wrapping. No oxygen meter. Only grid minefield.
  • Normal: Screen wrapping. Oxygen meter. Grid and maze minefields.
  • Hard: No wrapping. Oxygen meter. Only maze minefields.

Collect high scores

High score tables for each mode and each difficulty. Challenge yourself or challenge your friends to get your name etched into history.


Behind the game

I found myself treating the first level of Steel Hunter as a speed challenge, not unlike the original "Sea Chase" game I used for inspiration. That along with some suggestions from the community brings you Steel Hunter: Evasion Tactics!

For more sea battles and a boss fight,

[ Continue Reading.. ]

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1 comment


Cart #exinput_bc-3 | 2024-10-23 | Code ▽ | Embed ▽ | No License
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Feature Overview

Buttons input

getbtns() updates the extended button(key) input state.

  • This must be done in the _update() function.
  • Required poke(0x5f2d,1)
  • button values:
    • btrg: returns true only for frames where a key was entered.
    • butrg: returns true only for frames where a key was released.
    • btns: returns true whenever the key is pressed.
    • btnc: returns the count while the key is held.[number]
    • _key: typed characters.[string]
    • _ent: enter key typed.
    • _del: delete/backspace key typed.
  • modifier keys values:
    • _ctr: ctrl/command key pressed.
    • _alt: alt/opt key pressed.
    • _sft: shift(left) key pressed.

[ Continue Reading.. ]

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0 comments


Cart #stickypendulum-0 | 2024-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1 comment



I'd like to make some associative tables e.g. table={x=7,y=90,z=40}
but I want to save tokens by using a string because I'm going to have a lot of them, and make a function that returns a table based on whatever is in the string.

So something like:

string1="x=7,y=90,z=40"
string2="empty=100, dinner=casserole, transport=horse, weight=150"

table1=assoc_table(string1)
table2=assoc_table(string2)

?table1.z          -- 40
?table2.transport  -- horse

how do I go about this? split wont work. what does my function assoc_table(str) look like?

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3 comments


Hello everyone.

As I strive to become better at programming, theres one thing that is annoyingly very recurrent in my code which are counters.

I have counters for playing a sound effect only when changing scene, or when a collision first happens.

I have counters to manage the speed of swapping animation frames

I also have counters just to tell the passage of time or trigger elements or behaviours after a while.

My general approach is: Create a global time variable with the name for the thing it's timing

animationcounter = 0

Then on update or draw I have some sort of

if animationcounter <= 20 then
   sp +=1
   animationcounter = 0
else
   animationcounter +=1
end

Is there a better way to do this that can be used for all counters necessary? With a function? or maybe an object where we instantiate counters or something?

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7 comments


Cart #ghostvania1-8 | 2024-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls :

O : Jump
O + UP : Throw subweapons (Requires hearts and you can throw multiple if upgraded)
X : Whip attack (Longer if you pickup the green upgrade)

Hello everyone ! Here is my latest game called Ghostvania, which is obviously an hommage to the Castlevania series but most specifically the first entry on the NES. I wanted to make it feel as close as possible as the first castlevania in the way it plays (difficulty, continues, lives, jumping, attacking, game loops, bosses).

So the story is you are a ghost and you are traversing the world of death. For that you need to go through portals but the problem is those portals are protected by creatures known as "Passage Demons". So embark on this adventure to help the ghost find it's way!

Have fun! Let me know if it's too hard or unfair, I would like to tune the difficulty. I tried my best to balance it.

And thanks for playing,

Au plaisir!

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6 comments


Cart #one_hundred_pico_8_pixie_dots-3 | 2024-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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As many around here I've found the four, current, issues of the PICO-8 fanzine beyond inspiring, so I designed my first semi-serious project to celebrate inventiveness of everyone involved in the platform.

P.S. If you've just discovered the series maybe don't look at #2 too intently :)

When you do, give all props to johanvinet, a true pixel art wiz.


The premise of a jigsaw puzzle is deceptively simple:

  1. take a fully formed picture

  2. scramble the pieces to make an undistinguishable mess

[ Continue Reading.. ]

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4 comments




Hey again!

I've recently assembled the raspberry pi powered pico8 game console that I have been showing off, and I'm proud to show that it is fully capable of running splore now! We still have quite a lot of tweaks to make before launch, but it's great to see it coming together. Now if you would excuse me as I go spend a couple of hours playing games...

I can't embed videos here, so checkout the reddit post for an actual gameplay video :))

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5 comments


Cart #platformixel_maker_p8-1 | 2024-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A quick phased platform editor, play challenges from other players and create your own maps to share.

Made for Pico8 as a prototype to develop my future games.

Shortcuts:
Left mouse button: Draw tile

Right mouse button: Clear tile

G: God mode.

I: Editor palette.

C: Character selector.

I: Activate manual(mouse) menu.

B: Save map.

M: Open/Close Minimap.

M+B (In that order): Clear map.

A, W, D, S: Movement keys.

Spacebar: Jump.

1,2,3,4,5,6,7,8,9,j,k,l: Tile editor selector.

Navigate through menu: Click on the gear, and select your menu or click on the gear again to close the menu.
Within menu, if you Left mouse button the cartridge option, it will save, if you Right mouse button, it will clear them map (reversible through Ctrl + R)

[ Continue Reading.. ]

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1 comment


Cart #pool-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #swap_mouse-9 | 2024-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Run: left, right
Jump: Z
Swap: X
Menu (restart options): P

About

Based on the pick up mechanic from Mini and Max in UFO 50, I made a sketch where a character swapped with walls. Then I kept working on it and here we are.

This thread started in the WIP forum, so the carts below are old builds you can inspect for historical purposes. The cart at the top is the latest version.

I consider this game finished, but it has about 2k tokens free, some map space, and some sprite space free for further experiments.

ORIGINAL 1ST POST BELOW...

Cart #swap_mouse-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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11 comments


Cart #star_pulse-1 | 2024-12-11 | Code ▽ | Embed ▽ | No License
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THE STARS ARE COUNTING ON YOU!

Take control of the galaxy and crush your enemies without uttering a single word—show them who truly rules the stars!

HOW TO PLAY

  • Arrow Keys: Steer your ship
  • X Key: Fire your weapons

UNITE AND CONQUER!

Collect up to six stars to join you in battle and dominate the cosmos.

SOUNDTRACKS

  • Like Clockwork
  • Robot Dance

Both tracks are from the free pack Pico 8 Tunes Vol. 2.

WE WANT YOUR FEEDBACK!

Spotted a bug? Got ideas for improvement? Don’t hesitate to share your thoughts—I’d love to hear from you!

[ Continue Reading.. ]

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1 comment


Cart #floppaspace-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Floppa in space in 256 colors

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2 comments


Any ideas on how to doodle something that sounds at least remotely like one?

2 comments




[sfx]
No Bass drum? yes im frist made
you free use with credits
Also im made demo

Cart #yigabofade-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #chars_jam_japan-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Is a Japan flag in 100 CHARS
im works my new game jam.
Source Code

a=0s=0
function _update()s+=1
a+=1if a > 24 then
s=24 a=24 end cls(7)
circfill(64,64,s,8)flip(♥)
end
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