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In this week ,I want to add a GameOver screen to my game,using default font to draw the screnn is not that cool.
But I am not good at art or making animations.So i decided to find inspiration in someone else's code.

That is cool,but i do not kown if it suit to my game.but it is a good idea to make a animation like this for my
start screen.

Maybe it is hard for me to make a suitable animation.Something like Celeste's title'style is also a good idea.

I do not kown if it will take me a long time to make my GameOver screen,I think it is important to make a whole game
fist,instead of spend to much time making animation.So I made a temporary one.And then continue to finish my game.

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Cart #pumpkin_carving-1 | 2024-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A simple pumpkin carving game!

Thanks to @RealShadowCaster for all the help!

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​Discord for my projects - https://discord.com/invite/jRkuQh2nr8
Play SUPER World of Goo first! - https://www.lexaloffle.com/bbs/?tid=142393

A Halloween themed continuation of SUPER World of Goo, featuring 6 new harder levels and fixes
This game uses my complex background editor - https://www.lexaloffle.com/bbs/?tid=142282

  • Press Z/RMB to hum and lead goo balls
  • Hold X/LMB to pick up and drag goo balls
  • Use MOUSE/ARROW KEYS​ to move the cursor
  • Press ​W/SHIFT​ to skip a level (I won't judge)

Cart #spooky_wog-2 | 2024-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pentatonicrunner-0 | 2024-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here I added a "root note map" screen where the player can assign a root note for each direction of the dpad.
During game, then, pressing left, right, up, or down, will change root note, set of sfx carried by the electric shocks and colors accordingly.
Also the osd gives info on the current root note and on the upcoming shock note.

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Has anyone used a 32KB flash chip to store a Pico8 game on, then read/load that game via a raspberry pi?

I'm thinking this could be a fun and cheap way to make physical game cartridges.

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Cart #microlander-0 | 2024-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Super simple lunar lander clone... as stages advance, gravity increases. Let's see what stage can you get to.

v0.3 11/2/2024

  • Having too much horizontal speed while landing causes lander to crash
  • If the landing angle of the lander is not "mostly vertical" causes a crash
  • Tweaked terrain generation algorithm to make it a little more jagged
  • Ensuring the landing pad is always within the bounds of the screen
  • Gravity will not increase linearly when passing stages.
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Cart #pinorbgame-1 | 2024-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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PinOrb

PinOrb is an arcade game that combines the mechanics of Pong and Pinball. The goal is to reach high scores without letting the ball fall. Have fun, and don't forget to post your high scores as a screenshot!

How to Play

Use the Left and Right arrow keys to control the paddle.
On mobile, you can use Left and (O) for improved controls.
When you have no balls left, press Up or Down to restart the game.

Credits

Design/Art/Code: ArenaLlanura

Change Log

V2

  • Lowered the maximum speed of the ball to prevent clipping, which will help with smoother gameplay and better collision handling.

[ Continue Reading.. ]

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Cart #bacs_jam-0 | 2024-10-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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game i made for mini jam 170!
it's really janky and kinda lacks gameplay because i didn't work on it as much as i could have but hey i tried :)
inspired by troika! and tomorrow's vege-mallet therapy

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Cart #aftwstadam-0 | 2024-10-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Bunker Down

My first lengthy text-based adventure. Made for the 100th Untitled Game Jam, where the theme was 'The End'.

With the Jam's time-frame being just over a week, I'm relatively happy with how much I got done. It was a slog at times but, as always, it's a great feeling to get something finished.

I hope you enjoy playing! How many days can you survive a rogue Earth scenario?

Game Jam entry -> https://itch.io/jam/untitled-game-jam-100/rate/3062084
Itch.io page -> https://stadam.itch.io/away-from-this-world

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Latest updates

  • Fix portals
  • More stats for infinite mode

Cart #horneds_sw-32 | 2024-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello PICO community!

I recently met Pico8 and was fascinated by it. At first, I just played games, but then YouTube suggested a video on how to program for this console...

So, I’d like to introduce my first game for Pico8 (and my first game ever). It’s a simple puzzle like "Flood It," but with more advanced mechanics.

Your goal in the game to grab more field than others. There is a bunch of missions available and practice mode (you have to unlock it).

Game has a minimal retro style.

I’d love to hear your feedback and advice. The game is still in development, and I hope to add more features (maybe even skills?).

Happy playing!

Features

  • Campaign with 21 missions
  • Special powers (unlockable)
  • Different arenas (unlockable)
  • Practice mode (unlockable)
  • Infinitive mode (unlockable)
  • Up to 4 players in skirmish mode
  • Top scores (per mission, per arena, per run, etc)

[ Continue Reading.. ]

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Hello! I wanted to post my little ball game that I have been making to play around with the engine for a while.

Arrow keys to move, X gives the ball an explosive boost if you hold a direction!

There is no goal so far, but you can destroy some crates if you want. CTRL-R to reboot if you run out of crates to smash. The fire can break the crates on their own if you aren't fast enough. I will hopefully use the fire in a productive way in a later version.

Cart #crateballd1-0 | 2024-10-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi, I try to make a one-button game and thought I could extend it to four players , maybe even using one controller (but yes two players on the direction pad might not work).

On a keyboard 4 players could use the keys from both players, even esdf, for movement. Btnp() returns an integer that represents the pressed button/keys. e.g. 512 for player2,-> (right).

The players use the x ("x" and o ("c") buttons and on keybord q,w. I could use btnp(4,0), btnp(5,0) and btnp(4,1),btnp(5,1) but it would use 4 "if-statements" instead of one and I want to use the keyboard and variable keysetting.

I would like to have something like this:

playerbtn		= {32,16,4096,8192}
player[i]		= {btnpressed = playerbtn[i])

for i=1,game.playernumber do
if btnp() == player[i].btnpressed then
some code
end
end

instead of four times this:

if btnp(5,0) then
if player[1].movment < 8 then

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=156371#p)
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Cart #zakuwikeju-3 | 2024-10-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls: up up, down down, left left, right right, x inventory, o turn off footsteps.

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Cart #ketgnzu-0 | 2024-10-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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SIBYL

-a mini horror game-

SUPER SPECIAL THANKS TO MBoffin (Dylan Bennett) for map collision stuff.

WARNING

This game has some scary images and pixelated blood and gore, viewer digression is advised.

This game also has flashing images, which can bother those who have sensitivity to such things.

CONTROLS

ARROW KEYS - move character
[X] (keyboard X) - accept/close menu
[O] (keyboard Z) - pull up menu/statistics - this also pauses the game

PREMISE

This game is a tiny little survival horror game made with PICO-8. The goal was to see if I could make something creepy in such a restrictive environment.

[ Continue Reading.. ]

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Cart #airhorn-0 | 2024-10-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Sounds like a MLG airhorn but in PICO-8...
PCM playback playing in 5512hz Signed 8-bit PCM

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Cart #interpretation_4_33-0 | 2024-10-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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my interpretation of John Cage's 4:33

for Künstlerisches Gestalten mit Klang @IAEM, Graz

Interpreted by Luca Candussi (1313390) - Graz 2024

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made external editor feel more like pico...does anyone else do this too?

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Cart #mowuhefagi-0 | 2024-10-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This cart shows what I think is a bug with the garbage collector interacting with weakrefs. Nothing should be drawn, yet sprite zero is shown. I'm not entirely sure how to show code here? I'm new!

Here are the steps:

Create a table with weakref values.
Add a value to that table.
Pass that table to a function.
The function uses a LOCAL variable to iterate over ALL() values of the table.
Return

The LOCAL variable holds a reference to the last member of the table. The LOCAL variable doesn't appear to get correctly garbage collected, and so neither does the last table member.

Weirdly, if I run stat(0) inside the function with the iterator, all is well. If I run it outside the function, nothing works.

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Cart #wormstrap-1 | 2024-10-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #shipnickers-7 | 2024-12-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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You are a ship collector with questionable methods of obtainment.

Collect the 100 unique ships! Embarrass the police when they try to catch you!

🅾️
Primary weapon (hold to shoot and charge Secondary)
Secondary weapon (release and press)
Repair (mash!)


Tertiary weapon

Press ❎ in hangar to see upcoming enemies.

Features:

  • 2 player co-op!
  • 100 unique ships!
  • 10 different weapon systems!
  • Progressive difficulty!
  • Particle effects!
  • Embarrass the police without real world implications!

Change log:


v1.3

  • Slightly lowered the difficulty (spawn interval, number of enemies on screen, etc.)
  • All enemies will now leave the screen at some point (fix for miners, icers, and bubblers)
  • Enemies will enter sooner (fix for missile/flak exploit at the beginning of a nick)
  • Graphics is clearer for when repair is needed

v1.2

  • Label updated with latest graphics

v1.1

  • Lower spawn rate to lower difficulty, it was too hard getting the last ~30 ships
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