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Cart #planetoid_decimator-11 | 2025-01-09 | Embed ▽ | No License
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2025-01-09 updates:
Title Screen! (WIP)
Difficulty adjustments:
powerup drop chance reduced significantly
increased size of smallest asteroid fragments, scaled up asteroids overall
screen shake!

2025-01-04 updates:
More particles, asteroid trails, thruster
sound effects for pickups, shield hit, player death
asteroid spawn rate adjusted for difficulty
the bug I'm seeing with running in browser on the BBS on 0.1.1e-dev2 persists, but the cart works great if you download it and run on 0.1.1d.

2024-12-31 v4 Updates:
Particle effects polish, explosion particles
powerups: shield boost, temporary 3 bullet spread gun
classic asteroids drone background music WIP
background planet via abledbody's sphere impostor

V3 update: Added vector graphics via Sophie's VGFX editor and library.
Starfield background.
Some sound effects are in.
UFO fly-by worth 5000 points is in, WIP

My first browser JavasScript game was an Impact-engine Asteroids clone titled "Planetoid Decimator" so my first Picotron game will bear the same name, as I learn the basics of lua and Picotron game development.

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Cart #pattern_shifter_nonexdog-3 | 2024-12-19 | Code ▽ | Embed ▽ | No License
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Small disclaimer: You are free to use these in your projects, free of charge !! Only thing I ask in return is attribution by crediting me somewhere in the project.

Here are two little code snippets to shift patterns!! The token cost is 55 tokens for the vertical shifting code and 76 tokens for the horizontal shifting code. These code snippets also account for additional settings on bits 0b0.111 of the pattern (to learn what the hell that is, check this part of the manual). I am choosing to leave the snippets as they are in the cartridge in here to people can see (and try to understand if they want to) what is going on under the hood without reading something that looks like a keysmash.

[ Continue Reading.. ]

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Was working for a multi-cart that would be published in like, 7 months, and decided to give y'all a taste of what's to come this cc-mas with a demo of Chapter 1. Hope you enjoy! :D

Cart #multi_sneakpeak-0 | 2024-12-19 | Code ▽ | Embed ▽ | No License
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Controls

  • Arrows to Move
  • Z to Jump
  • X to pickup and throw objects
  • Down + X to place the object down rather than throwing it.
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Cart #bajbutsimplified-0 | 2024-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's just an Build A Jetpack texture pack with simplified textures that remember to consoles like an gameboy color. (¿Or it's just an Build A Jetpack but bad? I don't know really.) ¡Well, Enjoy!

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Cart #jd_snowball_fight-7 | 2024-12-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A Fight! With snowballs! Don't forget to grab all the cool stuff the other kids drop!

Growing up in rural Canada, winter always meant huge, endless piles of snow everywhere. And as kids, huge piles of snow meant chaos. Snowball Fight! is an endless, high score chasing, winter arena "shooter." Bury the other kids with snowballs or dig ledges out from underneath them and nab dropped presents for bonus points. Clear each screen to move to the next one.

This game was made as part of the 2024 PICO-8 Advent Calendar.

Thanks to everyone who play-tested early versions of the game. And special thanks especially to:

  • bikibird: for managing and organizing the Advent Calendar

[ Continue Reading.. ]

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Cart #rallypong-6 | 2024-12-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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--old version
Cart #rallypong-5 | 2024-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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About

  • Score 5 points to win!
  • Try to get the highest rally!

Default Controls

  • P1: UP/DOWN: E/D
  • P2: UP/DOWN: Arrow-Keys
  • FIX: In a 1 player game. You can now use both E/D and Arrow keys (mobile now works)

Other/Credit

-Just a clone of pong
-This was just a programming/design project by and for myself. (MrDuckyWucky)

[ Continue Reading.. ]

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Cart #attackofxotolo-0 | 2024-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I started this game following a tutorial for pico-8 that was in the Magpi magazine 6 years ago. My daughter then aged 3 helped me to design the space ship. I figured I should finish this and inspire her as she has recently taken an interest in gaming. The nemesis in the game is a monster from my good friend Jon Hillman's book "The Vile Realm".

It's a classic side scrolling space shooter. The game features a ship with rechargable shields, energy bombs, timed missiles, and lasers. The player has to stop the big bad "Xotolo" from reaching Earth during the final wave of the game cycle. I hope you have fun, I plan to use what I have learned and push pico-8 to its limits!

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Cart #celestial_valley-2 | 2024-12-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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An idle farming game developed in the Celeste Classic engine.

Controls

Movement: Arrow Keys
Jump: Z, C, or N
Interact: X, V, or M

Fish: Down + Interact
Swap: Up + Interact

Original game created by Maddy Thorson and Noel Berry.
https://celesteclassic.github.io/

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Hey all...hooked myself up with Picotron to play with over the holidays. I'm planning on porting over some of my PICO8 games as a way to learn.

One thing I don't think I'm quite understanding is the RAM code vs the cart code.

I have a cart saved with simple printing of "Hello world" in it as MYDEMO.p64 and when I double-click it, it runs fine. Yay.

I open the cart contents and open the 'main.lua' to edit in source mode. I change the text to "Hello dog" and then do CTRL+R to reload the cart and there's no change...still shows Hello World. But if I do 'load mydemo' from the terminal and then run, it shows the change. Make another change, reload, no change...gotta do 'load' again. Tedious.

I guess I'm just used to PICO8's reload-to-see-changes instantly...but it seems that's not the case with Picotron?

Does opening cart code not make it the 'active' code that will run instantly when changes are made? Seems like a lot of extra steps just to see quick changes I make in a cart.

[ Continue Reading.. ]

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Cart #snowglobe2024-0 | 2024-12-18 | Embed ▽ | License: CC4-BY-NC-SA
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A little snowglobe application. Shake the window to make the snow fall. More shaking causes more snow to fall! (If you don't want to shake the window, you can also use the scroll wheel.)

Uses the same shaking detection as in #8ball. I drew the scene Pixelorama, and imported it using #importpng.

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The manual states that if you don't want to print a newline, you can include a \0 at the end of the string. However, if you do this, the cursor x position gets reset to 0 and the next thing printed will overlap:

For comparison PICO-8 keeps the x-position allowing you to print without overlap:

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A little holiday stocking filler for the 2024 Advent Calendar.
"Do You Hear What I Hear" 1962 by Noël Regney and music by Gloria Shayne
Arranged for pico-8 by @shadowphiar
With thanks to @bikibird and the PICO-8 Free Music Jam for the visualiser.

Cart #shadowphiar_holiday_music_1-0 | 2024-12-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #tuwebegajo-0 | 2024-12-18 | Code ▽ | Embed ▽ | No License

角斗场

12-18

--加入了光标,现在可以指挥战场了!!!
--操作方式:z键进入光标模式,方向键切换战斗单位,继续按z键可以在“同一类战斗单位”和“所有战斗单位”中切换。按x键和方向键操作选中的单位。
--注意,被操作的单位不能攻击,并且重置攻击时间。
--修改了骑兵的特性,骑兵可以在移动时自动开始攻击时间计时,不用再靠近敌方单位时再次计时。

挑战:

你能否操控蓝色军队击败地方战士大军,试试看吧!
提示:
[hidden]选择全部骑兵,利用骑兵的特性,拉开距离后让骑兵冲起来,冲击敌人,攻击完后立即撤离,躲避敌人攻击。

[ Continue Reading.. ]

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PATCH 2 NOTES
--small performance boosts
--added pseudo voxels for map, up to 4 cubes high

Silly little raycast engine, ill probably make a game with this at some point but for now here ya'll go. Feel free to use this for whatever just credit me :)

--IMPORTANT
there is no actual game, for realsies, I just made the murder mystery as clickbait because I'm greedy, there will be a game one day but as of current its just a simple game engine.

--Old versions




PATCH 1 NOTES
--added a lot of explanitory comments, look at tab number 5 for info on making sprites
--made floors pixel perfect aswell as much more efficient
--added windows for a spacious, luxurious room feel and to air out the room


--First edition

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simple resistors calculator tool.

Cart #picoohm-0 | 2024-12-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #thematrixsaver-1 | 2024-12-20 | Embed ▽ | License: CC4-BY-NC-SA
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My first cart! I saw another matrix screensaver here somewhere, decided I needed to one-up it a bit. :D
Features a customized palette, renders most of the font characters for that more 'code' look and not just alpha characters, and multiple streams per screen column. It is thoroughly commented, but nothing really complex going on here.

I'm having so much fun with Picotron! I had followed pico-8 community for years but the resolution was a little too low for my liking. With Picotron I feel right at home, its the same resolution and number of colors I've used for my JS13K engine coincidentally. Looking forward to porting a few of my projects and many new ones.

Cheers!

Ryan

Update: columns don't die for another 12 columns off bottom of screen, first version had streams dying at max y.

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Cart #jumpac-2 | 2024-12-25 | Embed ▽ | License: CC4-BY-NC-SA
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First time coming to Picotron, a PacMan twist with circus style, use arrows left and right to move, the rest, see attrack for more. Enjoy!

Revision 2 update: Pacman can now loop thru screen, 20 pills and 4 power pills per stage. Hilined pills's border to see them better.

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Cart #friswan-4 | 2024-12-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #lulazoop-0 | 2024-12-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So, I've been wanting to code a pico-8 game and I know the limits of the 8192 tokens, 64 sounds, blah blah blah, I just need to know some actual coding. For example, how would I make a kill trigger for spikes, or a windscreen for collecting something?

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