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Cart #realceleste2-1 | 2024-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


So I made a mod that makes ground blue in Celeste 2. I think that this name came from the color of ground in original Celeste, so I decided to make the ground in Celeste 2 blue too.

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Cart #gayuyonaja-1 | 2025-01-12 | Code ▽ | Embed ▽ | No License
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Work in progress game...

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Verdant Vanguard

Oh no! Your forest has been invaded by nasty creatures!
It is your duty to save it.

Verdant Vanguard is a turn based, endless little game about protecting what's yours, it is a proof of concept. It is also my first pico8 game in more than two years! I hope I improved since last time hehe :3

The game is published under the MIT license and it's cleaned up source is available on my CodeBerg

Cart #verdantvanguard-0 | 2024-12-31 | Code ▽ | Embed ▽ | No License
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Cart #fireworks2025-0 | 2024-12-31 | Code ▽ | Embed ▽ | No License
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Happy New Year 2025

It's that time of the year again, 2024 is coming to an end.

The fireworks are a small particle system, 1200 particles at 30 FPS. Although it looks nicer and smoother at 60 FPS, despite optimizations, I couldn't get enough sparks on the screen without having frame drops. I know, it could have been further optimized. Precalculate sine table, etc.

I wish you all a good transition into the New Year (in Germany we say "Guten Rusch!"), a happy New Year, and may your new years resolutions be fulfilled. Wishing you happiness and health.

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I was reading the Pico 8 manual and I was surprised to see that the pack() and unpack() functions aren't in the manual. I understand that they are Lua functions and not necessarily a Pico 8 API thing but it still feels like they're important enough to add here, especially since they are a great alternative to use a for loop to manually unpack these elements. Just here to ask if they could be added so more people can be aware of them please !! Especially the small percentage of people who do want to download the manual (hi) haha

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I would like to preface this is an issue in version 0.2.6b, both in my downloaded executable of Pico 8 and Pico 8 Education Edition

So I have been reading and re-reading the pico 8 manual for the past weeks now and I have noticed that there is a really big discrepancy in the way that sub() works vs how it is presented. The manual establishes that:

When POS1 is specified, but not a number, a single character at POS0 is returned.
PRINT(SUB(S,5,TRUE)) --> "Q"

This does not seem to be the case, however, as using non-numerical values such as a boolean, nil or a string all still will return a string from the index all the way to the end of the string. I tried looking information about this in the forums and it seems like at some point this behavior was indeed implemented, but in another update it seems to have been removed. I don't know if this was intentional or if this is the product of a bug/oversight but it would be nice if the change was reflected in the manual.

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Cart #yarncat-1 | 2024-12-30 | Code ▽ | Embed ▽ | No License
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Yarn Cat is a slow oldschool puzzle game about a mysterious cat that is somehow also a ball of yarn, travelling through odd lands to bring love to other cats. This is my first pico-8 game, and the first game I've made in about 20 years.


Through 66 levels across 8 worlds, your goal is use your body and the yarn tail you leave behind to interact with buttons, fairies, and frogs in just the right sequence to magically awaken a sleeping cat and give them a nuzzle. But your tail might also get in the way and block your path, so experiment, mess around, and maybe try to think ahead!

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Cart #mountainmines-2 | 2025-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Trying a simple platformer for a first project, using the Nerdy Teachers tutorial. Second draft, adding different surfaces to try physical effects for play. Added artwork for characters / animation not yet coded or added to the map.

Next steps -

  • Code to spawn enemies with basic patrolling behavior and fireball projecties

  • Code to interact with NPCs for text box info

  • player health and health bar

  • Borrowing key/lock code from another project to use a shovel as a "key" to dig out an opening

  • design platforming sections using empty upper corner map space

  • design sound effects for jumps, NPC speech, enemies

  • music

Cart #mountainmines-0 | 2024-12-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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A slightly outdated animation of a skill unlock in an old relaxed and exploration-based platformer I have never finished. I implemented that as I was learning the existence of bitplane manipulation and redesigned the whole game's palette around it (4 color ramps of four colors: white, red, green and blue).

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Cart #retro_pong_remake_01-2 | 2024-12-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Pong! The early days of gaming. Before my time, for sure. Pico-8 feels like the right platform to channel creativity with all things retro. I'm glad I picked up a copy of it.

This is the first of my retro game remakes. To help me improve my skills as a coder, artist, musician, and game designer, I started a little personal challenge to recreate these old games of the past.

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Cart #nicev1freestyle-0 | 2024-12-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Freestyle Chess == Chess960 == Fischer Random

NICE: Nice Is Camp39's Engine

The Good

  • pass n play and board flip option
  • clean interface & themes
  • play against computer
  • opening book for standard chess
  • endless openings with Freestyle Chess (press up while on chess960 to view positions)
  • all rules, including 50 move and 3-fold repetition

The Bad

  • my first engine ever... its a little slow
  • my first engine ever... its a little dumb
  • maybe 2.0 will be better!

About NICE

[hidden]
This was a real accomplishment for me and is my first engine. The move generation follows the tutorial of Bluefever Software video series on Youtube: Programming a Chess Engine in Pure Javascript.

When it came to the search functions I learned a ton by following the book: Chess Algorithms by Noah Caplinger.

The limitations of Pico-8 though make for a challenging adaptation of these types of tutorials. (translating from zero-based arrays can give some crazy nasty bugs). The speed limitations make some variation strategies useless e.g. "killer moves" only make sense with a depth of at least 4. It was a really cool experience and gave me more insight into the game.

I liked the board layout from cart #quickchessyness-4 by @Adam_Howell so much that I copied it :)

This cart will need some updates however. I was unable to get quiesence to work without a move taking FOREVER. Maybe due to my move ordering, maybe due to the evaluation function, maybe due to lots of things. Its all very complicated and hurts my brain since it is recursive at iterative depths. Hard to pinpoint problems like that. If any kind soul wants to offer tips, I'm all ears!

@Krystman of course released the fabulous Pico Checkmate, cart #54038 6 years ago. I definitely looked through his code for clues but couldn't manage to find a way to cut off a search if time got too long. But I did follow his lead and purge illegal moves right off the bat instead of making and taking them. Without a full quiesence search though, I don't think NICE will stand a chance against Pico Checkmate.

This cart, while not having the best engine still has some nice features. Chess960 is chess but with almost random starting positions. Its just like standard chess with the exception that castling can be a little weird. Just remember that king and rook end up in the same ending positions as in regular chess, regardless of where they started. Otherwise, same rules apply. This eliminates the same opening every time you play against the computer. Also, to prevent that from happening in standard chess, I coded in a small opening book with response options being chosen randomly so that you can get different responses even if you play the same.

I hope this cart is popular with hand-held users (I don't personally own one). The pass n play is not something I've seen on other chess carts and I imagine a game of chess on a long flight or bus ride would be cool, but playing upside down is a bit awkward.

Crazy idea: what if there was a cart with the move generation and graphics already on it (and optimized to the max) and then two different users could put in a tiny engine each and let them battle. Maybe more realistic on picotron?

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Cart #evelyn04_file_explorer_demo_01-1 | 2024-12-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

How to use:

Arrow keys to move mouse
X to select. Will also open directory tree if not on a file
Z to close a file or return up a directory

Information on the project:

[hidden]This is my attempt at making a file explorer within Pico 8! It was made as a test to see if I could make something functional with minimal research prior or during. I spent about a month on this project, with the bulk of that in the last week or so after finals. Currently this program reads data from a table and takes the fields of each item on the list to determine how to handle the data. My goal for this point was to get most basic functions working and to have a decent user experience. Currently working are folders (return and directory), text files, and images. Images have an issue with lag depending on the "file", although that is when used at 2x scale or above.

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Cart #czpico0001-20 | 2025-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made this 'game' as a little thought experiment about the nature of Quantum Mechanics.

The idea here was to make a version of Conway's game of life that incorporates some 'quantum-esque' probabilistic behaviour.

Here is how the 'Game of quantum life' works:

The playing field is 64x64 cells and wraps around the edges both horizontally and vertically. Each cell can have one of 16 values, displayed as different colours. Cells that are alive have colour 15, cells that are dead have colour 0. Cells that are in superposition cycle through colours 1-14.

The seed is always created with a random number generator, according to the weighting you select on the start screen. The rules depend on the mode.

Classical rules (standard Conway game of life):

  • All cells can be alive or dead
  • Live cells stay alive if they have either two or three live neighbours, otherwise they die
  • Dead cells turn alive if they have exactly three live neighbours, otherwise they stay dead

Additional quantum rules:

  • Cells can also be in a superposition of alive and dead
  • Superposed cells with 2 or more live neighbours will be ‘measured’ and will turn either alive or dead, each with probability 1/2
  • Dead cells with exactly 2 live neighbours may turn alive with probability 1/8192.
  • Dead cells with less than 2 living neighbours may go into superposition with probability 1/8192.
  • Superposed cells with less than 2 living neighbours may turn dead or alive, each with probability 1/16384.

The “Copenhagen” and “Multiverse” modes both use the quantum ruleset, they only differ in whether a measurement is counted as a collapse or as a branching. The branch counter displays an estimate of how many branches were created in total from the seed, this is given as 2^

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Cart #citibikebotany-0 | 2024-12-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Help Jargon grow flowers on her daily commute.

Music:
Get it Together- Go Team
Laundry Machine Heart- Mitski
Red Room- Hiatus Kaiyote

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Cart #timerly-1 | 2024-12-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This application is a sophisticated timer manager, designed to enable users to create and monitor multiple timers simultaneously. Each timer can be started, stopped, or deleted effortlessly, and offers precise time customization, allowing users to set hours, minutes, and seconds through a clear and intuitive interface.

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Cart #santamania-0 | 2024-12-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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SantaMania

SantaMania is a rhythm based arcade game that started as a shmup and later turned into a boss rush. The goal is to finish the game with as much life as possible. All feedback is appreciated. Have fun!

The code runs on duct tape and wishful thinking, but if you have any questions about it, feel free to ask.

Special thanks to @Krystman for all the tutorials.
@Krystman Youtube channel: https://www.youtube.com/@LazyDevs

How to Play

Use the Left and Right arrow keys to control Santa.
Press X or O in rhythm to shoot "Ho Ho Ho."

Credits

Design/Art/Code: ArenaLlanura
Music: A variation of "Jingle Bells" by James Lord Pierpont

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Cart #midnight_blue-1 | 2024-12-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Merry Christmas everyone! This winter, don't forget to spend quality time with your snowman friend. You can collect stars too if you like, but the real treasure is memories of whooshing through the snowy landscape together.

Use DPAD/cursors to fly around, and fly downwards for extra speed. After unlocking star mode, tab (or the pause menu) can be used to toggle it on -- press [O] (Z/C) to add a star and [x] to remove the last placed star. Toggle edit mode back off to return to collecting them.

Created for the 2024 PICO-8 Advent Calendar, which also comes as an itch collection. There are 25 great games in there, along with a lovely calendar cart by @SmellyFishstiks to explore them ~ check it out!

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how do i test for big numbers that print different than their true value?

function _init()
 srand(39)
 a=rnd(-1) --prints -20954.2428
 b=-20954.2428
end

function draw()
 if b==a then
  ?"true"
 else
  ?"false"
 end  --prints false
end

I have some big numbers that would be nice to know their true value.
thanks and merry Christmas!

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Cart #fairway-0 | 2024-12-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Dash to the flag! Made in roughly a week for the Celeste Classic Advent Calendar.

Controls

Left-click + Drag - Dash
Right-click + Arrows/ESDF - Free cam mode
P/Enter - Pause menu

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