Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Braid game

Solve all braids to win. Could you beat my record 2700?

Cart #braid_game-0 | 2025-03-26 | Code ▽ | Embed ▽ | No License

2
0 comments


A single-screen puzzle-platformer.

Collect hats with various powers and defeat all the on-screen enemies to progress!

You can't be hurt in this game - so just relax, explode those baddies, and try to get all the collectables on each screen.

Cart #super_hat_girl-1 | 2025-03-27 | Code ▽ | Embed ▽ | No License
31

Credits

Code, graphics and music by myself.
Some SFX taken from Gruber's SFX pack.

Controls

  • < > to move
  • O (keyboard: z) to jump
  • X (keyboard: x) to use hat power

The music can be turned off via the select menu.

Version history

  • 1.0 - Initial release.
  • 1.1 - Add 'exit level' to the in-game menu. Fix issue where levels had no baddies after finishing the game.
31
16 comments




Cart #sahikeniki-2 | 2025-03-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


super mario bros but, with stick man
Cart #sahikeniki-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

3
2 comments


Cart #rerohiniko-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

this is pacman with the green stick figure from alan becker, dont let the poor stickman touch a ghost or he´´ll turn into one, the last life is the real stickfigure, while the others are clones

0 comments


I came up with a (possibly) new idea. To make a Pico-8 cart filled with some art (rhyme intended).
I'm new to making Pico-8 carts and to pixel art so it might not be that great, but still, I made it. So I might as well share it.

Cart #super_mario_art_cart-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

5
0 comments


Hi. I'm new to PICO-8 and programming in general.

I followed the guide for Squasy in the first issue of the fanzine. After that, I decided that I wanted to try and add a few stuff. I managed to limit the paddle to the inside of the screen and was able to add a menu screen (with some tutorial help). My problem is that for some reason, the game over screen doesn't work. Not sure what I'm doing wrong.

My idea is to display the game over screen if lives==0.

Here is the code to see if lives==0:
function losedeadball()
if bally>128-ballsize then
if lives>0 then
sfx(3)
bally=64
ballx=64
lives-=1
else
ballydir=0
ballxdir=0
bally=64
ballx=64
sfx(4)
over_init()
end
end
end

The idea is that the over_init() sets the game state=3 and the displays the game over screen. Here is the game over screen code:
--initiliaze game over screen--
function over_init()
state=3

[ Continue Reading.. ]

3 comments


Cart #zefihezedi-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

6
4 comments


Cart #procedural_map_demo-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


I had an idea to use a fast counter-based pseudo-random number generator (CBRNG) to try to procedurally generate information for an unnecessarily large game world that then does not have to be held in memory (or at least the default state does not, if one were to allow modifications those would still need to be stored in RAM)

I thought to do this largely because the PICO-8 platform is quite rich in available compute resource and limited in RAM.

So in this demo, you control a reticle and moving glides you and the screen in lockstep around the large world.

Holding down a direction key will accelerate you linearly.. if you build up speed for N seconds it ought to take another N seconds after you let go before all that speed bleeds off again.

[ Continue Reading.. ]

3
6 comments


Cart #costplus-0 | 2025-03-24 | Code ▽ | Embed ▽ | No License
13

Story

In this game you are a pricing manager equipped with an Excel sheet and dice. Your goal is to increase your companies profit by rolling the best markup for each item. Can you survive the harsh corporate landscape by balancing Cost-Plus pricing strategy and chance?

Controls

  • Press X to roll a dice and increase the markup.
  • Press Arrow down to save the current price and proceed to the next item.

Rules

Your goal is to continuously increase your companies total profit.

  • Roll the dice to determine the markup for the current item. The markup is calculated as follows:
    • Roll a 1: Increase markup by 0.1
    • Roll a 2: Increase markup by 0.2

[ Continue Reading.. ]

13
5 comments


credits to gabe 8 bit, just mario sprite fix

Cart #wokukuyehu-0 | 2025-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Content Warning Pixelated gore, mild language, some religious imagery, & a flickering sprite that could pose problems for people with photosensitive seizures.

Changelog

  • New weapon - Chaingun
  • New enemies - Nightmare Imp, Hell Knight, Arachnotron
  • Minor sprite changes
  • Minor UI updates
  • New SFX added
  • Fixed a bug that would incorrectly place decorative lights
  • Fixed a bug that didn't change the player's visor color when moving to a new level

Hopefully this is the final version, but if any new bugs crop up, or the game has balancing issues, please let me know.

Thank you very much @Krystman for your Lazy Devs Academy rougelike tutorial. I had an absolute blast following along and learning from your videos. I hope you like what I've done with your engine. lol

Thank you also to Gruber @gruber_music on socials. The background music is track #9 Evil from Pico-8 Tunes Vol.1 (Update: track #6 Eyes in the Dark from Pico Tunes Vol 2). I am a terrible musician, and even worse with the Pico-8 editor. Boomguy's adventures would be awfully silent without Gruber's generosity.

[ Continue Reading.. ]

17
2 comments


Cart #prince_of_prussia-0 | 2025-03-24 | Code ▽ | Embed ▽ | No License
32

prince of persia and castle wolfenstein - two great tastes that go great together imo!!

32
13 comments


Cart #lastpilot-1 | 2025-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
1 comment


BOMB BAT

Place bombs, explode bats, get high score!

Cart #bomb_bat-3 | 2025-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Controls

⬅️➡️⬆️⬇️ - move
hold to jump further
❎ - place a bomb

Current highscore 173

My first experience with PICO-8. Love it so far 💜

[32x32]

5
0 comments


New to this scene. Love it so far.
I have a CubeXX and installed Knulli Firefly. I installed the paid version of Pico8 on a two SD card set up. Everything was working fine. I had splore access, all carts worked, every feature in Knulli worked.
The next morning, everything was the same but one aspect. Normally, when looking at the cart list you can long press the A button and a right-side menu screen shows up and you can change some cart specific parameters. One was the option to ‘Favorite’ the cart. Today, when I long press on A nothing happens, eventually when you let go the cart opens. I can long press on A on other games in others systems and the menu works as designed.
What’s odd is that originally it did work. Right after initial set up the side menu did work, but it went away on its own.
I’ve tried a few different solutions, but nothing but a fresh rebuild on both SD cards will work, and again only for a short time.
Thoughts?

4 comments


Cart #gpi_rockfall-1 | 2025-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Sourcecode + Stand-alone-versions:
https://github.com/GPIforGit/rockfall/releases/

Rockfall is my interpretation of Boulder Dash from 1984. You play Rockford, who tunnels through dirt to collect gems. Gems and rocks are fixed until the dirt under them is removed, then they fall and become a hazard.
Your goal is to collect as many gems as possible and leave the cave through the exit. The exit only opens once you've collected enough gems. After completing a cave you get points depending on how many gems you collected and how much time is left. Every 500 points you get an extra life.
Every five caves, you have a chance to earn an extra life in the intermissions. If you fail, you don't lose a life.

[ Continue Reading.. ]

12
4 comments


Hello all,

I am working on an Ice Hockey game demake, and would like to include some snippets of usual Ice hockey organ music.

Being useless at making music in general, I am looking for someone to help me out if possible.

Thanks in advance.

18 comments


The Bridge has been formed and the foe advances!
Manage your crew, and keep the cannons firing to hold them back until the infernal connection can be destroyed!

Controls

  • X/(X): switch currently selected crew member
  • Dpad: select a location in range to move current crew to
  • Z/(O): move current crew to selected location (or view crew info)
  • Mouse controls can be enabled

Rules

  • The enemy advances with every second action you take
  • Put crew members behind the cannons to keep firing them
  • Collect ammo when (or before) your crew runs out
  • Collect stars to promote your crew and give them special blast patterns and other abilities
  • Hold out, and don't let the enemy breach the cannon line until The Bridge can be totally destroyed!

About
This is my first foray into Pico8 dev, and it has been a blast to work on. I had stalled out on a side project I was making in Godot and decided to try doing this little "demake" of it instead. The result was a much more focused and elegant design thanks to the limitations of Pico8. So I think might keep expanding on this little prototype here and see where I can take it.

I'm also still trying to tune the difficulty, so let me know if you found it challenging or frustrating (or any combination there of).

Cart #thebridge-0 | 2025-03-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

[ Continue Reading.. ]

13
6 comments


hey everyone, back again!
ive been experimenting a little bit, and i was trying to make my game Haste (found at https://www.lexaloffle.com/bbs/?tid=145177) be able to run at 60fps.
The original cart:

Cart #bosenuduzi-0 | 2024-11-06 | Code ▽ | Embed ▽ | No License
5


this worked a little bit, but many of the values were offset, and i wasnt able to simply halve them to make it twice as slow.
the main goal is to have more accurate times for speedruns, but also, i noticed that when running side-by-side against eachother, the v.16 (30fps) and 60fps counterparts look about the same amount of choppiness when moving around the map.
what i mean is, the 60fps version doesnt look smoother.
Cart #rifumusegu-0 | 2025-03-23 | Code ▽ | Embed ▽ | No License

[ Continue Reading.. ]

5 comments




Top    Load More Posts ->