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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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Cart [#constant_header-1#] | Code | 2019-02-07 | License: CC4-BY-NC-SA | Embed
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P#61606 2019-02-07 08:29

Cart [#teramom-2#] | Code | 2019-03-06 | License: CC4-BY-NC-SA | Embed
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Cart [#teramom-1#] | Code | 2019-02-17 | License: CC4-BY-NC-SA | Embed
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Cart [#teramom-0#] | Code | 2019-02-07 | License: CC4-BY-NC-SA | Embed
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About

Tera: Mind Over Matter is a modern puzzle action game about dropping blocks of different shapes to clear lines. The game has a rapid difficulty curve that emphasizes speed and accuracy. Get as many Teras as you can!

Controls

Left/right - shift pieces left and right
Down - soft drop
Up - hard drop (locking behavior can be changed in options)
Z/X - rotate pieces (direction can be changed in options)
Z+X - hold piece

Changelog

v1.2 | 3/5/19

  • Don't reset key repeat for left/right shift inputs when placing a Teramino

v1.1 | 2/17/19

  • Fixed incorrect spawn delay curve which caused pieces to stop spawning at high levels
  • Score display is no longer limited to 4 digits
  • Time display is now minutes:seconds

v1.0 | 2/7/19

  • Initial release

Source

P#61594 2019-02-07 00:36 ( Edited 2019-03-06 04:58)

Cart [#climatesplit-1#] | Code | 2019-02-06 | License: CC4-BY-NC-SA | Embed
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By https://www.instagram.com/shandaram77/ and me for the climate march in Hague on February 7th.

P#61590 2019-02-06 21:02 ( Edited 2019-02-06 21:57)

Cart [#gyakegop-0#] | Code | 2019-02-06 | No License | Embed

P#61588 2019-02-06 20:04

Cave Story - Hero's End - PICO 8 Cover

A PICO-8 cover of Hero's End.

Also here: https://youtu.be/WqJOGvERB_4

Cart [#cshejfire45-0#] | Code | 2019-02-06 | No License | Embed
1

P#61576 2019-02-06 13:59

Hi everybody!

Last week I launched one of the smallest JRPG's you'll ever play: TinyRPG! Recover your stolen egg by defeating monsters, level up and discover hidden areas in my second Pico-8 game! (It's a multi-cart so unfortunatly not on the BBS)

https://prrrpl.itch.io/tiny-rpg

I'm really curious what the talented people in the Pico-8 community think of the game. I want to develop the game further so any feedback (especially on the player-experience) is very welcome!

Another thing I'm struggling with is attracting players! Does anybody have any suggestions with regards to this topic? I've reached out to IndieGamesPlus.com but I had a hard time getting in touch with other media-centric folks with an affinity for the smallest Indie Games.

Thanks so much in advance!

Emiel

P#61571 2019-02-06 09:09 ( Edited 2019-02-06 09:11)

An attempt to replicate the Star Gate effect from "2001: A Space Odyssey." Use Z to turn the 'music' on or off.

Cart [#stargate_2001-0#] | Code | 2019-02-06 | License: CC4-BY-NC-SA | Embed
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P#61568 2019-02-06 04:19 ( Edited 2019-02-06 04:21)

Cart [#fisher-0#] | Code | 2019-02-06 | No License | Embed
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Z/X to go through textboxes. Please enjoy my fishing experience :D

P#61565 2019-02-06 02:00

Cart [#school_report-1#] | Code | 2019-02-05 | License: CC4-BY-NC-SA | Embed

Made in ~2 hours , because I lost a challenge. Based on an original idea by raphael stemmelen.

Controls :

Arrow keys : move

P#61556 2019-02-05 20:31

I didn't find any way to change it,is it even possible?

P#61552 2019-02-05 20:07

Cart [#officide-0#] | Code | 2019-02-05 | License: CC4-BY-NC-SA | Embed
3

Left/Right to move.
X to interact.
Move fast, complete collegaues' requests, and earn money to buy the gift.

This game was made by me and my collegaues: Ilya Aleksandrov and Ilya Koplevsky for a quick 5-day jam - the Black Humor Jam at itch.io
We've worked together for a few years, yet this is our first attempt to work as a gamedev team.

P#61534 2019-02-05 14:39
 map(level*8,0,0,0,8,15,0)
 for i=1,8,1
  do
  map(level*8+8-i,0,56+i*8,0,1,15)
  end

First I want to say Pico-8 is a lot of fun and I was able to get into it quickly despite barely any knowledge of LUA.

So I got the idea to only draw half a level and mirror it to be symmetrical, however collision detection doesn't seem to work on the right side. I can post more if anyone needs more information, but I've included a GIF showing the issue and the code I used to generate the map.

P#61519 2019-02-05 03:15 ( Edited 2019-02-05 03:16)

Cart [#gajeyabin-0#] | Code | 2019-02-04 | License: CC4-BY-NC-SA | Embed
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P#61517 2019-02-04 23:19

Cart [#redcombo1-0#] | Code | 2019-02-04 | No License | Embed
1

P#61512 2019-02-04 17:46 ( Edited 2019-02-04 18:03)

Cart [#antiban-0#] | Code | 2019-02-04 | License: CC4-BY-NC-SA | Embed
17

Pull boxes, press X if stuck.

P#61510 2019-02-04 16:31


Cart [#fourgigabossfights-3#] | Code | 2019-02-12 | No License | Embed
26

4 GIGA BOSS FIGHTS

Objective

Fight your way through an onslaught of more than 4 billion consecutive boss fights in top-down shooting arcade action madness. Dodge bullet-hell as your ship automatically shoots the core of the enemy.

Features

  • More than 4 billion bosses
  • 22 unlockable player ships
  • gazillions of bullets
  • a few lasers!
  • 3 game modes: normal, attract and permadeath
  • auto game save persistence between sessions (quit the game anytime)

As usual, please share your thoughts, comments and bug reports below. I truly appreciate everyone's feedback.

Also a big shout-out to my #pico8 bros on twitter for giving great ideas and suggestions as I was developing this one. You guys are awesome!

Updates

Feb 11,2019:

  • Bosses now have Lovecraftian names!

Feb 9,2019:

  • Optimized a bit (if things get out of hand stop spawning background particles)
  • This means more bullets, harder game... git gud
  • Increased the play area a little bit
  • Less inertia on the ship's movement
  • Shows the number of tries (game overs) on normal mode

Feb 5,2019:

  • Fix a permadeath persistence bug
  • Added touch/mouse support
P#61495 2019-02-04 04:14 ( Edited 2019-02-12 04:48)

Interspace

Cart [#interspace-3#] | Code | 2019-02-05 | No License | Embed
3

Take control of a small ship and blast your way through hordes of enemies.

This game is also on itch.io!
[https://justfire45.itch.io/interspace]

P#61494 2019-02-04 03:15 ( Edited 2019-02-05 02:45)

Cart [#wave_goodbye-0#] | Code | 2019-02-04 | License: CC4-BY-NC-SA | Embed
3

Match the sin wave and press X to score. Don't touch the robots! If they start giving you too much trouble, drop them a doughnut to chase after.

If you make it to level 4, the special gold robots chase after you!

P#61491 2019-02-04 01:41

Cart [#arctic_wolf-1#] | Code | 2019-02-06 | License: CC4-BY-NC-SA | Embed
4

pixels by @ibiinagy
music by @AkosMandoki

Arctic wolf inspired platformer.
Find the puppy to win.

-- advanced micro platformer kit

P#61488 2019-02-03 21:04 ( Edited 2019-02-06 07:15)

Hi, everyone. I made a very simplistic scene manager for you all to use, its somewhat compressed as well. here's an example:

Cart [#scenemanager_sample-0#] | Code | 2019-02-03 | No License | Embed

Basically, this scene manager allows you to create init, update and draw for each scene (as well as anything else you want to cook up, of course).

HOW TO USE
to make a new scene, use the command 'nscn' inside of your init function. for example: nscn({init=function() end, update=function() end, draw=function() end})

to grab the current scene thats running so you can modify it or its variables, you can simply create a local variable called 'self'.

local this=scn['self']()

(or local this=scn.self())

to switch to a scene, you'll need to comment the ID of that scene so you don't lose track. I recommend you have a function that launches at the init() of your game that creates all of your scenes for you.

command to load a scene: scn_mng.go(id) where id is the scene number you want to run.

Finally, you need to put the 2 commands inside draw() and update(). in update(), put scn_mng.update() and in draw put scn_mng.draw()

code snippit:

--scene manager
--shooting★
scn = {self=function() return scn[scn_mng.r] end} scn_mng = { go=function(s) scn_mng.r = s scn[s].init() end, draw=function() scn[scn_mng.r].draw() end, update=function() scn[scn_mng.r].update() end } function nscn(d) local a={ init=d.init or function() end, update=d.update or function() end, draw=d.draw or function() end } add(scn, a) end

code example (used in cart above)

--sample

function create_scenes()
    --scene 1
    nscn({
        init=function()
            --create a local var called
            --this and set it to self
            --scene
            local this=scn['self']()

            --create particles
            this.particles = {}
            for i=0,16 do
                local a={rnd(127),rnd(127),rnd(2)}
                add(this.particles, a)
            end

            --create a timer to switch
            --to scene 2 with
            this.timer=0
        end,

        update=function()
            --create a local var called
            --this and set it to self
            --scene
            local this=scn['self']()

            this.timer+=1

            if this.timer==120 then
                this.timer=0
                --switch to scene 2
                scn_mng.go(2)
            end
        end,

        draw=function()
         --create a local var called
            --this and set it to self
            --scene
            local this=scn['self']()

            --draw particles
            for i=1,#this.particles do
                pset(this.particles[i][1],
                     this.particles[i][2],
                     7)
            this.particles[i][1]+=this.particles[i][3]
            this.particles[i][2]+=this.particles[i][3]
            end
        end
    })

    --scene 2
    nscn({
        init=function()
            --create a local var called
            --this and set it to self
            --scene
            local this=scn['self']()

            this.timer=0
        end,

        update=function()
            --create a local var called
            --this and set it to self
            --scene
            local this=scn['self']()

            this.timer+=1

            if this.timer==120 then
                this.timer=0
                --switch back to scene 1
                scn_mng.go(1)
            end
        end,

        draw=function()
            cls(1)
        end
    })
end

function _init()
    --create scenes
    create_scenes()
    scn_mng.go(1)
end

function _update()
    scn_mng.update()
end

function _draw()
    cls()
    scn_mng.draw()
    print('running scene '..scn_mng.r, 0, 0, 7)
end
P#61476 2019-02-03 02:34
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