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As I'm working rather deeply in coding for the next Sorcery project, I am running into a nasty little thing that when the screen scrolls it jumps back when the cursor is able.

@zep: Suggest using CTRL [ and CTRL ] to shift the viewpoint of the source-code to center it if need be and reset to zero when ENTER is hit.

And before you think my tabs big they are not. I use 2-spaces per indentation so this can visually be a problem with complex and deep level nesting.

P#72891 2020-02-07 22:38 ( Edited 2020-02-07 22:38)

Cart #spaz48_fox-1 | 2020-02-07 | Code ▽ | Embed ▽ | No License
2

So, here's the main thing I've been working on since I posted VVVVVV Moonfall. I've been a lot more relaxed with it, and I've been taking measures to not write total spaghetti code, and some of it's even commented. In all, I'm really proud of how this has been coming together. The camera needs work, as does some little aspects of the movement, and some things need tweaking, but I'll get to all of that eventually.

For now, I've decided to post this mainly because I'm kind of exhausted creatively, and don't really know where to go next. So I'm gonna be taking a break from it, and probably from Pico-8 too. (making carts, at least.) I've been spending almost all of my free time lately on it, and I feel like that's kind of been sucking the life out of me, among other things. Anyway, enough about me.

So I'm not sure what to call this, and I'm not sure where it's going either. I've had a few ideas, but it all needs more thought. It was first going to be an attempt at a 2D collectathon, then I wanted it to be a metroidvania, now I've just kind of accepted I don't really know where it's going and I'm hoping I'll think of something while I'm taking a break from it. Really, I've been most focused on making everything feel good and getting the mechanics I've already decided on feeling as solid as possible. Plus probably more polish than I should be trying to put in at this point, but I'm a bit of a perfectionist and that's kinda just how I am sometimes. Also, the background is a placeholder, so don't worry about it maybe looking a little...familiar.

I started this I think about a day or two after submitting Moonfall, and this uses the collision code from that, but nothing else. Everything here is my own code, from the parallax scrolling to the particle system, anything that isn't Pico-8 default here is my own, besides two lines for a cpu and memory counter I took from the wiki. The spritework is also my own, and so is the music. I'm sure I don't need to say all of this, but I'm just making sure.

Anyway, there isn't exactly much content here, as it's just a test map with some placeholder enemies that don't even move, but I'm really happy with what I've got so far and I hope you like it, too.

Controls:

  • Z/O: Jump
  • Z/O in air: Double jump
  • Z/O + Left or Right when against a wall: Wall Jump
  • X: Attack
P#72883 2020-02-07 18:33

Cart #mot_ramps-5 | 2020-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

This is a little scaled-sprite 3D graphics engine inspired by the old classic game Power Drift.
It's very raw and unfinished, has CPU issues, collision detection is only partially implemented, and there's no game as such, but you can drive around the track, up the ramps and over the jumps, so the basic gist of it is there.

And there's a built-in track editor if you're feeling brave.

-Mot

Update

  • Fixed bug in saving tracks to external cart.
  • Added a little bit of steering assist to help line up the jumps.
  • Some other tweaks I forget :)

Update 2

  • 2 tracks
  • Track selector
  • Trees generate in the same place

Update 3

  • New track
  • (Slightly) better physics/collisions
  • Finish line and corner signs

Update 4

  • New larger test track
  • Performance optimisations. LOD system. More aggressive view volume culling
  • Tweaked the steering

Update 5

  • More performance tweaks
P#72871 2020-02-07 12:34 ( Edited 2020-02-20 07:45)

Cart #xavieriscool-1 | 2020-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#72866 2020-02-07 07:24

Cart #tetriswip-2 | 2020-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Hello there!

I'm making a Tetris clone that uses the map to save tile data. The program draws the tetraminoes using 2 'for' loops and a table that has start and center information, but also how many columns and rows to draw in this config:
table_x={startx,starty, row1x,row1y,n row1, row2x,row2y,n row2}

The program is supposed to check if it has a second row:
if(table[6]!=nil) then
pos_x,pos_y=0,0
for n=1,table[8],1 do
rot_x,rot_y=rot(table[6]+pos_x,table[7]+pos_y)
for v=0,7,7 do
for b=0,7,7 do
if(op=="gravity") then
flag=fget(mget((p1.x+rot_x+b)/8,(p1.y+rot_y+v)/8),0)
if(flag) then
....
and normally it works, but sometimes out of random i get this error:
runtime error line 146 tab 0
rot_x,rot_y=rot(table[6]+pos_x,table[7]+pos_y)
attempt to perform arithmetic on field '?' (a nil value)
in collision line 146 (tab 0)
in _update line 40 (tab 0)
at line 0 (tab 0)
....
which is super weird, if you print what table was active, it'l usually spit out table: tet_i which doesn't have a second row, meaning that if(table[6]!=nil) should return false, meaning the error code should not be executed.
If you want to force the runtime error you can make a tower so that you would normally get a game over, but since i haven't programmed one the program keeps spitting out tetraminoes, rapidly speeding the process up, and increasing the chance that you get an error.

I have no idea why this is, any ideas is appreciated!
Thanks in advance, Benji.

P#72851 2020-02-07 01:01 ( Edited 2020-02-07 20:19)

Cart #tetriswip-2 | 2020-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#72842 2020-02-06 22:39 ( Edited 2020-02-07 20:12)

Is it possible to make carts private? It could help developers to make multicart games, the secondary carts could be private

P#72840 2020-02-06 22:28 ( Edited 2020-02-07 00:01)

Cart #dufrasago-1 | 2020-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

==Balls to the Wall==

This is a game I made over the Christmas break and am just now finally publishing on bbs. I'm not really satisfied with how it turned out, but I figured it'd be good to post it to get some criticism. Unfortunately, there is no audio on this cart :( The code is pretty embarassing, but it was definitely a good learning experience for my next projects. Let me know what you think!

The controls are:

Z - change orientation
X - create wall
arrow keys - move cursor around screen

Buttons:
Put your cursor over the 'start' button to release the balls from their cage
Put your cursor over the 'eraser' to change your wall creator into an eraser. Touch the button again to revert it back to wall creator mode

P#72825 2020-02-06 20:17 ( Edited 2020-02-06 21:57)

a snippet at the end of a line renders fine: [this is code]

however, a snippet in the middle of a line never terminates: [this is code] [this is not code]

P#72823 2020-02-06 19:57

Cart #hahazidowo-1 | 2020-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

fixed choice issue (only left button would progress, everything else made the screen blank)
{2/6/2020}

fixed upload, forgot about that (misnamed the embed/cart code)
{2/7/2020}

Check code for how it was done! Heavily Commented on!

Hope you all enjoy, feel free to modify it to your hearts content! Add stuff, or make your own text adventure!

Press P, then Reset Cart to reload to the first page!

P#72815 2020-02-06 07:59 ( Edited 2020-02-07 23:57)

Cart #cake_monsters-0 | 2020-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

This game is a clone with some changes of a game I saw originally made in Puzzlescript by @MattRix. The site where I saw it is not working at the moment.

P#72760 2020-02-05 12:26

Centipede

Cart #centipede-3 | 2020-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Here is my Version of Atari's arcade classic shooter Centipede.

In 1980 Dona Bailey developed the arcade game Centipede for Atari.
It was the first arcade game designed by a woman and became one of the most successful
arcade video games (see: Killer List of Video Games).

My kids and I already had a lot of fun with this Pico8-Centipede-Version and we are working
on an update! Wait and see!!...

[8x8]

P#72756 2020-02-05 08:44

Cart #picochem-0 | 2020-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

First interactive demo of a demake I've been working on, off and on for the last week or so.

The original game is http://www.zachtronics.com/spacechem/ and I highly recommend every game they have produced.

Controls: arrows move the cursor, X to open a dialog to create/replace/delete instructions and arrows, arrows to move THAT cursor, X to confirm or O to cancel, optionally then arrows to set the direction of the new instruction.

What works here:
arrows
start ("1")
in ("a" or "b")
grab/drop (magnet icon, minus one of the tips for just-grab and just-drop)
rotate (curvy arrow icons)
sync (pause icon)
bond and unbond ("O-O" and "O O" icons)
bond/unbond targets

What's implemented but not demonstrated here:
full periodic table, all 113 elements with symbols and connection limits
input collision detection

What's missing:
title screen
levels/puzzles
menu screen
collision between atoms
checking outputs for validity
control of the simulation (start, stop, reset, step, etc)
the rest of the instruction types (out, sense, flipflop, fuse, split, swap)
the rest of the target types (sense, fusion, fission, quantum)
a way to move targets
display of inputs and outputs
scoring
saving

I am seeking feedback on the iconography and interface in particular.

I do not currently need crash reports; I already know of at least a dozen edge cases I haven't coded for yet.

P#72754 2020-02-05 06:20 ( Edited 2020-02-05 06:21)

Hi guys,

Im giving it a go making a game on pico 8, after working on Godot and C3. Im wanting to build a platform engine because I tend to use that style of movement in a ton of my games. Ive tried a few different tutorials and they all have issues. I tried the one from Nerdy Teachers and if I change the movement speed to be quick the whole system fails, and the sprites get stuck etc. Plus Ive always been taught that changing a sprites hitbox size is a no no in game dev. So I guess what Im getting at is, is there a good/easyish way to code platform collisions. Or what is the best way to handle this? I have the movement down and all that, no problem. But the collisions always have glitches. Any thoughts/help would be greatly appreciated.

Thanks so much
mintpixel

P#72751 2020-02-05 03:59

Is there any method to map and use the additional buttons on a single controller to the player two buttons without the use of additional software like joytokey?

Is there a peek function or something I'm missing?

P#72746 2020-02-05 02:11

Alchemy Deluxe

Cart #alchemy_deluxe-0 | 2020-02-05 | Code ▽ | Embed ▽ | No License
3

A PICO-8 remake of Alchemy Deluxe, PopCap's 2001 game for PC (and later Mac).

Controls

  • Arrow keys to move cursor
  • Z to place tile
  • X to discard tile
  • Board Cleared and Game Over screens say press X but you have to press Z.

Instructions

  • Game objective: place tiles to fill the board with golden cells
  • Discard bad or mismatching tiles, but this will fill up the forge. Four discard tiles in a row ends the game.
  • Placing tiles cools down the forge.
  • Tiles must match rune (symbol) or color of all neighbors
  • Gray pyramid-looking tiles are wildcard (match with all neighbors)
  • Skull tile removes a tile from the board (it stays golden)

To-Do List

  • Title screen
  • In-game instructions/tutorial
P#72744 2020-02-05 00:24 ( Edited 2020-02-05 03:16)

Cart #hedazofesu-0 | 2020-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Here's a WIP of a top down adventure - searching for the Pharoah's treasure - by Indy, aged 7

P#72741 2020-02-04 22:22

Cart #spaz48_tetyis-2 | 2020-02-06 | Code ▽ | Embed ▽ | No License
12

(Update 1.01: Fixed a bug that caused an out of memory error with particles disabled. Thanks to @dw817 for finding it!)

So, here it is, my first ever fully completed cart. I have a real bad habit of starting lots of things and never finishing them, and this was destined to be just another one of those things. I started work on this about a month or two ago, and did most of the work back then. I decided I needed a bit of a break from my current project and thought, hey, why don't I go back and finish this?

I've learned a lot since then, and generally improved a bunch, so most of this code is a mess, and doesn't use things it really should like objects, but, everything functions well enough at least. It's super unoptimized though, mostly because I was under the assumption there was no CPU limitations in Pico-8, and going back to finish it up, I didn't really bother fixing that. The particle system is my own, written for the main cart I've been working on, but the background previously was a stolen tweetcart (the function was even called "stolentweetcart()") I was using as a placeholder. It was distracting anyway, so I replaced it with the particles and used them to make a few other things nicer as well.

The main goal here was to make it compliant to the 2009 Tetris guideline (a big document the Tetris company uses that says exactly how a Tetris game should be made) though I disregarded that going back to it, so it's halfway or so there. Also, SRS isn't implemented properly, it's good enough but it's not perfect, and the title is a typo I thought was funny so I rolled with it.

Anyway, enough of my rambling, hope you enjoy!

Controls:

  • Z, X: Rotate
  • Z+X: Hold
  • Up: Hard drop
  • Down: Soft drop
  • Left, Right: Move
P#72731 2020-02-04 21:05 ( Edited 2020-02-06 09:22)

Cart #xenophobia-1 | 2020-02-08 | Code ▽ | Embed ▽ | No License
2

A little shooter game being worked on.

P#72715 2020-02-04 07:50 ( Edited 2020-02-08 06:33)

Cart #pico_sector-3 | 2020-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Hi! I just started using Pico 8 recently (only used Gamemaker before) and re-made one of my games with some changes. Pico 8 is really cool and I'm learning a lot. Hope you like my little game!

P#72697 2020-02-03 23:16 ( Edited 2020-02-03 23:34)
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