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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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I am a noob at Pico 8 and I really need help with map collisions. I tried using Nerdyteacher tutorials but they don't work. I tried using the simple collision function cartridge and it also does not work and I don't know what to do now.

P#142100 2024-02-28 02:08 ( Edited 2024-02-28 02:10)
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Cart #idiots-5 | 2024-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I don't know why I made this. I went in with no plan and it sure shows. I might update this at some point once I get any more ideas of dumb things I could do with it

P#142092 2024-02-28 00:03 ( Edited 2024-02-28 05:38)
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Cart #tikiruhoko-1 | 2024-02-27 | Code ▽ | Embed ▽ | No License

GD-8 A Janky GD Demake that isn't even finished!

This is my first ever PICO-8 "game" and my first time ever making a game in general

P#142091 2024-02-27 23:28 ( Edited 2024-02-27 23:29)
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Cart #an_adventure_game-1 | 2024-02-27 | Code ▽ | Embed ▽ | No License

P#142070 2024-02-27 20:08
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Bonjour,

j'ai créé un jeu sur pico 8, et j'ai besoin de vos connaissances pour corriger des erreurs.

Lorsque l'on crée des sprites, nous avons plusieurs pages de sprites. 0, 1, 2 ,3.
J'ai rempli tous les sprites pour mon jeu et utilisé les 4 pages, mais dans mon jeu, la page de sprite 2 est générée automatiquement, au hasard, dans les emplacements vides. Cela fait un désordre dans les cases que je n'occupe pas dans mon jeu. Connaissez vous la solution svp ????

Je Vous le montre dans l'exemple ci dessous...

P#141960 2024-02-25 19:20
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Epic Adventure 2D Will BE Coming Some Day...

P#141742 2024-02-21 15:36
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Small Celeste Mod. I am working on B side.

Cart #neyagawudu-0 | 2024-02-21 | Code ▽ | Embed ▽ | No License

P#141739 2024-02-21 15:11
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P#141711 2024-02-21 02:06 ( Edited 2024-02-21 02:07)
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Hello hello,
I wanted to share my first Pico-8 game.

presenting the
gothic rouge-like arcade mini-golf bonanza

Cart #goth_golf_0_3_7-0 | 2024-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


You can also play it on itch.io

Featuring

  • 44 levels
  • 1 cute goth
  • loads of different parts
  • buggy physics

Release notes

0.3.7

First public release, physics are still buggy, but since this is my first time programming physics in any engine, I am satisfied for now.

The concept could be expanded on mainly with adding more levels and improving the physics, but I am also open to any other suggestions.

Excited to start sharing stuff with the Pico-8 community!

Cheers,

Vaisko
vaisko.com
itch.io

P#141651 2024-02-19 16:51
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Cart #monument_peaks_hackathon-0 | 2024-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a cart that I created as part of a team in 24 hours for the 2024 Binghamton HackBU Hackathon! I worked on the combat and gameplay, and my partner Liz worked on the procedural generation for the map in the background. Right now, it's very unfinished - there's a lot of stuff that I didn't get a chance to add, including changing enemy types based on the map, and what's there is often very unpolished. Still, this works as a good example of the potential of procedural generation in a PICO-8 game, and we will hopefully develop this more in the future!

Gameplay:
Find the four monuments, defend them, and save this land!
Once you find a monument, get close to it in order to summon the enemies you need to defeat
Use O to attack with your sword, and X to do a flaming dash attack.
The dash consumes 25% of your mana on use, which can be regenerated by standing in a mana pool

P#141627 2024-02-18 16:49 ( Edited 2024-02-18 16:49)
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Cart #gigowebuse-0 | 2024-02-06 | Code ▽ | Embed ▽ | No License
1

Coming to an Adelaide Venue near you soon!
Prizes for high scores!

P#141453 2024-02-13 10:59
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Cart #gehukayiyi-1 | 2024-02-10 | Code ▽ | Embed ▽ | No License
1

P#141380 2024-02-10 19:35 ( Edited 2024-02-10 19:36)
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Now it's time to move on to the real game. This is only the start of the torture in comparison to the real game's C-sides.

P#140904 2024-01-31 01:07 ( Edited 2024-01-31 01:08)
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I went onto splore and was looking at another games code and I went into a game and started mucking around with the code and messed some stuff up. Did I wreck the game for the guy? I changed some sprites and stuff, I was trying to learn movement coding etc.

Other question, how to change the png. for the screen of the game in Splore and how would I go about coding a splash screen?

P#140781 2024-01-29 03:15
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Hi,
I am probably quite late to the party, but since discovering pico-8 recently I've been really impressed with the platform.
Like many others have done I am working on my own Pi Zero based arcade console to play Pico-8 games, mainly for the fun
and challenge of building one.
I've been able to use Pico-8 via Retropie (using the paid pico-8 executables) and get it fully working, although I don't like the slow boot-up and slow performance on a Pi Zero.
I found that using PicoPi (after finding posts on it like https://www.lexaloffle.com/bbs/?tid=35926) is much faster to boot and the games run better (with Retropie some pico-8 games are stuttery).
However I can't work out yet how to get my audio via USB working with PicoPi & Pi Zero. It seems to have HDMI audio by default which isn't what I need.
Many thanks in advance for any pointers!

P#140745 2024-01-28 12:09
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Risk of rain demake in the celeste classic engine

This is a in-progress mod i am currently working on. Here are some gifs of items working, mechanics.

Ukulele + Wisp in a jar + Gasoline (WIP Visual effects)

Molotov Cocktail Utility

Health System

Killing enemies

I dont know how long this mod will take, but armed with aseprite and everhorn, im sure it wont take that long.

For anyone wondering where CORE went, Its fully moved over to n.p8, and was fully rewritten for the new codebase.
The switch from hex to base256 level loading and the addition of bg tiles has forced me to abandon my levels, but i was going to do that anyways.

Look forward to both Risk Of Snow and CORE, coming (hopefully) soon.

P#140663 2024-01-26 19:44 ( Edited 2024-01-30 22:40)
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Cart #blocks-0 | 2024-01-25 | Code ▽ | Embed ▽ | No License

My second progress update:

I'm trying to implement the ability for my player character to create temporary blocks which can be used as platforms to reach otherwise unreachable areas. The idea is that the bunny player character digs up earth which piles up behind him and then disappears after a few seconds.

  1. When the player presses the o button while on a ground tile, a 'newblock' is added to a table so that it can be deleted after its set duration. In order to ensure the original map tile is restored after the 'dirt block' disappears, mget is used to grab the original tile sprite as 'oldblock.'

if btnp(🅾️) and p.landed then newblock={} newblock.spr=14 newblock.x=p.x newblock.y=p.y newblock.age=0 oldblock = mget(flr(p.x/8)-1,flr(p.y/8)) add(blocks,newblock)

  1. The block is drawn according to the coordinates stored in a table. The block is drawn behind the player based on whether the character sprite is flipped.

function draw_block() for myblock in all(blocks) do if p.flp then mset((myblock.x/8)+2,(myblock.y/8),myblock.spr) else mset((myblock.x/8)-1,(myblock.y/8),myblock.spr) end end end

  1. The block is deleted from the table after it's aged past its duration and mset replaces the block with the original 'oldblock' variable.

function update_block() for myblock in all(blocks) do myblock.age+=.1 if myblock.age>10 then del(blocks,myblock) mset((myblock.x/8)-1,(myblock.y/8),oldblock) end end end

Problems

There are multiple problems I'm encountering.

  1. The dirt block doesn't always draw directly behind the player sprite but sometimes 2 tiles away.

  2. Two blocks are drawn if the player happens to move in the opposite direction immediately after the first block is drawn.

  3. The original map tile is not always stored and replaced. Frequently, the 'oldblock' variable will store the adjacent tile sprite instead.

  4. If the button is held down, multiple dirt blocks are drawn and only the final one appears to delete.

Gratitude

If anyone has any insight into how to fix these problems, even it is simply nudging me in the right direction or pointing to a resource, you have my eternal gratitude. I'm still a complete novice at this. Thank you.

P#140599 2024-01-25 16:28 ( Edited 2024-01-25 16:53)
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i then immidiately messed up the run but hey

P#140574 2024-01-24 21:57
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P#140558 2024-01-24 18:50
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I've got this bunch of enemies that run after the player, but i can't seem to figure how to make them collide each other since they all are in a same table.
I've managed to do it with two for loops that calls them differently, but this makes a game overload after there's more then 40 enemies spawned.
Maybe somebody could give me a hint on this one.

P#140487 2024-01-23 14:20 ( Edited 2024-01-23 14:20)
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