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Cart #34523 | 2016-12-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.

Post high-scores below!



Version 1.2

  • New music and sound by @gruber_music

Version 1.1

  • Improve rendering to remove glitches (thanks ultrabrite).
  • Commented code and removed unused logic.
P#32863 2016-12-01 01:13 ( Edited 2017-07-13 21:31)

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The game I am currently working runs smooth in Pico-8 EXE but when I run in Chrome it has significant perf issues; often dropping frames causing hitches.

Is this a know thing? Is there a way to help with this, or diagnos it better?

A couple things:

1) I am running at 60 fps.
2) I do a LOT of dynamic allocations and discarding (its an endless, procedural game).
3) Stat(1) returns about .3 in best case, and .6 in worst case. Does stat(1) account for FPS target or is .6 on 60fps .1 over budget?
4) It runs totally smooth in Edge Browser, but buttons don't work properly (missing release events i think) and image is blurry (not using point filter).

Thanks!

Here's the game:

https://www.lexaloffle.com/bbs/?tid=28132

P#32861 2016-12-01 00:54 ( Edited 2016-12-02 05:24)

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Cart #32741 | 2016-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

FINAL GAME IS HERE: https://www.lexaloffle.com/bbs/?tid=28132

In the game above, the character is gliding in zero-g. They can move left and right using little air jets on the side of the space suit (left and right arrow keys).

I am struggling to make a good sound for this that isn't too grating (you will hear the sound A LOT). I was hoping for a high-pitch hiss; like air escaping a ballon, but having nailed it yet (see above).

"TSSSsss.. TSSSssss..."

Any audio designers know how to achieve this sound?

P#32743 2016-11-25 01:02 ( Edited 2016-12-05 22:38)

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Hi,

I am trying to come up with a simple algorithm for filling an area of the screen a particular color.

I have a "path" in my game defined by the thin white lines shown above. Lines are represented with the following data structures:

function mkvec(x,y)
    local v=
    {
        x=x,
        y=y,

        getlength=function(self)
            return sqrt(self.x^2+self.y^2)
        end,

        getnorm=function(self)
            local l = self:getlength()
            return mkvec(self.x / l, self.y / l);
        end,
    }
    return v
end

----------------------------

function mkline(x1,y1,x2,y2)
    local l=
    {
        a=mkvec(x1,y1),
        b=mkvec(x2,y2),

        draw=function(l,col)
            line(l.a.x,l.a.y,l.b.x,l.b.y,col)
        end,

        drawnear=function(l,o,col)
            local lp=closestpointalongline(
                l.a,l.b,mkvec(o.x,o.y))
            circ(lp.x,lp.y,2,col)           
        end,

        closest=function(l,o)
            return closestpointalongline(
                l.a,l.b,mkvec(o.x,o.y))
        end,
    }

    return l
end

I would like for the areas on the left and right of the path (the part with red thick lines scribbled in) to be filled a different color.

My current plan is to define a directional vector for corner to corner, and walk the line one pixel at a time, draw a line from there to the edge of the screen.

These feels a little hackish, so I'm wondering if there is something better! I suspect this may be a polygon fill algorithm, but since this problem set is some limited, I thought there might be a simpler way.

I also suspect that my pixels wont like up with the edge of the line, leaving small single pixel gaps.

Thanks!

P#32721 2016-11-23 19:02 ( Edited 2016-11-25 00:05)

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Is it possible to change the folder path where gifs are saved (eg. when you press F9)? My desktop is getting overrun!

Thanks!

P#32595 2016-11-18 00:41 ( Edited 2016-11-20 05:22)

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Cart #31006 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Simple example showing how to queue tracks to play one after another. For example, you might have some main menu music that you want to seamlessly transition to gameplay music without an awkward pop in rhythm.

Controls

Press either action key to queue up another music track to play after the currently playing one finishes.

P#31005 2016-10-16 01:18 ( Edited 2016-10-16 05:20)

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Is there a simple way to play music after the currently playing pattern finishes? I figure I could probably track how long a music pattern has been playing and calculate it out, but wondering if there is any built in functionality.

Thanks!

P#30993 2016-10-15 19:40 ( Edited 2016-10-16 05:21)

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Cart #34014 | 2016-12-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

Wave Race Legend

Hop on Jetski, catch some air, and smash your opponents!

POST YOUR HIGHSCORES IN THE THREAD BELOW!

Controls

  • Left/Right to move
  • X/Z/Down (while airborne) to smash opponents

Features

  • Real-time wave simulation
  • Tight arcade controls
  • Endless gameplay
  • Combo system
  • Dynamic 4 color palette
  • 3 new songs by Gruber_Music

Gameplay

Dev Log (expand below)

Version 1.1

  • New music by Gruber_Music (2 new songs + remaster of original song).
  • Proper in-game credits.

Version 1.0

Cart #32060 | 2016-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

  • Original Release

Version 0.6

Cart #31366 | 2016-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

  • New Logo (Font)
  • Palette swap is now tied to score rather than user selected (changes every time difficulty increases).
  • Added new Nightmare palette to 5th wave!
  • New PocketCHIP friendly controls.
  • Short tutorial during first enemy.
  • Added cool "floating text" to Press Start screen.
  • Remove flashing lights when scoring a point and replacing it with subtle camera shake.
  • Add water-splashing particle effects.

Version 0.5

Cart #31075 | 2016-10-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

  • Significantly increased AI difficulty.
  • Difficulty ramps up as game progresses (more enemies every 5 points).
  • Highscore is now tracked saved.
  • Improved background and visuals.
  • New audio queuing system (more info: https://www.lexaloffle.com/bbs/?tid=27899).
  • Added "Speed-Streak" particle effects.

Version 0.4

Cart #30731 | 2016-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

  • Removed debug commands.
  • Added ability to cycle color palettes (right arrow on main menu).
  • Added music and sfx.

Version 0.3

Cart #30514 | 2016-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

Final version for #GBJAM. Please play and vote here: https://itch.io/jam/gbjam-5/rate/90361!

Version 0.2

Cart #30433 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

Added score, as well as winning and losing. Basic AI in place.

Version 0.1

Cart #30264 | 2016-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
74

Initial submission.

Original


P#30265 2016-10-08 01:03 ( Edited 2017-02-05 18:10)

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I am going to throw together a last minute entry for the Game Boy Jam (https://itch.io/jam/gbjam-5). I just started tonight, and the deadline is end of this weekend (Oct 9th, 2016), so this will likely be a pretty rushed entry.

I'm a programmer, and I would love to work together with an artist and sound designer if possible to help add some visual polish.

If you are interested please post some links to you work; preferably completed projects.

GAME IDEA

Wave Race Legend

2D jet ski game where you bounce off waves trying to take down AI opponents. A mix of Joust and Wave Race 64.

For simplicity there will likely be no "race" aspect to the game; just survive as long as possible.

As I mentioned, I just started this project, but here is a quick gif of my current progress to hopefully give you an idea of what I mean:

ABOUT ME

Here's a couple of carts are recently released:

Cart #29780 | 2016-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
96


Professionally, the game I spent the last 3 years making is launching this weekend, so I'll probably be spending some hours on that this weekend too :)

You can read more about my professional work here: http://www.matthughson.com/

P#30158 2016-10-06 23:15 ( Edited 2016-10-10 05:36)

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Cart #29629 | 2016-09-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Will be a mix of "Metroid" and the classic cellphone game, "Snake". Not much there at the moment.

P#29630 2016-09-28 20:45 ( Edited 2016-09-29 01:37)

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I might be mistaken, but it seems like the special characters for buttons aren't working after upgrading to v0.19 of Pico-8.

Shift+LRUDOX all show just the regular characters. Did something change (the manually still says that is how to use them). Or maybe something is busted on my end. Can someone else confirm this is broken/working?

Thanks!
Matt

P#28977 2016-09-21 20:49 ( Edited 2016-09-23 00:31)

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The goal of this cart is to demonstrate a very basic platforming engine in under 100 lines of code (comments don't count), while still maintaining an organized and documented game.

It is not meant to be a demo of doing as much as possible, in as little code as possible (a la demo scene). The 100 line limit is just meant to encourage people that "Hey, you can make a game with very little coding!"

This will hopefully give new users a simple and easy to understand starting point for their own platforming games.

Note: Collision routine is based on Super Mario Bros 2 and M.C. Kids, where we use collision points rather than a box. this has some interesting bugs but if it was good enough for miyamoto, its good enough for me!

Built on a PocketC.H.I.P.!

P#28249 2016-09-09 20:33 ( Edited 2018-06-14 03:09)

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Cart #29780 | 2016-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
96

Time your speed and angle in an attempt to throw a Frisbee as far as possible. Then take control of the receiving player, and position yourself for the catch! If you do manage to catch it, quickly throw it again. Keep going until the Frisbee hits the ground, and see how far you can make it!

An update to the classic "Flying Disc" mini-game from California Games.

Update September 30th, 2016 (version 1.0):

Considering this game done! Moving out of WIP section.

Update September 18th, 2016 (version 0.4):

Full game loop now in place, including infinite levels (no more running off the end) and saving your high score.

Implemented a split screen mechanic (receiving player in one view, and disc in the other) but the limited view for the receiver made the game too hard.

Next steps:

  • More level layouts.
  • More sprites.
  • Music and sound.
  • Less Mario :)
  • Power-ups (maybe).
  • Randomized layouts (maybe).

Update September 13th, 2016 (version 0.3):

Basic game loop now implemented (although it is easy to go beyond the play area and break the game).

Old Versions

Cart #28786 | 2016-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #28494 | 2016-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
96

Cart #28127 | 2016-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
96

Cart #28119 | 2016-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
96

P#28120 2016-09-06 23:53 ( Edited 2017-02-03 06:58)