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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 #gameboypainter-0 | 2024-05-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I used pal() to make a rough cut paint software inspired by the color palette of the gameboy.

Feel free to use the palette for any of your gameboy-inspired projects!

Now with that said, the controls are as follows:

Z = Switch between gameboy and black and white modes
X = Clear screen
Up = Lightest
Right = Light Grey/Gray
Left = Dark Gray/Grey
Down = Dark/background

so help me if I see someone use this to draw the every generation 1 pokemon or something like that...

P#148138 2024-05-08 17:02
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Cart #pico_darts-0 | 2024-05-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


PICO-Darts is a simple darts game written in less that 500 characters for TweetTweetJam 9.

Controls

You only need the X key:

  • First input: Aim on the X axis.
  • Second input: Aim on the Y axis.
  • Third input: Throw dart.

After you throw the dart, press X again to start with the next dart.

Rules

You have 5 darts to get the best score.
After the fifth throw the score will be be reset.

About

This is the first game I develop for a game jam. The limitation of writing a functioning game with 500 characters or less has been quite a challenge, but a fun challenge!

It took about 5 hours to develop the game and then another 3 hours to minify the code and remove features that wouldn't fit in 500 characters.

P#148115 2024-05-08 12:04 ( Edited 2024-05-08 12:31)
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Cart #patched-0 | 2024-05-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


You're a game tester playing this game you got from someone.
Make sure there aren't any bugs or glitches in the way. If there is, click on it!
Defeat the bloby things to score points. And make it to the right side (without any bugs or glitches) to spawn more.
You REALLY need to pay attention.

P#148092 2024-05-07 22:11 ( Edited 2024-05-07 22:14)
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Celeste but a black hole is chasing you.

Cart #hinutubize-0 | 2024-05-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

The black hole speeds up over time. Here is everything that increases it's speed:

  1. New level (Biggest increase in speed)
  2. Death
  3. Dashing (Smallest increase in speed)

Getting berries decreases speed.

If the hole is more than 2 levels away, it starts to get a speed multiplier.

The formula for speed goes something like this:

(distance is distance between blackhole and roof of current level)

(0.025level + 0.01 deaths + 0.005 dashes)/berries + ((floor(distance)256)*2)

P#148006 2024-05-06 15:45
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A small 10 cart pack I made out of my favorite PICO-8 games!

Download it here: https://drive.google.com/file/d/1Zwh_h1KuetpasXUY3URkKkPPE5zf3xMP/view?usp=sharing

Credit for the games goes to their respective creators. Thank you for sharing these awesome games :)

P#147901 2024-05-04 12:01
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can you launch pico-8 on a raspberry pi via batocera? if so, con you launch it via ports and not emulate it?

P#147607 2024-04-29 23:50
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Cart #pix-0 | 2024-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#147341 2024-04-25 22:26 ( Edited 2024-04-25 22:26)
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P#147334 2024-04-25 21:53 ( Edited 2024-04-25 21:54)
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Hey guys!

It's been more than 2 years since I last posted on here. I never really thanked all the people for playing DUNGEON so I'd just like to express my gratitude! I'm typically more active with responding to comments on my itch.io page because more of my games are there.

Also, I never would've imagined DUNGEON would get featured on the front page! Definitely made me smile, so thanks to the pico8 team for putting it there.

I'm shocked people are still commenting on the game even as recent as a few weeks ago, so it convinced me to just make this blog post to try to reach out to the fans that are still here 2 years later. For years I've wanted to do an update to the game where I fix all the bugs and stuff, because believe me I'm aware of the bugs...

Some of them are just dumb mistakes, like how one of the death-screen hints tell you the shop is at level 12 when its really at level 8.

Others are just bad decisions, like making it so that spiders can't be jumped on. Don't know why I did that. Or calling the game's levels 'procedurally generated'. I think I didn't understand what that word meant at all lol.

And YES... I know about the wall jumping. Like 1/3 of the comments mention it lol. I know it sucks. But to be totally honest, I've spent countless hours trying to come up with something better and I can't. Whenever I try to ask a playtester how to fix it, they either say they've gotten too used to it for it to change or just to "make it work like this other game". Which isn't very helpful to me.

Anyhow, I thought I could publish the source code of the game since somebody recently asked for it. But just be warned, it's not remotely organized or thought-out, it's mostly just full of hacky code lol. Every time I look back at it I try to optimize it again but then I realize it's probably not worth it. Which is probably why I never bothered to make a big update fixing any of the bugs. I think I can just accept the way the game is. Plus I've mostly just moved on.

Source code here!

Sequel Idea?

Finally, I thought I could share some gifs of a sequel I had in mind for a while called "TOWER!". Where instead of navigating a dungeon you're constantly traveling upwards a tower (as the name might suggest) to save a stuck kitten!

I wanted to make a platformer like DUNGEON but with totally new aspects and gameplay features, possibly the most ambitious being 5 different selectable characters! You have the knight from the previous game, a new ninja, the shopkeeper (who has a large rifle), a plain-jane skeleton, and the princess!

The main 'gimmick' was that every level in the tower loops horizontally. Like you're just circumnavigating the tower. Unfortunately a lot of people said the looping effect was kind of disorienting and I tend to agree. But here are some gifs I made while developing the 'loop' feature, as well as some cool stuff with slope-tiles!

The ninja was almost sort of like the 'sonic' to the knight's 'mario'. Mostly built on ramping up speed and could scale walls for a short distance. The shopkeeper was slow and tanky but had a large gun that could be used for advanced movement (like the gif shows except not that crazy). The skeleton was supposed to be very durable and the princess was... never really that developed gameplay-wise O_O.

If you wanna play a little demo I made of the shopkeeper's ability, then follow the link down below! You need to collect 5 coins to fire 1 bullet, and press down+shoot in order to 'double jump' as the shopkeeper.
https://deklaswas.itch.io/tower

Other than that, I don't really have any plans of finishing the sequel. But I just wanted to share some ideas I had.

Well, that's everything I wanted to say. Again, thanks everyone for playing... Goodbye!

P#139922 2024-04-22 01:46 ( Edited 2024-04-22 01:49)
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Please fix

P#147064 2024-04-21 13:45
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Every single time I try to edit my bbs posts from my smartphone I risk deleting them! Cause the “edit” and “delete” texts are too near to eachother! This needs to be fixed before I’ll cry all night after deleting my cart posts 🥲

P#146965 2024-04-19 19:10 ( Edited 2024-04-19 19:10)
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This is a maze-like game.

Tip:
press up/down and left/right simultaneously to go diagional to take the shortcuts (it is mandatory in the last 2 rooms)

Cart #hirapezdi-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#146868 2024-04-18 13:38
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Cart #samidikada-0 | 2024-04-18 | Code ▽ | Embed ▽ | No License


:O

P#146864 2024-04-18 12:33
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Cart #wukerebajo-0 | 2024-04-16 | Code ▽ | Embed ▽ | No License
2


Just a sandbox to get a better understanding of what happens when you change the map width (0x5f57) and the map address (0x5F56)
Upper memory 0x8000-0xFFFF is fully initialized to 53 (blue square sprite)
Arrow keys to move the camera
X / O to change the map width
pause menu to change what X/O changes between map width and map address.

P#146772 2024-04-16 16:01 ( Edited 2024-04-16 16:05)
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Cart #jewipanito-2 | 2024-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Demake of the popular Popcap game Insaniquarium! released in 2001! Grow your tank with various different fish and pets to make as much money as possible while defending your tank from the alien threats.

You can play either Adventure to unlock the 12 different pets or get a high score in Time Trial mode!

Game is controlled entirely with the mouse

Cartridge art was made by https://twitter.com/danidoespixels

Music was made by https://twitter.com/piadina_piadina

P#146712 2024-04-15 23:29 ( Edited 2024-04-17 16:09)
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P#146614 2024-04-14 14:15
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Making my first game on chromebook! I will keep posting. Also made in edu edition of pico 8.

P#146407 2024-04-11 23:21
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Dice

Cart #dice1_0-0 | 2024-04-11 | Embed ▽ | No License
3


dice

P#146394 2024-04-11 21:50
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Cart #juegofrutas-0 | 2022-10-12 | Code ▽ | Embed ▽ | No License

P#146390 2024-04-11 19:50
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cast:

  • change dimension of userdata buffer for 2d operations
buffer=userdata("u8",4096)
-- get a 8x8 sprite out of it
sprite=cast(buffer,"u8",8,8,1040)

note: not sure how GC can track these chunks - ok to have that as weak references only.

  • matmul with stride
    align with other userdata operations

  • all ops to allow for source index
    use case: array of vectors referenced by index
big_array=userdata(‘f64’,4,500)
….
indices = userdata(‘i32’, 4)
indices:set(0, 3,89,0,75)
out=big_array:matmul(m, indices)
  • min/max
    note: can be done with sort (but overkill)

  • dot:
    cannot operate on partial userdata
P#146151 2024-04-09 11:13
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