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Cart #mb_ggj2019-1 | 2019-01-29 | Embed ▽ | License: CC4-BY-NC-SA
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A small exploration game about a little being who has crash landed on a planet and needs to find how to get home. You find some waystones that look promising. If you could only find a way to activate them, maybe they'd help....

(Please know that this is game jam code, which means it's horrendous.)

EDIT: Added the insides of trees so they look cool when they clip off the edge of the screen, and also a label image.

P#61277 2019-01-28 00:09 ( Edited 2019-01-29 00:18)

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I don't know if this is a bug or a debug feature? But when pressing the number 6 while in the designer, it zooms in super huge on the mouse. This is really distracting when coding because it'll flash up huge on the screen if you happen to hit a 6 while you type! 😆 Maybe an option to disable that feature while editing code?

P#61046 2019-01-20 20:02

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The vox_api.txt lists the last two optional arguments for draw_voxmap() as rotation then color. However, it's color first, then rotation.

P#60399 2018-12-27 20:17

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Cart #mb_xmas2018-0 | 2018-12-25 | Embed ▽ | No License
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Merry Christmas, everyone!

P#60343 2018-12-25 09:11

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@zep, I had a few questions about the config.txt settings. I tried searching through old posts, but couldn't find anything, so I thought I'd ask here. Most of the things I could figure out just from knowing what they do in PICO-8. But a few were still mysteries.

  • ff_version
  • dummy
  • super_sample
  • voxel_style
  • render_mode
  • exhibition_mode
P#60075 2018-12-18 09:32

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Cart #mb_ohgj2018-4 | 2018-12-17 | Embed ▽ | No License
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This is a remake of a PICO-8 game I made for the 2018 Zero-Hour Game Jam! Find all the orbs before the time runs out!

P#59986 2018-12-14 00:43 ( Edited 2018-12-17 22:33)

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Cart #bifajitedu-1 | 2018-12-13 | Embed ▽ | License: CC4-BY-NC-SA

Trying to figure out why the player looks so jittery. I'm having the camera follow the player, and the ground below looks fine as the player moves, but the player itself is super jittery. In the embedded player here it looks fine, but while running in the designer, it's super jittery.

P#59971 2018-12-13 20:20

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Cart #mb_tweetcart01-0 | 2018-12-13 | Embed ▽ | License: CC4-BY-NC-SA
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My first Voxatron tweetcart! Enjoy!

P#59949 2018-12-13 02:19

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Cart #advent_challah-11 | 2018-12-09 | Code ▽ | Embed ▽ | No License
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HAPPY CHALLAH DAYS!

Enjoy this light, multi-day adventure game about making challah bread for Hanukkah! Each piece of the game will unlock as Hanukkah unfolds in the real world, so come back during the next week to continue the adventure!

LEFT/RIGHT/UP/DOWN to move around (walk into things to interact)
X to skip or close dialog boxes
Z to see inventory

Credits:

Design/Art/Code: MBoffin
Music: Gruber
Intro Graphic: 2DArray

About Pico-8 Advent Calender:

During December, each day will be filled with new and exciting PICO-8 games! We have gathered 25 great developers from the PICO-8 community and we have worked hard to make some new games. Each day leading up to Christmas, there will be a new surprise for you!

Find out more at:
https://pico8-advent.tumblr.com/

And check out the Pico-8 Advent Calendar each day for a new surprise:
https://www.lexaloffle.com/bbs/?tid=32388

P#59569 2018-12-02 07:56 ( Edited 2018-12-09 21:43)

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Cart #59384 | 2018-11-27 | Code ▽ | Embed ▽ | No License
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P#59385 2018-11-27 05:16 ( Edited 2018-12-02 07:52)

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Cart #53900 | 2018-07-01 | Code ▽ | Embed ▽ | No License
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This was a game jam made for the PIGSquad Summer Slow Jams. Unfortunately, I started at 1:00am the night before the end of the jam. I worked until 3am until I couldn't do math anymore, then picked it up the next morning and put in another 3 hours to get it done before the end of the jam. So... uh... excuse the code. It's game jam code. :)

Pop Shot! is a 4-player arena brawler where you eliminate your opponents by charging up shots and using them to knock your opponents into the spikes. You have 3 lives, and if you lose them all, you turn into a floating skull. While you're a skull, though, you can mash the X button to float just a teensy bit faster. If your skull hits the planet, you get an extra life and respawn! (The creative theme for the jam was "The World Is Alive", so in this game, "The World Is A Life".) 😆

I am horrendous at music, so all credit for the music goes to @Gruber who makes fantastic tunes for all of us to use in our games. 😊

P#53901 2018-07-01 17:46 ( Edited 2018-10-13 09:55)

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Cart #56599 | 2018-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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You need to find your opponents and defeat them, but your energy is always draining and you only have 5 shots. There are charging pads all around you where you can recharge your energy and shots, BUT! If you recharge on a pad, it TRANSMITS a pulse throughout the level, giving away your position. You can use the pulses from other players to find them and defeat them. If you lose all your charge, you'll lose one heart. Lose all your hearts and you die. You can also fire at other players to make them lose hearts, so watch out for stray shots. The fewer players there are left, the faster your energy drains, so defeat your foes quickly!

This is a 4-player split-screen there-can-be-only-one style game. It requires 4 controllers to play.

This game was created in 48 hours for Global Game Jam 2018 with PIGSquad.

UPDATE: Lots of tweaks and changes!

  • Added splats.
  • Added diagonal player movement and firing.
  • Limited shots to 5 shots per charge.
  • Added the standard "flashing and invulnerable while hurt" mechanic.
  • Made a much better map.
  • Slowed down energy drain. *
  • Added "dashing" which lets you move faster, but drain energy faster too.
  • Added a help menu.

The whole things plays much better now and is lots of fun if you can get 4 players together. At some point I'm going to add bot code so you can play with less than 4 players. But that's farther down the road.

UPDATE #2: A few tweaks and changes for the XOXO Arcade!

  • More variation in the wall tiles
  • Cleaner reset when the game is over
  • Balance tweaks to energy drain rates
  • Move help menu to the intro screen
  • Minor map tweaks to facilitate finding each other easier
P#48656 2018-01-28 21:37 ( Edited 2018-09-14 15:50)

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Cart #48231 | 2018-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is an alternate method of doing tile animations. This method uses only a single tile per animation, making it easier to pack in a lot of animated tiles into a single tile. It's not the best way of doing this. It's just a way of doing this. :)

Basically it just cycles through the colors in the tile according to the order you want them to appear, and changes them to a new color, also set by you in the code. The upshot is you can fit entire simple animations into a single tile.

(BTW, I'm not claiming credit for this method... it's one of those things that I'm sure a thousand devs before me have figured out before, and probably 10x more efficient ways than I cranked out tonight.) :D

P#48232 2018-01-15 23:52 ( Edited 2018-01-18 14:30)

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Cart #47307 | 2017-12-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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UPDATE - 12/11: Made a lot of changes to this to clean it up, make it more reliable for edge cases, add pickups, portals, and more. I'll be tweaking it more as I go, but this is so anyone watching the livestream can follow along.

I made this code during a livestream at the end of a long day, so it probably has a lot of holes. :D But feel free to poke through it and see if it's useful to you. I'll be updating it to improve and will post improvements as it comes along. There's lots that can be added, improved on, cleaned up, etc. This is just so people from the livestream can have something to play with.

P#47145 2017-12-06 00:56 ( Edited 2017-12-12 05:42)

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I've been working on a PICO-8 zine over the past few months as part of a gamedev workshop series I'm doing with PIGSquad. (You may remember my call for art to include in the zine.)

I'm happy to announce that it's now released! We did a run of printed copies for attendees of the workshop, but I've released the PDF version on itch.io for anyone who wants to use it. You can get it from here:

https://mboffin.itch.io/gamedev-with-pico-8-issue1

I'll be doing a second printing via Kickstarter soon. Not as a money-making thing, but rather just a chance for anyone who couldn't make it to the workshop to get a printed copy (or copies).

Anything in the zine with code has an accompanying cart included in the sample code download for the zine. Over the next couple of weeks, I'll be walking through the examples and tutorials from the zine on the livestream I do on PIGSquad's Twitch channel every Tuesday at 6pm PST. These livestreams are saved in PIGSquad's video on demand archive, so people can watch later if they'd like.

I couldn't have made this without the help and support of the PICO-8 community, so thank you! A lot of love went into this zine and I hope you enjoy it. :)

P#46211 2017-11-12 23:42 ( Edited 2018-03-06 21:38)

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This was a blast to make! I had one hour, from 2am to 2am when the daylight savings time change occurred. I managed to make the game in just under an hour. (I had, I think, 30 seconds left!)

The goal is to pick up all the orbs on the map in the time allotted. I'll be adding to this game from here, but it's a game! It has a win condition and lose condition.

Enjoy!

P#45891 2017-11-05 06:04 ( Edited 2017-11-05 11:04)

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Cart #45512 | 2017-10-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Yay! Been waiting for 0.1.11 to post this! This is a goofy, fun cartridge in response to a retweet by a friend about the oldest music ever found (3,400 years old). A researcher translated the Sumerian text into our present-day musical scale, so I figured, "Hey, let's throw this in PICO-8 and see how it sounds!" :D

I figured out how to make a not-too-crappy drum beat to go along with it (thanks to @Gruber's awesome PICO-8 music tutorials) and then whipped up some goofy Sumerian-style pixel art. Enjoy!

P#45513 2017-10-27 12:36 ( Edited 2017-12-22 19:43)

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Hello, everyone! I'm making a zine for an upcoming PICO-8 workshop I'm doing with Portland Indie Game Squad (PIGSquad). It's a fairly large zine (72 pages) and I have a few open pages where I wanted to include screenshots and art from some of the amazing things you all have created.

Do you have something you'd like to contribute?

If so, feel free to either post it as a reply on this thread, reply to this post on Twitter, or DM it to me on Twitter. (I have open DMs, so no need to follow me to DM me.)

The zine will printed in color for all workshop attendees, but will also be available on itch.io in PDF form once it is completed. (After the workshop, I may do a second printing at-cost via Kickstarter if there's enough interest from the community.)

Thanks in advance. The work you all do in PICO-8 is so incredibly inspiring to me, so I'd love to include some of it in this zine and inspire others who read it.

P#45209 2017-10-14 17:22 ( Edited 2017-10-14 21:22)

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Cart #43370 | 2017-08-18 | Code ▽ | Embed ▽ | No License
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This is just a demo of some code to allow walking in tile-sized increments. The hook is that after player input, the player keeps walking until they reach the next tile.

In the first example, the walking tiles are 8x8, though the world is drawn with 16x16 tiles. The hitbox of the player is also only his lower half. This allows the player to be "in front" of things. Walk up to the bottom side of a boulder and walk left and right to see what I mean.

In the second example, the walking tiles are 16x16. The hitbox of the player is also 16x16, meaning the player can only occupy a single 16x16 tile, and can never be "in front" of other tiles.

P#43366 2017-08-17 22:28 ( Edited 2017-09-12 05:34)

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Cart #42526 | 2017-07-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I got a lot of comments about my smooth camera transitions in a recent WIP that I posted. I thought I'd just go ahead and share how I did it with a code sample cart. I'm posting the important function below, but feel free to look at the cart's code to see how it's implemented. I'm not a wizard, and I know it could probably be simplified somehow, so feel free to use and improve as you see fit. If you do improve it, let me know here so I can update the code for others to see!

function smooth_cam(spd)
 cam_x+=(flr(p.x/128)*128-cam_x)*spd
 cam_y+=(flr(p.y/128)*128-cam_y)*spd
 if (abs(cam_x-flr(p.x/128)*128)<0.5) cam_x=flr(p.x/128)*128
 if (abs(cam_y-flr(p.y/128)*128)<0.5) cam_y=flr(p.y/128)*128
 camera(cam_x,cam_y)
end

UPDATE: I fixed a minor bug. (I had smooth_cam(speed) running after map(0,0), when it should be running before. I also added the Z/X buttons to allow you to change the speed of the transition for this demo so you can see what different speeds look like.

P#42455 2017-07-13 22:22 ( Edited 2017-09-22 22:08)

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