Hi! I'm cubee.
Self-taught game dev, amateur artist, and low-poly 3D modeller.
If you would like to support me, many of my games are available over on itch.io: https://pixelshock.itch.io/
Or, my website: https://cubee.games/
A scrolling purple grid wallpaper, designed to fit with the built-in Moonlight theme.
By default, the grid scrolls to the left, shifts slightly in response to mouse movement, and has a clock in the lower-left corner.
It has various settings that can be adjusted in the pod file located here after first start:
/appdata/cubee/wallpaper/gridSettings.pod |
Including:
- Start Time - How long the initial fade-in should take.
- Boot Wait Time - How long to wait before starting to fade in, to ensure the boot splash has completed before starting.
- Show Time - Adds a clock showing the date and time in the lower-left corner when you move the cursor there.
Some little poorly-drawn cat friends!
They run around on the desktop, sleep, hop, climb the edges of the screen, and bonk their heads on the toolbar if they jump into it.
-- Features and change history --
As of rev2 (BBS release), you can now:
- Give them head pats. Sometimes they will go to sleep afterward.
- Pick them up.
- Place them on the side of the screen.
- Wake them up from sleep.
- Interrupt them when they jump; to catch them or make them fall.
As of rev3, they will jump to and sit on desktop icons!
You can place them on the icons yourself too, or move the icon and they will fall. Sometimes they will fall off on their own, heh.
Made for the 20 Second Game Jam. See the game's submission page!
Use your oddly jar-shaped mallet to fling Tomorrow toward the end of the level and whack Krikz the robot before the timer runs out! There are 5 optional sandwiches to collect throughout the stage.
Mastering the controls and learning the level layout will be essential to completing it in time, especially so if you wish to collect all of the sandwiches as well.
To make the game more accessible, there is an alternative mode with timer pickups scattered through the stage, and another with no time limit at all. Though, these modes do go against the jam's limitation, hence being optional. Think of them as "exploration aids" to help you learn the stage and determine a route through with a more relaxed time limit, while you attempt to reach the under 20 seconds mark.
A world editor for Terra - A Terraria Demake.
This is an early version, there are a few bugs here and there, but I'm uploading it now so people have access to it. Post your creations!
Controls
You need a keyboard and mouse to use Terra-Edit.
Move view - Arrow Keys or ESDF
Tile palette - Tab
Tool action - Left click
Tool alt action - Right click
System menu - Enter
Editing
Terra-Edit starts with a world selection screen. Navigate this with the arrow keys and Z/X.
You can drop an existing world file to edit, or generate a new world using one of the other options. Once you have a world open, you can move the camera around with the arrow keys.
Run export game.bin -i 1
(with a sprite in slot 1) while the editor is using a custom palette with the palette persist flag poke(0x5f2e,1)
The resulting executables will have icons using the default palette instead of the custom one the editors are currently using:
Source sprite:
(This also causes the command line to use the default palette temporarily while the command runs)
As the title states, as far as I can tell exported carts (via export cart.bin
, HTML works fine) don't have 0.2.2b's "force-pause-menu" on hold feature implemented in any form.
This is preventing me from building an exported Terra, which has the saving functionality as an option in the pause menu, accessed by holding pause while the normal pause key press is used to open the inventory. And I can't work around it easily, because the pause key is only returned the first time it is pressed. (As you probably know, Terra doesn't exactly have much space to spare)
I feel like it should be there. Especially considering this can prevent controllers from exiting the game.
If it's intentional for tools, could it be added as an export flag? So say export cart.bin -s
for a "safe" export with the forced pause enabled. Or the opposite, so it uses the same default behaviour as everything else and then an "unsafe" flag would disable it.
Combining large map size (e.g. poke(0x5f56,0x80,0)
) with the new return value for out-of-bounds mget poke(0x5f36,0x10) poke(0x5f5a,255)
causes any tile 128+ to be returned as the defined return value instead of the actual map tile.
Map width 256: Unable to interact with blocks and treetop rendering does not detect tree tiles anymore.
If map width is less than 128, tiles from map edge to 128 return zero and 128+ return the defined return value.
At 128 tiles:
Hi!
I've been trying to figure out how to use PX9 to compress the spritesheets for my beat-em-up game, but I haven't been able to figure out how to use it properly.
I want to compress 2 spritesheets (and maybe the map as well) from the 0x8000 extended memory into the normal spritesheet/map, then decompress them back to the extended memory later.
Here's a look at the current sheets
I've finally decided to post an updated version of this outside the Pico Night Punkin' thread, since I figured out how to do "transparency" effects, and it kind of got buried by the insane amounts of comments the PNP thread got. (25 pages!?)
Anyway, it's a demake of the song Release from the Garcello mod for Friday Night Funkin'!
Fancy features:
- Toggle for Ghost Tapping and Botplay in the pause menu, in addition to downscroll.
- PCM audio for Garcello's voice in one part. You know the one.
- Transparency effects for the smoke.
This is the MULTIPLAYER TECH DEMO.
If you want to play the singleplayer version you can find that here.
Important! Before you make any progress:
This version does not have any support for saving and loading your game! That was one of the things I decided to remove in order to fit the multiplayer functionality in without modifying the core gameplay and progression. If you'd rather I remove the Plantera boss or something instead, then I'll see what I can do.
In addition, this version tends to lag behind the main version in terms of updates, as making sure everything is ported over correctly takes time. I make no promises on when or if this version will recieve any updates.
I made this for use myself, because i couldn't find anything for this specific purpose. Thought I'd post it here in case anyone else gets some use out of it.
It converts a list of variables in the following format to a version optimised for tokens:
-- input t=0 cam_x=0 cam_y=0 shake=0 floor=1 gold=0 current_music=-1 mode="splash" title_s=1 lastdist=0 fadepos=0 -- output t,cam_x,cam_y,shake,floor,gold,current_music,mode,title_s,lastdist,fadepos =0,0,0,0,1,0,-1,"splash",1,0,0 |
To use it, paste the original variables into the cart and it will output the "crunched" version out to the clipboard.
Bit of a warning though, this format gets unreadable fast.
It also seems (in most cases) to work if some of the values are already in this format as it simply pairs what's before the equals with what's after, e.g.:
-- input t=0 cam_x,cam_y=0,0 ey,et=256,0 shake=0 -- output [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=107532#p) |
You can get downloadable versions of Terra and the character editor which are usable offline from Terra's itch.io page!
Also, a member of the community has started work on a Fandom Wiki and Discord server.
I will contribute to these when I am available to do so.
A tiny fanmade demake of Terraria in PICO-8!
If you haven't already, please consider getting the original game. This is only a small portion of what Terraria has to offer!
And if you enjoy this demake, please consider supporting me by buying one of my other games over on itch.io: https://pixelshock.itch.io/
A rhythm-based dungeon crawler inspired by Enter The Gungeon and Crypt of the Necrodancer.
Originally made for RNDGAMEJAM 2, BEATWISE TRIGGER has been reworked since the jam to be more fun to play.
itch.io page: https://pixelshock.itch.io/a-rhythm-based-dungeon-crawler
If you experience laggy audio in this version, try playing it in the PICO-8 desktop app, or download the game from the itch.io link above.
-- HOW TO PLAY --
You can only shoot and reload on the beat.
Defeat enemies and break barrels to gain gold, and find shops to buy better weapons and tools to give Diot new abilities.
Find the exit on each floor to travel deeper into the ruins, and discover new areas.
An endless dungeon crawler made for LOWREZJAM 2020.
Find the exit to move to the next floor. The dungeons will get larger as you complete floors. Walk into an enemy to attack it. They can also attack you if you go into the space they are moving into. Pots can be broken by walking into them. They can have gold, sneks, bombs, spike traps, or a life up in them.
After each floor a shop will open where you can buy items:
- Life Ups will heal you.
- Damage Ups make your attacks stronger.
- Escape Ropes return you to the entrance of the floor you are on if you die. You can only carry one at a time.
Hey all!
Ninja Cat Remewstered is out now with improved visuals and gameplay options!
You can buy it from itch.io or the Google Play Store.
A platformer about a ninja cat with a grappling hook, where you die in one hit.
You have nine lives. Make them count.
Also available on itch.io.
How to play
- Jump with O/Z.
- Attack with X.
- Press the jump button in the air near a grapple point to grapple to it. (Press up while grappled to reel in faster)
WoolCat! Now in 3D!
Remade using Instant 3D (Modified to work with the original 64px resolution).
How to play
Keep Woolly's spirits up on his way home, be careful and keep an eye on his happiness meter, collect all the balls of wool to keep him moving forward.
- Run around with the arrow keys.
- Collect all the wool to move to the next level.
- Collecting wool refills the happiness meter a little bit.
- Touching water or oil removes some happiness and restarts the area.
- There are 15 new levels for a total of 81.
- To move diagonally, press two directions at the same time.