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hi

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another instrument dump!
so uh
038 synth bass 1
[sfx]
058 tuba
[sfx]
10:35 acoustic bass drum
[sfx]
10:38 acoustic snare
[sfx]
10:39 hand clap
[sfx]
10:51 ride cymbal 1
[sfx]
and since the sfx web embeds aren't working rn and i dont want to make another song with all these wierd instruments, i made a cool cart so you can browse all the midilib samples ive made:

Cart #sfxplayerjo560-0 | 2022-12-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

feel free to copy the cart and edit it for your own midilib samples
(note that i put the samples in order of conception so the order might seem a bit wierd)

P#123064 2022-12-26 10:37

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made some drum submissions for the midilib project
so here we have:
Bass Drum 1 (10:36)
[sfx]
Closed Hi-Hat (10:42)
[sfx]
Pedal Hi-Hat (10:44)
[sfx]
Open Hi-Hat (10:46)
[sfx]
& Crash Cymbal 1 (10:49)
[sfx]
and here's a little test cart:

Cart #jo560hsdrumtest-0 | 2022-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

thanks @packbat and @Gabe_8_bit for the overdrive guitar, high tom, slap bass, & electric snare i used in the cart

P#119193 2022-10-16 21:02 ( Edited 2022-10-17 03:33)

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[sfx]

P#117191 2022-09-11 02:30

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[sfx]

P#117173 2022-09-10 22:48

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this is meant for a custom sfx library (https://www.lexaloffle.com/bbs/?tid=49265)
if you dont know how to use custom sfx check https://www.lexaloffle.com/dl/docs/pico-8_manual.html#SFX_Instruments
[sfx]

P#117168 2022-09-10 21:45 ( Edited 2022-09-10 21:55)

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main piano sound

[sfx]

P#117165 2022-09-10 21:09

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Cart #thanksgiving_jo560hs-0 | 2021-11-26 | Code ▽ | Embed ▽ | No License
4

happy thnksgiving everyone!

P#100815 2021-11-26 05:02 ( Edited 2021-11-26 05:05)

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Cart #drc2ferriswheel-0 | 2021-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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made a remix of ferris wheel from deltarune chapter 2

P#99652 2021-11-05 22:46

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Cart #pcm_synth-3 | 2021-11-18 | Code ▽ | Embed ▽ | No License
4

a pcm synth tool!
click the notes to play them
you can replace pcm with any C3 note and itll work!
edit slp and elp for looping! (slp = start of the loop, elp = end of the loop)
(you can also play the notes with the keyboard)
(it uses famitracker keybinds)

P#99445 2021-11-01 01:27 ( Edited 2021-11-18 01:48)

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Cart #jo560hs_fnf_start-1 | 2021-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
26

A collection of all my PNP mods!
original pnp: https://www.lexaloffle.com/bbs/?tid=42715
carts:
Cart #pnp_options_jo560hs-1 | 2021-08-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8
Cart #fnf_select_jo560hs-11 | 2021-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #sumeboifnf-5 | 2021-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
26
Cart #fnfbsidedad-6 | 2021-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
26
Cart #fnf_blammed_bside-2 | 2021-08-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #fnf_roses_bside-0 | 2021-06-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #shaggyfnfkaioken-5 | 2021-06-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #fnf_terminal_salty-2 | 2021-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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P#95920 2021-08-12 17:53 ( Edited 2021-09-19 01:48)

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Cart #hegetup-13 | 2022-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

an upgrade of my submission for Tweet Tweet Jam 6!
use the left and right arrow keys to navigate yourself through the tower to get the highest you can
be careful; the platforms desolve over time!
you can jump on red/green platforms/springs to spring up higher
you can collect coins by jumping on the platform they are on
use the coins to buy skins
there are more platforms that do different things
turn on classic mode in the pause menu for only coins and platforms

disclaimer: i have never played doodle jump or games of that genre, so any similarities are purely coincidental

previous versions:


Cart #hegetup-12 | 2022-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-11 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-10 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-9 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-8 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-7 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-6 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-5 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-4 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-3 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-2 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

Cart #hegetup-1 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

original jam submission:


Cart #hegetup-0 | 2021-06-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
25

He Get Up is an infinite auto-jumper where you jump through a tower to get the highest you can. Use arrow keys to move.
itch.io submission: https://itch.io/jam/tweet-tweet-jam-6/rate/1104848

P#94150 2021-06-27 19:08 ( Edited 2022-01-03 22:45)

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Cart #sumeboimap-1 | 2021-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

The main map for my super meat boy demake
Use arrow keys to navigate
Z or X to select a chapter
(there is only currently forest light and dark)
original post: https://www.lexaloffle.com/bbs/?tid=42090

edit: this project is discontinued
source will be uploaded to my discord server at #pico-8: https://www.discord.gg/FsYGwsD

P#90086 2021-04-06 18:02 ( Edited 2021-09-23 00:30)

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Cart #sumeboi-6 | 2021-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

This is a demo of a demake of Super Meat Boy
16 levels
1 remix of a song from the original soundtrack
all made by me
hope you enjoy
(there will be more as well as newer versions)
if you find any bugs please tell me and i will do my best to fix them
[0x0]

Left and right arrow keys to move
Z to jump
arrow key and Z on a wall to wall jump


Changelog:
0.1
Initial release
0.1.2
-saws have smaller hitboxes
-fixed Meat Boy's hitbox when colliding with a wall
0.1.4
-fixed some wall and floor collisions
-gave animations to bandage girl and meat boy
0.1.5
--gave the sawblades animations (thank you dylan for the tutorial on animated map tiles https://www.youtube.com/watch?v=MkXeXYPF2pw)
0.1.6
--there is a chapter select now: https://www.lexaloffle.com/bbs/?tid=42345
--made dark world (new music coming soon)
0.1.7
--fixed bug with top right collision

edit: this project is discontinued
the source will be uploaded to #pico-8 on my discord server: https://www.discord.gg/FsYGwsD

P#89252 2021-03-20 06:00 ( Edited 2021-09-23 00:32)

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Cart #rndpopart-0 | 2021-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

So, this cart generates a random pop art picture from pico-8's 32 colors and 4 preset pictures.
This cart's data is really messy, so only use it if you have a lot of spare tokens in your cart.
Re-run the cart whenever you want a new picture.

P#86892 2021-01-28 22:06 ( Edited 2021-01-28 22:44)

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Cart #mapcompress-2 | 2022-02-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

new version of mapcompress
use 4x the sprites (kind of)!
this cart serves as a map editor for a new way to draw the map
ESDF to move
left click to place tiles on the map
right click to get a tile from the map
left arrow to toggle x flip
right arrow to toggle y flip
up arrow to toggle sprite selector
z to save map to cart
x to load map/sprites to editor

notice:

  1. currently you cant use sprite flags to draw certain sprites
  2. camera won't work with this, use sx and sy
  3. you cant choose the width/height of the map area you want to draw

map code (put this in your game instead of map()):


function _map(x,y,sx,sy)
local x,y=x or 0,y or 0
local sx=sx or 0
local sy=sy or 0
--local celw=celw or 17
--local celh=celh or 17
--local layer=layer or 0
local mx,my=0,0
for i=0,305 do
local tile=mget(mx+x+(sx\8),my+y+(sy\8))
local tsec=tile\64
local flipx=false
local flipy=false
if(tsec==1 or tsec==3)flipx=true
if(tsec==2 or tsec==3)flipy=true
tile+=(tsec-1)-64
spr(tile,mx
8-(sx%8),my*8-(sy%8),1,1,flipx,flipy)
mx+=1
if mx>17 then
mx=0
my+=1
end
end
end

first version:


Cart #mapcompress-0 | 2020-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

so you know how half of the sprite sheet is shared with the map? because of that, usually I use the half for the map, one spritesheet tab for sprites, and one tab for map tiles. well, I just figured out that in doing so I dont use 1/4th of the tile data. this program I made uses the 1/4th tile data to flip the map tile. i will be making a tool to use this easily soon.

Code to import:

function _map(x,y,sx,sy,celw,celh,layer)
    local x=x
    local y=y
    local celw=celw
    local celh=celh
    local layer=layer --not used yet
    if x==nil then 
     x=0
    end
    if y==nil then 
     y=0
    end
    local sx=x
    local sy=y
    if celw==nil then
        celw=16
    end
    if celh==nil then
        celh=16
    end
    for i=0,celw*celh do
        tile=mget(x,y)
        if tile<64 then
         --first tab
            flipx=false
            flipy=false
            tile+=64
        elseif tile>63 and tile<128 then
         --second tab
         flipx=true
         flipy=false
        elseif tile>127 and tile<192 then
         --third tab
         flipx=false
         flipy=true
         tile-=64
        else
         --fourth tab
         flipx=true
         flipy=true
         tile-=128
        end
        spr(tile,x*8,y*8,1,1,flipx,flipy)
     x+=1
     if x==sx+16 then
        x=0
        y+=1
  end
    end
end

The code uses the 2nd spritesheet tab for the tiles.
Call _map() whenever you want to use the function in your game.


*only when you are using the 2nd tab of the sprite sheet

P#84531 2020-11-20 15:36 ( Edited 2022-02-27 21:15)

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Cart #no_jump-1 | 2020-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Mod of Noel Berry and Matt Thorson's Celeste: https://www.lexaloffle.com/bbs/?tid=2145&pid=11722

You can't jump

Your legs are broken, and you are tasked to climb a mountain. All you can do is dash through the air and jump off of walls. Can you reach the summit?

P#81447 2020-09-02 16:53 ( Edited 2021-11-22 20:07)

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I'm trying to create a game where there are multiple enemies on the screen at once, but I can't find an easy way to store the enemys' position other than to create a million variables. Is there any way to avoid this?

P#80106 2020-07-29 22:33 ( Edited 2020-07-29 23:17)

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Cart #zuyjakime-3 | 2020-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Cart #zuyjakime-0 | 2020-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

im new dont judge me

So this is my first project, im going to create something else now, this was a test.

P#79825 2020-07-24 02:53 ( Edited 2020-07-24 22:10)

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