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Cart #jo560hs_fnf_start-1 | 2021-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

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
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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
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Cart #fnfbsidedad-6 | 2021-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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)

Cart #hegetup-0 | 2021-06-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

My submission for Tweet Tweet Jam 6!
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

Cart #sumeboimap-1 | 2021-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

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)

Cart #sumeboi-6 | 2021-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

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
[16x16]

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)

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)

Cart #mapcompress-0 | 2020-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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.

P#84531 2020-11-20 15:36 ( Edited 2020-11-20 15:40)

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

Remix 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 2021-03-30 13:00)

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)

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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