Bubbles go pop
Some small game I made in like a few hours. Just popping some bubbles.
Note: I haven't tested on mobile, but I consider a mouse to be necessary for the best experience.
Edit: It is actually slightly more Fun on mobile. As long as you don't drag.
Big rainpond
load into picotrion using #rainpond_picotron
I decided to finally jump on the picotron bandwagon that has been going for a while now.
This is a remake of one of my first carts created in pico8. Since this is a remake I added the original below for comparison.
While I think the lower resolution of Pico8 serves this concept a bit better, it is hard to get used to the chunkyness of pico8 again.
The picotron version still feels a bit empty.
The higher resolution means the lack of detail is more obvious.
I might come up with a workaround for that someday
For now enjoy this one.
I also noticed I should have made the cart ID and title match up as much as possible since we need to manually load carts in Picotron
tiny rainpond
I just got Picotron. I would normally type curly brackets using altgr 9 and 0. Picotron doesn't seem to allow me to type curly brackets at all. Is this an azerty keyboard specific problem or am I simply missing something? In notepad and other text editors my usual method works fine, never had this problem in pico8.
The same for square brackets.
Getting around it for now by typing it elsewhere and copying it around.
kladblok
Kladblok is a collection of small animations. Basically just small experiments.
Maybe I will revisit it someday to add more, maybe I don't.
It's just a cart I add stuff to when I don't have the energy to work on something bigger.
And it might work as a bit of a draft library for background and particle effects.
Edit: Forgot to mention that aside from Flipping through the animations, you can also change the color palet using the up and down keys.
Picollo
Picollo is a fully automated abstract painter. Sit back and relax as you watch it finish it's masterpiece. Sound can be turned off using the menu (it resets when you reset the cart).
Press X to let Picollo make you a new painting.
How can you move something along an outward spiral with consistent speed?
The method I have been using to make stuff move in circles doesn't quiete work with spirals because the change in angle stays the same while the circumference gets bigger.
This causes the object to accellerate as it moves outwards.
Is there any way around this?
I tried changing the amound by which "t" changes each frame to act as a speed correction but I get weird results, because it either goes below zero and changes direction or I run into the fixed point limit because all values are so small. Not that any values I tried to dercrease "spd" by each frame actually fixed the accellaration issue before acting up in the first place.
This gets even worse at 60 fps of course.
I don't feel like I am coming at it from the right angle.
Am I missing some completely different way to make spirals?
out=10 t=0 spd=0.01 function _draw() cls() out+=.2 spd-=.0001 t+=spd circfill(sin(t)*out+64,cos(t)*out+64,1,5) print(t) print(spd) end |
Negative Space
Negative space is a series of (by default) black and white animations based on the same twirly setup. However the function parameters are randomized, so the exact outcome of each animation can be a surprise.
You can rerandomize the animation by pressing O/Z.
You can also randomize the colors by pressing X.
You can turn on the second hidden color via the pause menu.
If you see an animation you like, you can turn it into a GIF and post it here.
I also plan to add more types of animations in the future, so this cart might become an album of small, slightly randomized experiments.
Marley the prompt generator
Marley has great idea's for games. If you want one, press X.
After having to think very hard, marley is too tired to do it again.
Are circular hitboxes possible?
is it possible to make circular hitboxes?
I need the bullets to be deleted when they touch the white circle.
So I need to be able to detect when they are inside the circle.
My first idea was to have a buch of thin rectangular hitboxes next to eachother that are higher near the center of the circle to approximate the shape, but I am struggling with the math to make it work.
PS Is there a way to make the cart show it's actual title on the BBS rather then it's ID. having title an ID match is not always possible.
Snake
There are fewer snake clones then I expected on this platform, so I made another one.
I remember some snake games I played on this platform felt sluggish in their controls.
I tried to make this game feel as responsive as possible. Let me know if I succeeded.
Pet the cat
A very accurate cat petting simulator
Use the arrow keys to move your hand towards the kitty.
added features:
- more lively animations
- a nice looking background wallpaper
- more meowing variety
- lots of scritches
bugfixes
- eye color and cat color can no longer match
- I cleaned up a lot of messy code, but don't worry, I also added more
Previous version
features include:
- a lot of cuteness
- definitely realistic cat behavior
- a lot of solid cat colors
- some meows
- probably a bug or two
I might release a more cleaned up version of this cart in the future.
Right now the code is a bit of a mess, but it more or less works.
slit animation
Probably just the start of some graphical experiments.
Improvements to the animation could still be made, but it's a start.
The code is also still messy and could use some cleanup.
This works like a slit animation.
Headline Generator 2
Now with twice the pages, twice the controversy and three times the relevance. Get your newspaper today at the BBS.
Previous version:
silly project I did yesterday.
It picks 3 lines from 3 different lists and combines them based on a seed so you get randomized headlines.
You can flip pages with the arrow keys.
It was a challenge to make something both randomized and internally consistent.
The art for the images has been a bit of a struggle.
They need to be readable enough to feel like they mean something, but ambiguous enough to fit almost any context.
I feel like I didn't completely succeed with the images, so I might end up changing the art later.
If you know a good joke that fits the template, feel free to put some lines in. Just insert them into the lists on tab1. The lists don't have to be the same length. If you add a lot of entries (like say 15 or so) you should probable make it pick from a bigger random number in the for loop that generates the seeds (right after the "end" of the draw funciton).
Because of the way the images are picked, occasionally you see the right edge of the sprite sheet. This didn't bother me that much, so for now i left it like that.
PS is there some sort of modulo function in pico8? I think lua has one in its math library, but I couldn't immediately it in pico8. I ended up writing my own modulo function to convert bigger seeds into smaller ones so the arrays don't return "nil" when te seed is bigger then the length of the array.
possible improvements
- a page flipping sound
- a full page flipping animation is still too complicated at the moment, but some other screen transition might also be nice
- better humour
- better fitting images
basic shmup, but shooting spawns more enemies
This is the first playable result of following the basic shmup tutorial by Lazydevs.
It is not fully finished yet, but it is at a point where it's reasonably fun to play around with.
Shooting spawns more enemies, this was origingally a placehoder to test enemy collisions, but I think I will keep it like this in the game.
I might end up making a normal version too at some point.
future improvements
- The game over screen could use some love.
- Enemies don't shoot yet, they should.
- I will probably add a pickup, like a muffler, that allaws you to temporarely shoot enemies without spawning new ones.
- It needs a better scoring system.
- A secret ending.
- A way to restart the game without resetting the cart
- A highscore that actually sticks around
I risked writing the music myself despite not being a musician. I hope it turned out OK.
Cloud generator 1
Procedural cloud generator using a lot of circles and fill patterns.
I tried to comment the code as well as possible and make it as readable as I could.
It's not a very complicated piece of code, but I know by now that trying to decipher someone else's code isn't always easy.
room for improvement
- Not all generated clouds look great
- If you start playing around with the arguments in the function, it can be tricky to get it to look the way you want.
- There is also no easy way to change the colors of the clouds.
- The circles get smaller the higher up on the screen, but this is based on the absolute y-coordinate of each circle. This means that if you put your clouds lower on screen with the "topy" argument, the radius off all circles gets bigger. The fact that one argument affects multiple things makes the look of the clouds harder to control.
- The darker and lighter colors are randomly picked, it would be nicer if the base of the cloud was always a little darker then the top of the cloud
- It could use some more vertical randomness, now it is like a single roll of evenly thick cloud and it gets worse when you increase the density.
Implementing these improvements would probably cost more tokens though.
rainccatcher 2 (still work in progress)
I am not sure if I should finish this game.
If feel like the code is rather messy and as a result I needed to take a step back.
At this moment I don't feel like coming back to it, but I might in the future.
I do like how the art turned out. That is the main reason I put it here (although the animations are still very buggy).
For anyone playing, the guy on the right will take the pot when the plant is grown. You can then go and grab a new pot from the guy on the left.
the idea was to grow as many plants as the time allows, but that hasn't been implemented yet.
It also still needs some kind of extra chalenge like something you need to avoid. Right now not much is happening.
raincatcher
When it rains on the desert every drop counts.
Catch raindrops to grow plants.
This is not a fully functional game yet, though catching drops and running around already work.
Stuff to finish before release
- Particles when you catch a raindrop or if it falls on the ground.
- Start and end screen.
- The possibility to grow multiple plants in a row and display grown plants at the bottom of the screen.
- If you can grow a new plant, you need to get a new pot from somewhere
- A way to end the game (the weather clearing or something)
- A way to put on display plants you allready grew.
- Although this game is starting to have a decent visual style, the background is still unfinished.
- A decent scoring system
Current struggles
- getting the damn particles working
feedback and technical support is always welcome.
This game is very similar to one I already made, which makes it a good environment to test things I haven't done before without getting overwhelmed, like my first proper running animation and some extra game mechanics.
I also wanted a more general theme so the game isn't stuck to any particular holiday.
For reference: Easterrun
Easter Run 2024
This week is Easter so one of my first games ever got a big upgrade this year.
Grab as many colorfull eggs as you can.
Changes include, but are not limited to:
- Much smoother animations
- Different egg spawning system
- Multicolored eggs
- A whole rabbit
- Particles and more particles
- The occasional surprise visitor
- Some subtle environment effects
- Achievements and high score system that is actually saved
- Music you can (thankfully) turn off
- A start menu
- Some annoying bird warning you about the nearing end.
- Language settings
- Probably more bugs than I found so far
While feedback is appreciated all the big changes will probably be kept for next year.
If any gamebreaking bugs are found I might try to fix them before easter, else maybe before next easter.
bugs I noticed
Sometimes when switching side, the wing of the clock still flickers on the right side while the clock appears on the left.
Changelog
- The menu also accepts O as confirmation.
- Some translation tweak
Previous version
rainpond
procedurally animated rainy day at the pond.
fixed the rain sound continuing after changing the weather to not rainy.
If anyone knows how to make a sfx fade out a bit softer, please let me know.
Press the up arrow to change the time and X to change the weather.
tiles
Arrowkeys to move.
about
If this code looks like it was written by a first time programmer, that's because it is.
This simple, probably very inefficiently written game, wil hopefully continue to evolve a bit as i learn the basics.
So far tutorials by BitesNbits and Lazy Devs have been very helpfull.
stuff added since last time
- the code has been cleaned up a bit
- a better looking end and start screen
- The tile grid is randomized
- It loops and can keep going forever
might get added in the future
- better visual/sound design
- and a generally more fun and balanced experience (it might be too difficult now)
- a better not as lazy title
and yes I am also making a shmup