Just messing around with flight mechanics
It is possible to orbit stars and planets. The general movement is a bit on the fast side compared to other space flyers out here.
For now there is only flying around and crashing.
I want to turn this into a proper game some day, but feel like the flight mechanics need to be sorted out first.
I made it a challange to figure out how to make the movement work by myself, so the math probably isn't that great yet.
Any feedback is appreciated.
I will add a better title eventually.
This is the first technicly winnable version.
You know they are looking
You know they are looking is a text based adventure game somewhat inspired by
"Away from this world" by stadam.
This is the first winnable version of this game.
This is very much not finished. This is a prototype.
If you have any feedback feel free to leave it in the comments.
I would like what this game plays like by someone who doesn't know what to do yet.
I want to turn this into a text based adventure that doesn't suck.
At the moment it isn't very good yet.
- The menu's are a bit tedious to navigate.
- The balance probably isn't right yet
- There are almost no graphics to set the scene
- There is no sound design
- I probably missed a ton of typo's
- Punctuation still needs work
- The writing defenetly still needs some love
- I want to get the general atmosphere to be as creepy as possible.
- It is probably very hard to tell what you are supposed to be doing.
- You need to deploy the solar panels in the beginning, but other than that they serve no function.
- The intro and gameover screen are pretty much placeholders
On a more technical level:
- Resources might be inappropriatly subtracted or added
- Sometimes you get caught for no reason, or not caught when you should
- Watch out for the spaghetti (view code at own risk)
- Multiple endings can be triggered at once, leading to weird text sequences
- Crashes are a possibility
- Text changes color based on time, but also does so during an action
Some tips:
firestarter
Some small game I have been working on that I managed to not quite finish.
There are some bugs I still need to adress and I don't like how the transitions turned out.
Fixing the issues requeres a lot of the code to be rewritten because the current version is a bit messy.
Would like some feedback on wether the concept even works too.
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
kladblok
Kladblok is a collection of small experiments that more often then not, don't look at all how I initially intended.
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. Or am just messing around.
And it might work as a bit of a draft library for background and particle effects.
Also some animations might be a bit flickery for some people.
Edit: Forgot to mention that aside from Flipping through the animations, you can also change the color palet using the up and down keys.
For the animations with a water-reflection, I may have stolen @drakeblue's code.
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.
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.
Pet the cat
Pico8's most accurate cat petting simulator just got a huge update. Version 2.1 includes, but is not limited to, Purring, better performance and variation in personality types.
It now runs at a smooth 60 fps, which wasn't possible in earlier versions, due to performance issues.
Get settled with a kittie that is all yours to enjoy.
features:
- A wide variety of cute kitties
- Very acccurate cat behaviour modelled after real life cats
- A disembodied hand for you to pet the kittie
- Real cat feel
- Nice looking background wallpaper
- Ultra realistic cat sounds (now includes purring)
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.
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.
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.
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