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Self-taught and/or self-proclaimed artist, musician, animator and programmer.

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Cart #26086 | 2016-07-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #26089 | 2016-07-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#26090 2016-07-29 11:07 ( Edited 2016-08-04 17:26)

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This program


returns this output:

Simply put, fset sets bits to true and never false. Am I horribly misunderstanding the fset function, or is it a bug? -_-

P#25841 2016-07-24 22:16 ( Edited 2016-07-25 22:30)

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Started on a game for the LOW REZ JAM!
I'm using an 'object pool' which is a little bit strange, but it should avoid the memory issues that were had in my Spaceball game. I should really go back and fix Spaceball to work the same way. The idea is to design the game to never logically go above the predetermined limit of 100 "actors" which should be more than enough for my purposes.

The working title of the game is "Pixt" which is inspired by Pixel's shooter game, Guxt, hence the blue color scheme.

Also, I'm using a total of 5 colors at the moment. It's an arbitrary number, and I could probably do it with 4 colors, but there's no rule about the number of colors.

p.s. Apparently the movie export in PICO-8 ignores graphics modes. I could crop it, but I didn't. ,'-y

P#19540 2016-04-02 01:30 ( Edited 2016-04-21 07:30)

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Cart #18560 | 2016-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Made for the Global Game Jam 2016

Complete the ritual to open the door.

arrows move
z or x resets the level if you get stuck

P#18561 2016-01-31 19:27 ( Edited 2016-06-03 23:12)

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 It's been a while since I used this blog but I'm recording a brief log of my PICO-8 experiences so far. I've enjoyed using the app immensely, and I honestly think my 2-player hockey game, Spaceball, was my most successful project in game development so far. This is primarily because it's one of the first projects I've written which truly feels "complete" and the end user can just jump in and try it. This is due in part to PICO-8's convenient workflow and also to due to my growing experience as a developer in general.
 I just started a class on the Unity 3D engine and game dev in general so I will probably be focusing a lot of energy on Unity and Maya, so I won't be doing much PICO-8 or other engines for a while (although I may use PICO-8 in a game-jam that's coming up soon). I may, however, push one or two minor updates for Spaceball, for some minor gameplay balancing and to fix that memory leak.

Time to go make a whole lot of 3D stuff.

P#18426 2016-01-23 19:23 ( Edited 2016-01-24 00:24)

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Cart #17573 | 2015-12-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I was thinking about how one might make an interesting game involving ferrying passengers across a river. Then I got sidetracked by making imagery inspired by the ferry across the river Styx and the little fog lamp... This is kind of unusual for me, just posting a non-game cartridge, but I like how the clouds came out.

I might still make the ferry game, but I don't know if it will be about Styx or the underworld. I have quite a few ideas though, mostly involving crowded passengers and monster attacks.

TL;DR : It's an art cartridge, this is all it does, I might make a game out of it later.

P#17572 2015-12-07 00:10 ( Edited 2016-08-10 19:15)

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Cart #spaceball-0 | 2022-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Fixed: The intro graphic's wasn't drawing with transparency.


-This is a LOCAL MULTIPLAYER GAME so find a friend and force them to play it with you. :y
-It contains FIVE MAPS
-All maps have the same purpose: Get the BALL into the opponent's NET
-First to 5 points wins


Player 1 chooses the map, either button starts a round, up/down arrows let the players choose their team color.

In-game: Arrows to move around

  • Either button fires a power-shot when the ball is inside the ring around your player

PICO-8's default keys are:

Player 1:
MOVEMENT: Arrow Keys
BUTTONS: Z, X or N, M (any of these will fire a shot)

Player 2:
BUTTONS: Shift, A, or Tab,Q

...I wish it were WASD but what're you gonna do? Answer: I recommend plugging in game controllers instead. -_-;

P#17020 2015-11-25 01:47 ( Edited 2022-07-09 14:09)

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Cart #13131 | 2015-08-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A weird effect I created by attempting to plug the last the equation from THIS VIDEO:

I had to make a workaround to prevent the square-root-of-zero bug from making PICO-8 freeze.

DISCLAIMER: I have little or no understanding of the math behind this, I just threw it together and chanced upon a cool swirly pattern. Yay me.

P#13132 2015-08-25 16:11 ( Edited 2015-10-09 04:26)

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Cart #12987 | 2015-08-23 | Code ▽ | Embed ▽ | No License

This is my entry for the LD33 Compo so I can't update it after the time is up. I'll make a new thread for future versions after the Compo is done.

EDIT: tiny little graphical tweak for when people are sneaking past the dragon. :P
EDIT2: Music changed. Loneship logo added.
EDIT3: Added +1 popups and fixed music!
EDIT4: Fixed music again, updated walls backdrop.
EDIT5: Made a sweet logo. Changed a sound effect.

P#12928 2015-08-23 11:22 ( Edited 2015-08-24 18:44)

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I thought I'd make a short log of what I'm working on at the moment and my thoughts on the lovely PICO-8. First, let me say that since I work with Love2D I like being able to use Lua. I'm working on code for pixel-perfect collisions because I can make shaped sprites and perhaps get better use of real-estate. That is, I can make more complex levels in a smaller screen space. The dream is a simple metroid-style game with items to find.

Unfortunately Pico-8's implementation currently still has a few small bugs. Actually, scratch that, there's no such thing as a small bug in a code editor when that bug could prevent a perfectly good game from compiling and running. That said, I've had fun making my little game but I think I'm going to take a break from PICO-8 and go back to my other project(s). I've been having a ball with Love2D's physics engine and I've got to get back to that. I'm not leaving PICO-8, I'm just waiting for an update.

Also, the code limit makes me sad. I really like this one PICO-8 game, Tempest, and I hope the author will figure out how to fit in everything they want, but it sounds like they're still cutting it close to the eight-thousand-something tokens. We'll see what happens soon enough.

P#12307 2015-08-05 13:27 ( Edited 2015-08-05 17:27)

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Cart #12019 | 2015-07-29 | Code ▽ | Embed ▽ | No License

SOME WOULD SAY IT'S TOO SOON. TO WHICH I SAY... Yeah, yeah it probably is. The original JELPI isn't even technically finished. But hey, I got the deadly spikes to work and made a whole cutscene...

plz tell me if you get to see the ending plz

P#12020 2015-07-29 18:12 ( Edited 2015-11-18 09:52)

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Cart #11901 | 2015-07-27 | Code ▽ | Embed ▽ | No License

A result of me playing with the CAMERA as a function of time, and an nod to Vlambeer.

P#11900 2015-07-27 11:21 ( Edited 2015-07-27 15:50)

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Cart #11897 | 2015-07-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #11846 | 2015-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I just found out about PICO-8 yesterday and spent last afternoon and this morning learning about it and making this simple game! I already knew enough Lua to figure it out pretty quick. I might make an update with sound and/or particle effects and I might also just make a whole new game, not sure yet! Anywho, it's a 2-player TRON game you win by making your opponent crash into a trail or the side of the screen have fun!

All collisions (except the "Draw!" condition) are managed by simple color-detection.

To-Do list:
•Prevent players from instantly dying when making a U-turn by pressing 2 buttons at the same time.
Add basic sound FX, countdown, crash sounds

P#11847 2015-07-26 12:14 ( Edited 2017-08-20 03:38)