st33d [Lexaloffle Blog Feed] Vom Vom Castle - 1 or 2 player platformer-puke-em-up <p> <table><tr><td> <a href="/bbs/?pid=98433#p"> <img src="/bbs/thumbs/pico8_vomvomcastle-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=98433#p"> vomvomcastle</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=98433#p"> [Click to Play]</a> </td></tr></table> </p> <p>The castle is yours - but first you must puke all over it!</p> <h3>Controls</h3> <p><strong>Player 1</strong><br /> Left / Right: arrow keys<br /> Jump: Z, N, C<br /> Puke: X, V, M</p> <p><strong>Player 2</strong><br /> Left / Right: S, F<br /> Jump: Left Shift, Tab<br /> Puke: A, Q</p> <p>Player 2 can join at any time by pressing the 2nd player jump or puke button.<br /> 2 players are not necessary to complete the game.</p> <p>A dev-log for the game is here: <a href=""></a></p> Sat, 09 Oct 2021 13:45:12 UTC Stomp! [turn-based-platformer-roguelike] <p> <table><tr><td> <a href="/bbs/?pid=95024#p"> <img src="/bbs/thumbs/pico8_stomp-6.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=95024#p"> stomp</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=95024#p"> [Click to Play]</a> </td></tr></table> </p> <h3>Controls</h3> <p>walk: left,right<br /> stomp: down / X<br /> jump: up / O</p> <h2>Stomp!</h2> <p>A turn-based-platformer-roguelike. The objective is to get a high score in 300 turns (10,000 is good).</p> <p>Use your stomp to set rocks rolling, spikes falling, and bombs exploding.</p> <h3>Score Card</h3> <p><strong>Wall:</strong> 10<br /> <strong>Rock:</strong> 20<br /> <strong>Wall, Drill:</strong> 50<br /> <strong>Wall, Bomb:</strong> 80<br /> <strong>Gem:</strong> 500<br /> <strong>Worm:</strong> ???<br /> <strong>Gold Worm:</strong> ???</p> <p>You get half-points for anything you destroy with your amazing stomp - find other ways to destroy stuff.</p> <p>Please post your best score if you choose to comment.</p> Sun, 18 Jul 2021 12:56:15 UTC Cardinal Ramship Pirate <p> <table><tr><td> <a href="/bbs/?pid=88933#p"> <img src="/bbs/thumbs/pico8_cardinal_pirate-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=88933#p"> cardinal_pirate</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=88933#p"> [Click to Play]</a> </td></tr></table> </p> <p><strong>Controls</strong></p> <p>Arrow keys to move. Z to wait. X to toggle menu.</p> <p><strong>Cardinal Ramship Pirate</strong></p> <p>You have descended into Bordered Space in pursuit of the famed Big Golden Chest. The area has many guardians but you have a time crystal and a pirate ramship...</p> <p>Ram into other ships to damage them. Only the fastest moving ship deals damage. </p> <p>Use the menu to change equipment - each provides different advantages and disadvantages. Scrap items to regain lost health and fuel - some will even increase your maximum health and fuel capacity.</p> <p>Made for the 7 Day Roguelike Challenge, 2021.</p> <p>-</p> <p>Check out my other carts if you want just the code for the menu or physics.</p> Sat, 13 Mar 2021 19:56:25 UTC Cardinal Menu <p> <table><tr><td> <a href="/bbs/?pid=87982#p"> <img src="/bbs/thumbs/pico8_cardinal_menu-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=87982#p"> cardinal_menu</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=87982#p"> [Click to Play]</a> </td></tr></table> </p> <p>I wanted a nice simple menu system for pico-8 so I decided to recreate an old UI I made ages ago in Flash (my game Red Rogue uses it).</p> <p>The Cardinal Menu only uses arrow keys to navigate. The menu is made of branches. Each item in a branch points to either a string (providing a description panel), a function in your code, a new branch, or nothing (disabled).</p> <p>The purpose of this system is to make it as fast as possible to build a menu and add options.</p> <p>In the demo you can see what each option does and there's a demonstration of an inventory system.</p> <p>The menu system alone is 712 tokens.</p> <p>This is about as basic I could make it without adding too much noise to the code, but I welcome suggestions for improvements and optimisations.</p> <p> <table><tr><td> <a href="/bbs/?pid=87982#p"> <img src="/bbs/thumbs/pico8_cardinal_menu-2.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=87982#p"> cardinal_menu</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=87982#p"> [Click to Play]</a> </td></tr></table> </p> <p>A quick update...</p> <p>Let's say you're in a shop and you have 5 gold. A sword is 5 gold and an axe is 10 gold. You want the menu to say the axe option is disabled. So now you can define a menu item that checks if it's disabled - you just point it at a function that gives an answer.</p> <p>I also added a selection animation for input feedback and trimmed down my math. The menu alone is now 800 tokens but at least it's a round number and easy to build a crafting system with.</p> Sun, 21 Feb 2021 20:02:57 UTC Flip Knight <p> <table><tr><td> <a href="/bbs/?pid=85732#p"> <img src="/bbs/thumbs/pico8_flipknight-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=85732#p"> flipknight</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=85732#p"> [Click to Play]</a> </td></tr></table> </p> <p>I maintained a tweet-log whilst developing this, if you're curious:</p> <p><a href=""></a>‚Äč</p> Thu, 24 Dec 2020 12:28:10 UTC Cardinal Gun Prospector <p> <table><tr><td> <a href="/bbs/?pid=73757#p"> <img src="/bbs/thumbs/pico8_cgprospector-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=73757#p"> cgprospector</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=73757#p"> [Click to Play]</a> </td></tr></table> </p> <p><strong>Controls</strong></p> <p>Arrow keys to move. Z or X to fire.</p> <p>Walk into a gun to equip it. Collect gold / fuel / light / more guns.</p> <p>The desktop build works with a gamepad plugged in (tested on Windows 10).</p> <p><strong>Cardinal Gun Prospector</strong></p> <p>You have beamed down your remote droid to loot the famed Monster Caverns. You only have enough juice to beam down a simple pop-gun next to you but plenty of weapons are left around from previous visitors. Get in there and loot as much gold as you can!</p> <p>Made for the 7 Day Roguelike Challenge, 2020.</p> Sun, 08 Mar 2020 19:11:55 UTC Failed 7DRL [Numberwang] <p> <table><tr><td> <a href="/bbs/?pid=73607#p"> <img src="/bbs/thumbs/pico8_numberwang-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=73607#p"> numberwang</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=73607#p"> [Click to Play]</a> </td></tr></table> </p> <p>Been putting this together rather rapidly. Not only am I fast running out of tokens with no room for polish, I'm finding the gameplay a bit dull.</p> <p>The idea is that you can only attack on higher ground. Same for the monsters. This is sort of interesting because it leads to a fair bit of dancing around to find a spot where you can attack. But I'm honestly just back-tracking whenever I meet a monster. Changing the numbers as a result of attacks keeps me and the monsters moving, but not in a way I find interesting.</p> <p>I tried bigger maps with scrolling, but a grid of numbers trundling along is a great source of motion sickness. This idea seems better suited for a much smaller map. I'd probably make more use of the spells by virtue of accidentally looking at them.</p> <p>Hopefully there's still time left in 7DRL to hack this apart and make something else. But I've gotten this far so I thought it fair to show what I've done.</p> Mon, 02 Mar 2020 08:41:23 UTC Recursive Shadowcasting <p> <table><tr><td> <a href="/bbs/?pid=73376#p"> <img src="/bbs/thumbs/pico8_recursive_shadowcasting-0.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=73376#p"> recursive_shadowcasting</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=73376#p"> [Click to Play]</a> </td></tr></table> </p> <p>What's a roguelike without some lighting? #7DRL is fast approaching so I thought I'd re-familiarise myself with pico8. I've ported shadowcasting before but <a href="">someone</a> on this forum has already done that for me. Unfortunately it's not in cart format where I can see it in action. So let's fix that.</p> <p>I did some small changes:</p> <ul> <li>&quot;cast&quot; gets used for a lot of things so I called it fov instead</li> <li>Recursive shadowcasting calculates within a square, which looks ugly. I've added a distance check to slice off those hard corners.</li> </ul> <p>Here's the url of the original post: <a href=""></a></p> <p>Obviously I'm not looking at pico8's map, just one I've generated. But one could modify it to taste. I'm also being quite wasteful because I only need to iterate through the keys in &quot;visible&quot;, but I wanted to be certain there were no bugs and this proves the point.</p> Sun, 23 Feb 2020 16:03:45 UTC pakpok <p> <table><tr><td> <a href="/bbs/?pid=67558#p"> <img src="/bbs/thumbs/pico8_pakpok-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=67558#p"> pakpok</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=67558#p"> [Click to Play]</a> </td></tr></table> </p> <p>Left,Right to move.<br /> Z,X to jump. Hold jump to glide.</p> <p>Wanted to make something with the game-feel-onomatopoeia of &quot;pak-pok&quot;. There's a lot of this in games (eg: Mario turtle shells) but the &quot;pok&quot; usually ends in death.</p> <p>My last cart-game featured a lot of death so I felt like making something nice instead. But then I kinda needed spikes. Sorry. It's a little bit violent, but no one dies.</p> <p>This game is built on top of the simple platformer engine I posted here: <a href=""></a></p> <p>Thanks to the following for helping test the game: Mark Foster, Hafiz Azman, Dugan, Paul Jeffries, Martin Ferenc, German Gonzalez</p> Wed, 11 Sep 2019 18:57:20 UTC Platformer engine with crates and moving platforms <p> <table><tr><td> <a href="/bbs/?pid=66704#p"> <img src="/bbs/thumbs/pico8_cratesncrushers-1.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=66704#p"> cratesncrushers</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=66704#p"> [Click to Play]</a> </td></tr></table> </p> <h3>Version 0.2</h3> <p>Pros</p> <ul> <li>Ledges (top only).</li> <li>Moving platforms.</li> <li>Crates that can push crates on moving platforms whilst you stand on top.</li> <li>Reads the map as level geometry.</li> <li>The above features can be removed to retrieve tokens.</li> <li>Can probably be optimised.</li> </ul> <p>Cons</p> <ul> <li>No slopes.</li> <li>2618 tokens (the raw engine is 1711 but you still need to make a player, enemies, update, etc).</li> <li>First come, first served resolution: You only get 1 collision contact (you have to be creative to get more).</li> </ul> <h3>Updates</h3> <p>Updated this page and rewrote the engine to use less tokens and be more extendable. Only saved 252 tokens sadly but every little helps.</p> Thu, 15 Aug 2019 20:27:56 UTC Metrash <p> <table><tr><td> <a href="/bbs/?pid=66332#p"> <img src="/bbs/thumbs/pico8_metrash-2.png" style="height:256px"></a> </td><td width=10></td><td valign=top> <a href="/bbs/?pid=66332#p"> metrash</a><br><br> by <a href="/bbs/?uid=38689"> st33d</a> <br><br><br> <a href="/bbs/?pid=66332#p"> [Click to Play]</a> </td></tr></table> </p> <h3>METRASH</h3> <p>A top-down-shooter metroid-like.</p> <p>Cursors keys to move, Z / X to fire.</p> <p>1 hour or less playtime, does not save.</p> <p>This is my first Pico-8 project. Apart from the class definition (which I abstracted) I wrote the whole thing from scratch in 2 weeks of spare time. This meant it turned into more of a shmup odyssey than a metroidvania. I will have to listen to a lot of feedback before I know what weapons, monsters, and topography would have worked better.</p> <p>Let me know what you'd expect from a sequel.</p> Sat, 03 Aug 2019 12:15:31 UTC