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Hello!
How to change the current music pattern, while maintaining tempo?

In my game, I have my music looping pattern 0,1,2. When an enemy enters the map, I would like the pattern 4 to play, without loosing tempo. Ideally, the pattern change would happen on bar.

I have succeeded using function stat(407) to read the last track of my pattern and detect the beats. However, when I call music(4) inside _update() to switch the current music, the transition happens too late, and I hear shortly the beginning of the next bar of the current music, and then first note of the new music. In short, when stat(407) returns 1, it is too late to schedule a music change.

I would need a hook or callback in the music sync code to peek the timing, and post the music change exactly at the right moment to have smooth transitions. How to do that?

Thanks!

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Hey again!

I've recently assembled the raspberry pi powered pico8 game console that I have been showing off, and I'm proud to show that it is fully capable of running splore now! We still have quite a lot of tweaks to make before launch, but it's great to see it coming together. Now if you would excuse me as I go spend a couple of hours playing games...

I can't embed videos here, so checkout the reddit post for an actual gameplay video :))

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Cart #platformixel_maker_p8-1 | 2024-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A quick phased platform editor, play challenges from other players and create your own maps to share.

Made for Pico8 as a prototype to develop my future games.

Shortcuts:
Left mouse button: Draw tile

Right mouse button: Clear tile

G: God mode.

I: Editor palette.

C: Character selector.

I: Activate manual(mouse) menu.

B: Save map.

M: Open/Close Minimap.

M+B (In that order): Clear map.

A, W, D, S: Movement keys.

Spacebar: Jump.

1,2,3,4,5,6,7,8,9,j,k,l: Tile editor selector.

Navigate through menu: Click on the gear, and select your menu or click on the gear again to close the menu.
Within menu, if you Left mouse button the cartridge option, it will save, if you Right mouse button, it will clear them map (reversible through Ctrl + R)

[ Continue Reading.. ]

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Cart #pool-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #swap_mouse-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Walk: left, right
Jump: Z
Swap: X

About

Just an idea I had. See if you can get to the green arrow top left.

Not sure where to take it next. Open to suggestions.

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This probably has a bunch of bugs and I'm not sure what it's good for, but, well, here it is anyway.

Cart #wavepaint-1 | 2024-10-20 | Embed ▽ | No License
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Controls

  • Left click to paint with foreground color, right click to paint with background color. Same buttons to choose colors from the palette on the right.
  • Slider on the right controls brush size.
  • "x" button at bottom of right toolbar replaces whole scene with background color.
  • Ctrl-z to undo. Undo stack size is 16. (edit: This seems to be broken on the web build for some reason?? Works okay locally.)
  • Ctrl-p to replace canvas with wave-warped canvas. This is undo-able.
  • x key swaps foreground/background color.
  • Brush size affects wave height.
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Cart #nanomachines-0 | 2024-10-20 | Code ▽ | Embed ▽ | No License

Yep, another shmup. Since this game has not so especial and my code is so junky that i got out of memory. But is enjoyable. And i'm gonna learn how to make better games.

CONTROLS:
(Arrows) move the ship; (C) Use your PWUP; (x) Shoot.

Thanks to Krystiam at Lazy Devs for the turials. And thank you dude that posted the one-by one lette print. I rly cant have done something like you did.

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Cart #floppaspace-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Floppa in space in 256 colors

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Cart #flushy_fish-0 | 2024-10-20 | Embed ▽ | License: CC4-BY-NC-SA
1

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Any ideas on how to doodle something that sounds at least remotely like one?

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Cart #fujemajoyu-0 | 2024-10-20 | Embed ▽ | License: CC4-BY-NC-SA
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How to reproduce:

  • use batch operations for tline
tline3d(ud:lerp(...))
  • notice that 0x300 flag for precision rendering is ignored
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Cart #parcel_unwrap_game-1 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Unwrap the parcel! Take turns with a friend or a bot and try to collect the most gifts!

If you're unwrapping, mash your button to unravel the ball!
If you're not unwrapping, press your button to roll dice. If you roll 2 of the same number, you swap places!

Turn on a bot in the pause menu.

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[sfx]
No Bass drum? yes im frist made
you free use with credits
Also im made demo

Cart #yigabofade-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #chars_jam_japan-0 | 2024-10-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Is a Japan flag in 100 CHARS
im works my new game jam.
Source Code

a=0s=0
function _update()s+=1
a+=1if a > 24 then
s=24 a=24 end cls(7)
circfill(64,64,s,8)flip(♥)
end
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I unlocked golden strawberries and C-sides. It's like the game wants me to drop it. (Still love it, though]

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Cart #shieldrunner-0 | 2024-10-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


A small 3-bit endless runner, a video game spinoff of my fiction and music project!
This is my first game and practically the only code I've ever written in my life 😅
The main goal here was to get hands-on experience with the Pico 8 tracker, sprites, and Lua basics, so that in the future I can create a little music-based game.
In the meantime, this came out, and I'm pretty satisfied!
Nothing special to report, just a themed silly endless runner.
Oh, I tried to implement a difficulty increase system: every 100 points, the maximum speed at which the shocks appear and their frequency increases by a small percentage.

Any feedback is welcome, and in the meantime, enjoy!

[ Continue Reading.. ]

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4 Sample Games for Beginners

I used to teach a class in PICO-8 at NYU from 2017 to 2021 or so. I found the existing carts on the BBS tended to be a bit too expert for people who needed to learn both Lua and Pico-8 in a couple weeks, and so I set out to make a few samples that use very small amounts of code, to show off a few different ways that the system can be used to make different types of games.

They are all under 300 lines of code, including extensive (but terse) comments, and they all use way less than 64 sprites. In my class the students had to make a game every week, starting from zero, so I needed to prove to them that a game could be made of very small easy-to-understand parts.

I've been meaning to post these online for ages but kept forgetting. I hope they're of use to someone! Feel free to take and adapt for your own teaching or learning purposes, I don't assert any particular rights over them. I also don't assert that the code is good or represents good Lua practice (it was a design class, and I am not a programmer), so feel free to improve upon them and repost if that seems worthwhile.

[ Continue Reading.. ]

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