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Cart #th_realms-0 | 2024-04-20 | Embed ▽ | License: CC4-BY-NC-SA

​This was made over the course of March 14 - April 19, 2024, for the Bunkertron Jam and Picotron Game Jam.

Z to shoot
Left shift to focus
X to reflect (with meter)

Game Design by Jayce McCue and Maya Zimmerman
Programming by Maya Zimmerman
Art by Jayce McCue
Music by Maya Zimmerman
Story by Jayce McCue

P#146991 2024-04-20 02:34
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I've been writing an archetype-based ecs (entity-component-system) library for picotron and i put it up on github!

https://github.com/snowkittykira/picobloc

It keeps component values in picotron userdata so that for simple cases like velocity / acceleration, you can use userdata operations to make it very fast! As a result it is probably slightly harder to use than the other ecs libraries available for picotron right now (which use tables to represent entities), but should allow some pretty good optimizations.

you can see the example from the readme running here:

https://www.lexaloffle.com/bbs/?tid=141824

and my plink cart also uses it, though it doesn't really need the optimization:

https://www.lexaloffle.com/bbs/?tid=141789

P#146986 2024-04-20 00:13
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Cart #ecs_waterfall-0 | 2024-04-19 | Embed ▽ | License: CC4-BY-NC-SA
4

a little demo of an ecs system i'm working on that uses userdata to store component fields

it's 4k particles, hold the '`' key to see cpu usage for update and draw (edit: oops this key only works on desktop apparently, but it's currently at 16% update and 33% draw)

P#146970 2024-04-19 19:29 ( Edited 2024-04-19 19:31)
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by auex
Cart #pct2-1 | 2024-04-19 | Embed ▽ | No License

Hi!
This is really my first actual public picotron program (and first fantasy console), but i’m really happy about it.
It’s still really buggy and laggy, but i recommend loading it and running it that way.
I hope you enjoy it!

specs:
64x32 pixel display
64k-symbol programs MAX (including newline, tab and such)
4 colors
inputs: 0-up/w, 1-down/s, 2-left/a, 3-right/d, 4-z, 5-x, 6-c, 7-v
sound: 0-11 (e5, d5,c5,b4,a4,g4,f4,e4,d4,c4,b3,a#3,g#3)

memory map:
screen: 1-2048
ram: 4001-4300
colors: 4301-4304
inputs: 4305-4312
rom: 4313-68313
settings: 68314-68323
extra: 68324-68999 --675 places for free!

API:
—graphics
d2s(x,y,c) —draws pixel of color c on position x, y —(draw 2 screen)
set_bg(c) —sets what the background color
set_pal(c1,c2,c3,c4) —sets c1, c2, c3, c4 as the palette
set_bt(c1,c2,c3) —sets a blend table = if c2 is drawn atop c1, c3 is drawn

—input
inp(b) —checks if input b is true (like btn())
inpp(b) —checks if input b is true (like btnp())
allow_mouse(b) —if b is true or left nil, cursor will be shown (it is shown by default)

—sound
snd(tone) — adds tone to sound queue

—fnnuy fetarues
rick() —sets clipboard to link to Never Gonna Give You Up by Rick Astley
doominator() —notifies “:3”

I do have to say:
I didn’t implement naming files yet, so this is the order of files the program checks in for an existing file to load:
rom=fetch"/game.p2" or fetch"/gmae.p2" or fetch"/p2.lua" or fetch"/appdata/pct-2/game.p2" or fetch"/appdata/pct-2/gmae.p2" or fetch"/appdata/pct-2/p2.lua" or fetch”code.lua”

also, no terminal or text editor is included, so you write code in the normal code editor, and after a 30 frame boot screen, it immediately goes to one of the files above.

yeah, that’s about it. I hope you enjoy!

(sorry, the music in the demo is really fast in the bbs online version for some reason)

also, I did try to make a dino clone, but I got a lot of errors from foot.lua and terminal.lua(?). It should be in broken_code.lua.
if you find any errors or have suggestions, please let me know!

thank you!

P#146963 2024-04-19 19:09 ( Edited 2024-04-19 19:16)
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Caution

This runs poorly in the Web version of 0.1.0f (runs too slow for the streaming to work well). This cart is better experienced in desktop versions.

Long Line Theory

Cart #eyn_llt-0 | 2024-04-19 | Embed ▽ | No License
4

This cart is a quick port of Long Line Theory, a bytebeat track that was and still is impressing me as of today. When I have access to directly audio rendering, this is usually my audio Hello World, especially with the C version I made to port the JS snippet to desktop.

This bytebeat is actually quite heavy, I had to resort to some tricks like a dirty resampling from 8kHz (its original sampling rate) to Picotron's 44.1kHz. It gave me enough spare cycles so I could whip that ugly visualizer. Can't have both your cake and eat it, I guess!

Again, many thanks to @luchak for the PCM streaming proof-of-concept cart and mu6k for that awesome piece of code.

P#146941 2024-04-19 10:47
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This game is a work in progress.
I made this game for the picotron game jam here
Submitted Picotron Game Link

Useful Controls:
press: x to get on and off of your skateboard
press: z to jump
press: mouse button left to pause and check status of the next medals to earn

Attacking:
press: up to attack with your skateboard (must be off of your board)

OnGround Tricks:
press: down to crouch and then press z to ollie high
press: z to ollie normal
press: down and x to handstand flip

Air Tricks:
press: up or down to do flip tricks
press : up and z to do an nosegrab
press: down and z to do a christ air

Cart #skater_boy-2 | 2024-04-19 | Embed ▽ | License: CC4-BY-NC-SA
3

P#146932 2024-04-19 05:57 ( Edited 2024-04-19 09:07)
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Ludum Dare 55 was last weekend and the theme was "Summoning." I didn't really plan to compete in the jam but I thought I would try my hand at making something to fit an external idea.

This is still not a game (I didn't stand a chance of getting anything done in 72hrs) but I thought I'd share what I have so far.

There are no enemies yet. Use the arrow keys to move, X to pick a summon and O to summon it for its cost. That's all there is.

Cart #koz_untitledsummoninggame-0 | 2024-04-19 | Code ▽ | Embed ▽ | No License
1

I'm not sure how much farther I will continue with it. The game would probably be a survivors-type crossed with diablo-summoner-esque gameplay in which your summons do all the fighting for you, with a little bit borrowed from tower defense. Also, bouncing.

Credit goes to 2darray for aacirc() from Marble Merger

Let me know what you think!

P#146922 2024-04-19 05:18 ( Edited 2024-04-19 05:42)
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This cart was made for the Picotron Game Jam (https://itch.io/jam/picotron-game-jam).
Hope you like it and thanks for checking it out!

Cart #blackjack_p64-0 | 2024-04-18 | Embed ▽ | License: CC4-BY-NC-SA
1

P#146907 2024-04-18 22:09
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Just made my first picotron game! I'll probably keep updating it, but I think it's in a good enough spot to put out now!

Cart #pirudutasa-8 | 2024-04-19 | Embed ▽ | License: CC4-BY-NC-SA
10

Get to floor 10 and defeat the Lich!

Controls: Arrow keys for movement and menus
X: Open/Close Inventory
Z: Wait/Use item/Confirm
X + Z: Hold to rest
Z + Direction: Sprint

P#146902 2024-04-18 20:37 ( Edited 2024-04-19 02:16)
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Cart #cotg-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

A little game for the 1-bit jam. You are a priest for the church of the goat.

Use X/Z to shoot and arrows to move. Use your spell to transform all the animals into goats, the true sacred animal.
Do it 6 times perfectly in a row to do a super spell!

P#146895 2024-04-18 19:44 ( Edited 2024-04-19 05:49)
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hello,

So Im making a kinda rpg-topdown-engine-game-thing and I want to have the function for the player to collide with other players. so it looks like this:

But here is the problem!
You see, the player checks if the tile he is about to go to is a wall or another player, if so he goes back (doesn't move). seems ok, right?
NO
players are stored in a big table players={} and the checking process is done in a foreach loop. So when the player below moves up, he sees that there is someone above, he doesn't move, but the upper one moves. Its hard to explain look:

did you see it? when I pressed down only the bottom player moved. Because the upper one (index 1) checks first and sees that there is a player below him, no move. then the bottom one checks and moves.
How can I fix this?

If you have any questions for the code or the game feel free to ask.
Thanks for taking your time to read this :)

P#146889 2024-04-18 18:18
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Cart #sqr-0 | 2024-04-18 | Code ▽ | Embed ▽ | No License

P#146871 2024-04-18 15:14 ( Edited 2024-04-18 15:16)
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This is a maze-like game.

Tip:
press up/down and left/right simultaneously to go diagional to take the shortcuts (it is mandatory in the last 2 rooms)

Cart #hirapezdi-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#146868 2024-04-18 13:38
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Cart #sliderpuzzle-0 | 2024-04-18 | Embed ▽ | License: CC4-BY-NC-SA
1


A simple sliding puzzle. An essential app for any retro desktop!

P#146865 2024-04-18 13:00
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Cart #samidikada-0 | 2024-04-18 | Code ▽ | Embed ▽ | No License


:O

P#146864 2024-04-18 12:33
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Just found out that the “goto” function is actually implemented in Picotron; I’ve tested a pico8 code snippet by @ultrabrite and put it into the usual function _draw()

function _draw()
cls()
x=1 y=0 n=120
::io::
d=rnd(2)>1 and 0 or 5
line(x+5-d,y,x+d,y+5,11)
x+=6
if(x>n+6) x=1 y+=6 print(' ')
if(y>n) y=n
flip()
goto io
end
P#146774 2024-04-18 11:58
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Cart #hybris_demake_beta1-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hybris Demake (beta.1)

Bazooka Luca demakes Die drei Muskeltiere's "Hybris - Pride goes before a Fall"

work in progress

CHECK OUT THE ORIGINAL AT itch.io

[16x16]

P#146851 2024-04-18 01:40 ( Edited 2024-04-18 01:42)
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Cart #ld55-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

WIP Post-Jam Ludum Dare 55 - "Summoning"

⬅️ to move wizard left

➡️ to move wizard right

❎ (or x) to shoot your magic

🅾️ (or z) to restart the game at any time

😈 Zap the devils before they get to your level!

🔥 Avoid the fireballs, your magic is powerless against them.

Go for the high score!

P#146850 2024-04-18 00:06 ( Edited 2024-04-18 00:06)
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Cart #vkb-0 | 2024-04-17 | Embed ▽ | License: CC4-BY-NC-SA
4

Virtual Keyboard app for Steam Deck and other touchscreen devices.

Working (albeit still WIP) as of Picotron v0.1.0e but not v0.1.0f due to changes in wm. I haven't looked into how much is different but I do know that the way I was switching workspaces is no longer exposed as an event within wm, so that kills the project dead somewhat.

I'm not upset because Picotron is in flux and it was always possible that this could happen. However I feel a virtual keyboard is a must for handheld devices in the future as Picotron is totally unusable without one. Yes, the Steam Deck has a virtual keyboard built into Steam, but hitting Return hides it, so it is impractical. Plus it doesn't have cursor keys which this did.

If anyone can make use of it in the future then that's great. I think I'll have a break from writing apps and focus on games.

P#146849 2024-04-17 22:52
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playing around with physics and note()

(sound is pretty borked on the bbs, so download it with load #plink) sound seems fixed yay!

P#146845 2024-04-17 21:54 ( Edited 2024-04-18 17:26)
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