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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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Cart [#kezebukowa-2#] | Code | 2019-07-18 | No License | Embed
1

197 country names and their beautifully stretched tiny square flags!

P#65929 2019-07-18 20:52 ( Edited 2019-07-18 21:13)

Cart [#bezzy-0#] | Code | 2019-07-18 | No License | Embed

Hi guys,

I was working on a train game when it hit me that i have no idea how to make a smooth curve.
So I came across bezier curves and after reading some math articles I managed to write a function myself.
Even though many other people have shared thier version here is my bezier curve, with only a single control point sadly (I will figure out the rest later).

Here is the code i have tried to make it very eazy to implement into other projects (since I was gonna use it for my train haha).


function lv(v1,v2,t)
    return (1-t)*v1+t*v2
end

--Quadratic Bezier Curve Vector
function qbcvector(v1,v2,v3,t) 
    return  lv(lv(v1,v3,t), lv(v3,v2,t),t)
end

--draw Quadratic Bezier Curve
--x1,y1 = starting point 
--x2,y2 = end point
--x3,y3 = 3rd manipulating point 
--n = "amount of pixels in curve"(just put it higher than you expect)
--c = color
function drawqbc(x1,y1,x2,y2,x3,y3,n,c)
    for i = 1,n do 
        local t = i/n
       pset(qbcvector(x1,x2,x3,t),qbcvector(y1,y2,y3,t),c)
    end
end

P#65926 2019-07-18 20:21 ( Edited 2019-07-18 20:26)

Cart [#r0ace-0#] | Code | 2019-07-18 | License: CC4-BY-NC-SA | Embed

Hi! First of all sorry for my poor English. I'm proud to present you my first ever video game: R0-Ace (a 8191/8192 tokens hell 😜). It's a shmup inspired by the danmakus and bullethell Japanese games. There is 5 levels with bosses and sub bosses:

If you find anything wrong or any bug please report it. This is the Easy mode version. In the near future I'll release three more game modes.

Thank you for playing!

P#65920 2019-07-18 13:02

Cart [#nivz_skyattack-1#] | Code | 2019-07-18 | No License | Embed
1

My work in progress retro demake of one of my favourite childhood games: Sky Attack

P#65916 2019-07-18 11:55 ( Edited 2019-07-18 11:56)

Cart [#hypercolor_paint-0#] | Code | 2019-07-18 | License: CC4-BY-NC-SA | Embed
2

Introducing Hypercolor Paint, a high-color painting application for the PICO-8.

Features:
Paint in either high color mode (flicker) or standard (dithered) mode.
While editing, pixels are treated as 56,535 level 3-channel color.
Use a variety of brushes, with control of color, size and pressure to achieve desired effects.
Save images (requires download)
Export images (requires download)

Example Images: (High color mode is simulated)

<b>Keyboard:</b>
Z: Switch between paint mode and palette mode
Tab: Switch between high color and standard color mode
Mouse: Paint with left mouse button

<b>Palette Screen:</b>
?: Show splash screen
Color: Switch between paint mode and palette mode
Save: Save image locally to hyper_color_save.p8 (image will be cropped)
Load: Load image locally from hyper_color_save.p8
Export: Export image to hyper_color_export.p8
For standard color images, the sprite sheet will capture the full image.
For high color images, data is stored in sprite sheet as well as map and sound effect locations.

In order to view images, paste the following code into hyper_color_export.p8:
<code>
k_display_adr=0x6000
k_screen_1_adr=0x0000
k_screen_2_adr=0x2000
k_screen_len=0x2000
cur_frame=0

function _update60()
end
function _draw()
cur_frame+=1
if(cur_frame%2==0)then
memcpy(k_display_adr,k_screen_1_adr,k_screen_len)
else
memcpy(k_display_adr,k_screen_2_adr,k_screen_len)
end
end
</code>

Technical notes:
Two different 16X16X16 color look up tables are used to achieve responsive paint effects with dithering at 60 fps. In order to avoid a massive slow down (it takes a number of minutes to build the color cube) the look up table is generated by a different cart and loaded into sprite, map and sound memory.

Example exported cart:

Cart [#bunny-0#] | Code | 2019-07-18 | No License | Embed
2

P#65915 2019-07-18 06:08 ( Edited 2019-07-18 06:18)

Each of these games fits inside a single tweet.

Cart [#gimufopapi-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

An Out Run style game with a day/night cycle. Left/right to move.

Cart [#tezenibaro-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

You are a bird that must collect falling seeds in this arcade game. Up flies up, left/right move sideways. If you fall out of frame, you are just outside and need to move back in; if you fall below, all you have to do is hold up and you should reappear.

Cart [#papisobopa-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

An idle/clicker game that fits inside the old tweet size of 140 characters. Restarts if your money goes negative. If you overflow the integer, you win!

Cart [#migenidite-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

All we are are but dust in the wind. Left/right moves.

Cart [#zohahfosu-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

A tweet sized autorunner inspired by One Way Heroics. You need to press a key to begin. Left/right move down left and down right, any other key moves straight down.

Cart [#jzegoyoj-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

Fly through space with Star Fox style movement.

Cart [#bubesenedo-0#] | Code | 2019-07-17 | License: CC4-BY-NC-SA | Embed
1

<3=<3 is a tweet sized kissing simulator where you choose your gender and your partner's gender. Z selects on the menu and then any key moves your saucy lips.

[As I make more tweet sized games, I'll try to add them here.]

P#65910 2019-07-17 20:06

Cart [#mrblast-0#] | Code | 2019-07-17 | No License | Embed
3

P#65908 2019-07-17 17:04

Hello, I'm happy to announce Fantasy Console Game Jam 4 hosted by Nopy and pixelherodev.

Pick your best fantasy console and make a game in one week!

Join the discord server if you haven't already: https://discordapp.com/invite/sFeDxWK

P#65901 2019-07-17 10:11

Cart [#graph_adventure-1#] | Code | 2019-07-17 | No License | Embed

Here's a project I've been working on. It started as a simple viewer for different graphs, but then it turned into a platformer. The game is fully playable, but it needs some additional content, which is why I put it under Work in Progress.

What makes this project interesting is the fact that I didn't use any sprites or the map editor at all. Every stage is constructed using functions. Funtions can be very powerful for setting collision, as this way you can make pretty much any shape you want. You can also make the terrain dynamic and depend on time. I also added some simple physics into the game, utilising the difference in values of the function for the ball to gain some speed, but it could definitely be better. It's a bit slippery, but I wanted the ball to have some sense of momentum.

I hope you enjoy the game! There is not much content yet, but I'll update it later (I should probably add some audio too). Any feedback is welcome!

P#65900 2019-07-17 10:08 ( Edited 2019-07-17 10:22)

can someone tell me why I am running out of memory?

Cart [#jajefutayu-1#] | Code | 2019-07-18 | No License | Embed

@Catatafish I completely changed the question I realized i do not have an infinite loop. I just assumed since I was running out of memory.

this line seems to be doing it and idk why..

o:procx()
P#65895 2019-07-16 23:07 ( Edited 2019-07-18 20:08)

Cart [#picogotchi-0#] | Code | 2019-07-16 | License: CC4-BY-NC-SA | Embed
1

I just making my own tamagotchi (it called picogotchi). It is still on progress. Hope you like it.

P#65887 2019-07-16 15:59 ( Edited 2019-07-16 16:08)

Cart [#xwing_escape-0#] | Code | 2019-07-16 | License: CC4-BY-NC-SA | Embed

P#65885 2019-07-16 12:09

Cart [#picoware-2#] | Code | 2019-07-16 | License: CC4-BY-NC-SA | Embed
1

This is a placeholder post for the final PICOWARE game jam cart.

P#65884 2019-07-16 10:49 ( Edited 2019-07-16 20:28)

Edit: not sure how I'm expected to display multiplication using the syntax here, but assume there's a X or star or whatever between 15 and i etc.

I was trying to initiate this statement here, which I can do:
for i=1,4 do
print(i, 15i-14, 15i-14, 14)
end

But then I wanted to move the diagonal array of 4 numbers with the arrow keys around the screen. I tried the code below but keep getting errors. I'm guessing my argument is setup wrong and I can't call i as the same variable in all these statements and make it work...? Can someone help me understand the immediate problems with the code, and then afterwards if viable suggest an alternative method of doing so. I'm still learning so my immediate concern is figuring out what is wrong here specifically.

function _init()
j= {
x=15i-14,
y=15
i-14
}
end

function _update()
if btn(0) then j.x-=1 end
if btn(1) then j.x+=1 end
if btn(2) then j.y-=1 end
if btn(3) then j.y+=1 end
end

function _draw()
cls(0)
for i=1,4 do
print(i,j.x,j.y,14)
end
end

Even in the API demo I copy the code for the similar statment, but when i run it on its own it doesn't work. I don't understand why this here doesn't work on its own either:

cls()
for i=0,15 do
print(i,x,2,i)
x = x + 6 + flr(i/10)*4
end

P#65880 2019-07-16 08:50 ( Edited 2019-07-16 09:03)

can someone tell me why this throws the error "attempt to call global vec a table value"?
vec clearly has its metatable set with a call metaevent

vec=
{   
    x=0,
    y=0,
    mag=function(o) return sqrt (o.x^2+o.y^2) end,
 ang=function(o) return atan2(o.x,  o.y  ) end,
 nrm=function(o) return vec(o:ang()/360) end,  
}
vecmeta=
{
     __call=function(o,x,y)
      o  =o or {} 
            o.x=y and x or cos((x+90)/360)
            o.y=y and y or-sin((x+90)/360)  
            return setmetatable(o,vec)
        end,
        __eq=function(a,b)
            a=type(a) == "number" and vec(a,a) or a
            b=type(b) == "number" and vec(b,b) or b
            return (a.x==b.x and a.y==b.y)
        end,
        __add=function(a,b)
            a=type(a) == "number" and vec(a,a) or a
            b=type(b) == "number" and vec(b,b) or b
            return vec(a.x+b.x,a.y+b.y)
        end,
        __sub=function(a,b)
            a=type(a) == "number" and vec(a,a) or a
            b=type(b) == "number" and vec(b,b) or b
            return vec(a.x-b.x,a.y-b.y)
        end,
        __mul=function(a,b)
            a=type(a) == "number" and vec(a,a) or a
            b=type(b) == "number" and vec(b,b) or b
            return vec(a.x*b.x,a.y*b.y)
        end,
        __div=function(a,b)
    a=type(a) == "number" and vec(a,a) or a
            b=type(b) == "number" and vec(b,b) or b
            return vec(a.x/b.x,a.y/b.y)
        end,
}
setmetatable(vec, vecmeta)

local test =
{
    pos=vec(0,0),
    vel=vec(0,0),
}
P#65879 2019-07-16 05:14
P#65873 2019-07-15 22:10

This is a project I made for a class at college. It follows the trajectory of Victor Frankenstein through scenes from the novel "Frankenstein," analyzing how his 'family triangle' of relationships (that is, father, mother, and son, or the lack of these) changes over time. Each scene compares the location in the present day to their depiction in the novel (denoted as "1818").

Cart [#frankenstein-1#] | Code | 2019-07-15 | License: CC4-BY-NC-SA | Embed

The code is rushed, highly redundant, and resembles delicious spaghetti; please don't look at it.

P#65867 2019-07-15 17:37 ( Edited 2019-07-15 17:38)

Cart [#hegusahoto-0#] | Code | 2019-07-15 | License: CC4-BY-NC-SA | Embed

Fire Flier

Game is a work in progress... final product you should be able to fight enemies while shooting fire as you navigate to the end of the map

P#65864 2019-07-15 10:08 ( Edited 2019-07-15 10:17)

FIRE FLYER

Demo for the first Pico-8 game I am trying to create. Final product will be named "FireFlyer" by Jake Fischer

P#65862 2019-07-15 10:00

Cart [#mcleopold_memory-0#] | Code | 2019-07-15 | License: CC4-BY-NC-SA | Embed

Memory Card Game

Flip over two card to see if the pictures match. 1 point for each match is awarded.

For 1 to 4 players. Use a controller for each player.

  • Start: use the menu to:

    • select player count (and reshuffle deck)
    • toggle music on/off
  • Up/Down/Left/Right: select card to flip over

  • Z: flip card over
P#65861 2019-07-15 07:10 ( Edited 2019-07-15 07:12)
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