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🌀Cheese Hell🌀
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Multiple composite rendering with screen copy.🎞️

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Hello all,

I am working on an Ice Hockey game demake, and would like to include some snippets of usual Ice hockey organ music.

Being useless at making music in general, I am looking for someone to help me out if possible.

Thanks in advance.

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The Bridge has been formed and the foe advances!
Manage your crew, and keep the cannons firing to hold them back until the infernal connection can be destroyed!

Controls

  • X/(X): switch currently selected crew member
  • Dpad: select a location in range to move current crew to
  • Z/(O): move current crew to selected location (or view crew info)
  • Mouse controls can be enabled

Rules

  • The enemy advances with every second action you take
  • Put crew members behind the cannons to keep firing them
  • Collect ammo when (or before) your crew runs out
  • Collect stars to promote your crew and give them special blast patterns and other abilities
  • Hold out, and don't let the enemy breach the cannon line until The Bridge can be totally destroyed!

About
This is my first foray into Pico8 dev, and it has been a blast to work on. I had stalled out on a side project I was making in Godot and decided to try doing this little "demake" of it instead. The result was a much more focused and elegant design thanks to the limitations of Pico8. So I think might keep expanding on this little prototype here and see where I can take it.

I'm also still trying to tune the difficulty, so let me know if you found it challenging or frustrating (or any combination there of).

Cart #thebridge-0 | 2025-03-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #falling_sideways-0 | 2025-03-23 | Embed ▽ | License: CC4-BY-NC-SA

WASD, ZQSD, or right stick to move the fairy. Arrow keys, dpad, or left stick to move the tromino. Z to confirm.

This variant was made 2025/3/22. Originally, this was going to be the only way the game was lol.

Fonts:
Lapsus Pro by theguybrush
Anarchist by DamienG, based on a font by Igor of Anarchy

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hey everyone, back again!
ive been experimenting a little bit, and i was trying to make my game Haste (found at https://www.lexaloffle.com/bbs/?tid=145177) be able to run at 60fps.
The original cart:

Cart #bosenuduzi-0 | 2024-11-06 | Code ▽ | Embed ▽ | No License
5


this worked a little bit, but many of the values were offset, and i wasnt able to simply halve them to make it twice as slow.
the main goal is to have more accurate times for speedruns, but also, i noticed that when running side-by-side against eachother, the v.16 (30fps) and 60fps counterparts look about the same amount of choppiness when moving around the map.
what i mean is, the 60fps version doesnt look smoother.
Cart #rifumusegu-0 | 2025-03-23 | Code ▽ | Embed ▽ | No License

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Cart #down_on_the_farm-0 | 2025-03-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hello friends.

Here we have a lovely farm sim game. The rationale behind this is bring an ultra realistic farm sim to your hands!!! Unfortunately I have no experience on a farm but faint heart never won fair maiden.

Love ya x

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Cart #falling-1 | 2025-03-23 | Embed ▽ | License: CC4-BY-NC-SA

WASD, ZQSD, or right stick to move the fairy. Arrow keys, dpad, or left stick to move the tromino. Z to confirm.

This game was made in under 24 hours between 2025/3/21 - 2025/3/22. I think it's a lot of fun.
Very much inspired by sylvie's approach to game design, Artemis' Minesweeper, Neltris,& NiHiL
from Discord.

Fonts:
Lapsus Pro by theguybrush
Anarchist by DamienG, based on a font by Igor of Anarchy

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Cart #freecell-0 | 2025-03-22 | Code ▽ | Embed ▽ | No License
1


Someone requested a FreeCell variant so here it is!

I've been building a generic card game engine so it only took about 30 mins to make FreeCell with it. That said, I haven't tested it extensively nor am I super familiar with all the nuances of FreeCell so feel free to mention if you notice anything that doesn't work as it should!

As with my Solitaire game, this supports both keyboard/mouse and controllers, saves the current game, allows undoing previous moves, etc. (these all come free with my card engine!).

Controls:
Move cursor - Mouse/Arrow Keys
Pick up/draw cards - Left-click/X
Move card to ace pile - Drag & drop/Double-click/double-tap X

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I'm new to Pico-8 and game dev. I've been following a YouTube tutorial (Nerdy Teachers) and mostly everything works (the cam gets funky on the right side of the map but that's a different issue). What's killing me is the animation works for jumping, falling (I omitted sliding because I wasn't interested in it) and running right, but when the character moves left the animation is stuck on idle. I added debugging code to print the running variable and it's "true" when facing right but "false" when facing left. The code for movement is simple and the same for left and right, at least in regards to setting the "running" variable. I just can't figure out why it works for right but not for left. Am I missing something obvious? Code below.

Tab 1:
--player
function spawn_player()
plr={
sp=1,
x=59,
y=59,
w=8,
h=8,
flp=false,
dx=0,
dy=0,
max_dx=2,
max_dy=3,
acc=0.5,
boost=4,
anim=0,
running=false,

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Cart #nin1-0 | 2025-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Can you escape...

About

NIN is an stylized action-platformer I have been working on for the past 3 months. The game has 32 screens and takes around 30-40 minutes to complete. I had a lot of fun making this game over the past few months (although trying to keep within the token limit was very challenging towards the end). It has been a very rewarding and experience using pico 8 and pushing myself to see what I can create with it.

Gameplay

The goal of the game is to escape the lab you are trapped in as quickly as possible. The game features challenging platforming and blood filled action. The player is equipped with a sword and a ground pound, both of which can be used to help tackle obstacles in your way. There are also extra challenging coins to collect along the way which unlock a secret if you collect them all...

Controls

⬅️➡️ to move
⬇️ to ground pound
❎ to jump
🅾️ to attack

Extra

There are also extra challenges to complete for secret palette swaps and a timer option for anyone who wants to try and beat the game as quickly as possible. I managed to narrow my time down to just over four minutes but that is definitely beatable.

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Cart #zorionak_rocio-0 | 2025-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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While looking at an empty project in the built-in pico-8, I thought about the default map/sprite options available without extra code.

There are the two classic approaches :
1) use the shared map/sprite area for sprites.
We get 256 tiles with 8bit flags, and a map 2 screens tall and 8 screens wide.

2) use the shared area for map.
We get 128 tiles, and a 4 screen tall and 8 screens wide map.

We can also use a hybrid of the two, where the bottom of the shared space is used for sprites, while keeping the map rectangular...

Option 1 is efficient, IE every bit counts, while option 2 is pretty wasteful :
in the map, every tile index is in the 0-127 range, but still uses one byte. That's 20% of the map data forced to be zero.
Flags for tiles 128-255 are also unused...

What if these unused spaces had had significance ?
For example, the tiles 128-255 could have been a horizontal mirrors of the tiles 0-127.
Maybe instead, two of the flags of each tile in the 128-255 range could be used as horizontal and vertical mirror ? That would save a few tiles, but in tile sets, you often have the 4 versions (normal, HFLIP VFLIP H&VFLIP), or even eight if 90° rotation is also needed.

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Cart #gungame-0 | 2025-03-22 | Code ▽ | Embed ▽ | No License
2

Gungame is about a red man (for some reason) shooting infected enemies and surviving waves of attacks while choosing upgrades wisely to not mess it up

Controls

arrow keys to move around and X to shoot or pick up upgrade
you can shoot backwards if you hold left then right, make use of it before i patch it

Rules

infinite mode begins after wave 3
stock up on ammo and any speed boosters because enemies become more and more aggressive in infinite mode
you can farm ammo if you keep a fat zombies at the end of the round, also use it before i patch it
Grenades don't work yet so do NOT get it when you see it unless you want to skip an upgrade round

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Cart #tank2025-0 | 2025-03-22 | Code ▽ | Embed ▽ | No License
2

Controls

  • Use the up and down arrows to move forward and backward.
  • Use the left and right arrows to change the direction of your tank.
  • Press the Z to fire a shell.
  • Hold the X and use the left and right arrows to rotate the turret.

About this game

  • This is a game where you control a tank and destroy turrets that appear on the perimeter of the field.
  • The game is inspired by the electromechanical arcade game ATTACK II (SEGA/1971).
  • The development version of this game was showcased at Game Dungeon 7.
  • It consists of 7 stages.
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Cart #pouchmate1-1 | 2025-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Step into a warm, inviting world with POUCHMATE, a charming interactive experience designed to feel like having a little friend always by your side.

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Cart #buduzezud-0 | 2025-03-22 | Code ▽ | Embed ▽ | No License


I am uploading this very early antetris alpha now before anything else, because I can at least refer back to this if anything happens regarding this cart, like if I lose all my hard work.

This is supposed to be a full fledged remake of this old game right here, with a few new things hopefully added in.
(Game in question:)

Things that still need to be done:

  1. I need to have the blocks to come down over the screen in a way so the colored blocks in the spritesheet come down arranged in tetromino fashion, and the dark grey blocks to be randomly peppered in as well in no particular shape or arrangement.
    See sprites here:

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Cart #mushroom_boy-1 | 2025-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Hello everyone! This is my first small project for PICO-8 in the puzzle platformer genre. I hope you will like it!

Controls

Use the ⬅️ and ➡️ keys to move the character
To jump, use the button❎
In case of defeat, use the keyboard shortcut ⬇️ and 🅾️ to restart

Rules

The goal of the game is to complete all the levels and score as many points as possible.
To complete the level, you need to reach the flag hidden behind the obstacles. Collect the keys on the level to destroy the obstacles.
To score points, collect coins on the level, open chests and try to save time.

Assets of other authors

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Well here's a weird little tools project I spent a few evenings on-- a way to write simple short PICO8 programs on my phone while on the go:

Sometimes I find myself with my phone in a long line, at the DMV, on a train or plane-- I can read news, doomscroll, or play games-- but wouldn't it be neat if I could create little games/animations? I've seen past brainstorms about development on mobile-- the main suggestions seemed to be to attach a bluetooth keyboard+mouse and use Education Edition, or set up a VPN + remote desktop connection to PICO8 running on a home machine, neither of which is as convenient for brief impulsive doodling. But I realized-- if I can understand the PICO8 @URL format used by Education Edition, perhaps I could generate that from code I write on my phone...

A few evenings of poking around led me to this strange hack: a spreadsheet-as-IDE/wrapper. This gives me a way to write code in an existing app on my phone with a virtual keyboard, with copy/paste, undo, cloud sync, and all those quality of life features "for free", and then use a few formulas in the spreadsheet to translate the code into a b64-encoded URL at https://pico-8-edu.com/ that I can run. The development is far inferior to the real PICO8 environment in terms of features, iteration speed, and so on, but I've found it fun creating little animations with thumb typing in 20 minutes of downtime here and there, so I figured I'd share it.

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Are there config files for the editors?
So if I wanted to say, change the tab size or key-bindings in the code-editor.

if not, does anyone know where I could start poking around?

update: i did find /system/apps/code.p64 which looks promising. any other info is welcome

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Cart #pong_fipachu-0 | 2025-03-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Work in progress, press X to "play".
Next to-do: rework collision with the palette to remove spooky action at a distance and generally make it behave.

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