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Cart [#morsetua-0#] | Code | 2019-11-17 | License: CC4-BY-NC-SA | Embed

Welcome, cadet.

You have been chosen by Comshield to operate the new Strategic Telegraphic Interception System, or in short, STSI. Built by Babbagetech Industries, the STSI is the new best mechanalytical science can offer to intercept enemy messages and provide the Western European Republics an invaluable edge in the current battle for the soul of the continent.

I need not explain to you how crucial it is for us to gain any possible advantage in the current Franco-Teutonic war. The mass employ of wireless long distance communication is perhaps the greatest innovation that this was has seen. Gone are the days of messengers or slow wired telegraphs. Nowadays each platoon has their own wireless telegraph machine, sending messages through the air encoded with the peculiar brainwaves of the operator. The wonders of mechanalysis have created a new sort of war - fast, mobile, deadly. When the war started, in 1921, no one could have imagined things would be this different from the last conflicts - but now we're quickly catching up. This project will hopefully turn the tide.

Thanks to the technology of the STSI, you will be able to immerse yourself into the flow of communication we can intercept, but not easily decipher, from the enemy lines. Your brainwaves will synchronise with the message, and you will experience a natural interface to the decryption system. Your own body's natural physical instincts will aid you in the complex task of cracking the encryption. All you will have to do, from your perspective, is jump.

The STSI connects with your brain at a deep level. Without such a deep connection, it would not be able to harvest the full capabilities of your own neurons to crack the encryption. If you make a mistake and do not jump in time, the feedback will not be innocuous. Let's just say that you run just as many risks as your brothers and sisters fighting in the trenches. A good soldier knows how to face a honourable death. A great one manages to stay alive to better serve their country. Be a great soldier.

That is all. You may begin your work. Stay sharp: the country, and our own Founding Father, Emperor Napoleon himself, have their eyes on you.


Press UP to jump and avoid the Morse code messages.

P#69975 2019-11-17 16:53 ( Edited 2019-11-17 17:09)

Cart [#racenosun_560-0#] | Code | 2019-11-17 | License: CC4-BY-NC-SA | Embed

Looks like I finally made something with voxelspace terrain recent studies https://www.lexaloffle.com/bbs/?tid=35654

This Race The Sun partial demake is my first entry to #TweetTweetJam N°3, in Pico8 with a 560 characters limit !

The Goal

You must go as far as possible, with no sun :D


Use < / > arrow to move your ship

Ctrl + R to restart after crashing

Good luck and have fun !

P#69968 2019-11-17 14:50 ( Edited 2019-11-17 14:52)

Cart [#legend_of_hippo-0#] | Code | 2019-11-17 | No License | Embed

Zelda + Wario-Ware + Golf = Legend of Hippo

This is one of my most ambitious PICO-8 game yet!

You control a small hippo that have an ability to transform into a ball with three different forms.
To win a level you have to follow the rules, they are always visible in top center of the screen.
Much like Wario-Ware the time is always ticking so you have to be quick!


Move: Arrow keys
Dash: Hold Z and release, the longer you hold the faster the speed
Switch form: X


1: Push

Pushes enemies away, if an enemy is hit and collides with a wall with enough speed, it dies.

2: Jump

You are invincible and go through most of the objects. Cannot kill though.

3: Bomb

You transform into a bomb, after some time it explodes, destroying enemies and most objects.

Good luck and have fun!

/ Elastiskalinjen (Sebastian Lind)

P#69965 2019-11-17 12:52 ( Edited 2019-11-17 12:53)

Here's my 560-char TweetTweetJam3 entry, including memory poked sfx (thanks to @eruonna for documenting that).

Cart [#jammerboard-0#] | Code | 2019-11-17 | No License | Embed

P#69964 2019-11-17 11:40 ( Edited 2019-11-17 13:41)

Cart [#guwumemibe-0#] | Code | 2019-11-17 | License: CC4-BY-NC-SA | Embed

P#69962 2019-11-17 09:25 ( Edited 2019-11-17 09:26)

Cart [#celeste_thelostcity-0#] | Code | 2019-11-17 | No License | Embed

Mod of Celeste.
Not finished as of Nov. 17, 2019

Will finish the next day!

You play as Madeline, exploring a city. There's one thing missing, though- where are the people?
Enjoy a retextured, fresh new Celeste experience with 32 rooms.

P#69960 2019-11-17 05:44 ( Edited 2019-11-17 05:44)

Cart [#gametatezo-0#] | Code | 2019-11-17 | No License | Embed

P#69959 2019-11-17 03:52 ( Edited 2019-11-17 03:53)

Cart [#zejafahugo-0#] | Code | 2019-11-17 | License: CC4-BY-NC-SA | Embed

P#69958 2019-11-17 02:55

This is Vanitas, my first upcoming game that I am trying to create. As I am still new to programming, this project has been/will be taking quite some time. I have the foundation set up for the game and will be implementing further features such as enemies, obstacles, levels, bosses, and additional mechanics that I currently don't know how to do.

Cart [#vanitas01-0#] | Code | 2019-11-16 | License: CC4-BY-NC-SA | Embed

P#69946 2019-11-16 21:06 ( Edited 2019-11-16 21:06)

How do I create a middle c note in sfx 0 programmatically? I'm not sure on the formula to calculate the offset from 0x6000.

P#69938 2019-11-16 14:03 ( Edited 2019-11-16 14:04)

Cart [#fruitlicker-1#] | Code | 2019-11-15 | No License | Embed


Lick fruit without guilt or shame RIGHT NOW in my easy little game, FRUIT LICKER! (My 560-char entry to #TweetTweetJam)

Get as many oranges as you can in 30 seconds! Play in your browser or on your phone! IT'S LICKALICIOUS!

Z to lick. Game ends in 30 seconds. Press X to restart.

Game minified and cool eye-moving by Paul Nicholas ( @Liquidream). Thanks!

WORLD RECORD IS 37 by Mango Man. Congrats!

P#69933 2019-11-15 23:48 ( Edited 2019-11-16 21:04)

Hyperspace or falling into a black hole. Whichever you think it might be. In any case, thought I would create a new post for this example. Earlier I was explaining some of the interesting things you can do with the PALETTE.

Here is a small example using all 15-colors of the 16-total. It uses the exact same principle you see as the snowflake animation found HERE:


So in the animation itself, no pixels are actually being drawn or moved. Only the palette is manipulated. Two per animation cycle at 30fps and likely using zero CPU if any at all despite how many sprites "appear" to be moving.

-- falling into a black hole
-- written by dw817 (11-15-19)

-- standard ⌂ pico-8 license

function main()-------------->>

for i=0,127,2 do


for i=1,15 do

until forever 


-- get random # from a to b
function rand(a,b)
  if (b==nil) return flr(rnd(a))
  if (a>b) a,b=b,a
  return a+flr(rnd(b-a+1))

-- draw a line from point to
-- point, starting with a
-- random color and stretching
-- it the further it travels.
function pline(a,b,c,d)
local px,py=c-a,d-b
local ax,ay=abs(px),abs(py)
  if ax>ay then py/=ax px=sgn(px) else px/=ay py=sgn(py) end
    a+=px b+=py
  until abs(a-c)<1 and abs(b-d)<1


Now imagine if Pico-8 could work with 256-colors for their palette instead of this simple 15 ? :)

P#69932 2019-11-15 23:35 ( Edited 2019-11-16 01:36)

by dw817
Cart [#gt-1#] | Code | 2019-11-15 | License: CC4-BY-NC-SA | Embed

Wait a minute. Strike that.

Reverse it. Thank you.

Actually this should be titled, "A Tribute To Glowing."

Standard graphics on modern computers today do NOT have a palette. So - what exactly is the difference between graphics that use a palette and that which does not ?

Well generally one that does not means you have total freedom. That is if you can have 256-brightness levels for Red, Green, and Blue, why then you have a total of 16,777,216 colors available per pixel to you !

Nice indeed. So how does this differ from a system that uses a palette ?

well it all started years ago. Let's go back to QBasic for the IBM-pc which would let you have a choice. A 640x480 B&W pixeled screen, a single 320x240 256-color screen, or sixteen 320x240 16-color screens.

Let's go through each of these.

The 640x480 B&W is pretty easy to understand. You have high detail but can only use 2-colors, black and white. And while you can change the palette for each of them, it's not very useful.

Then we have the 320x240 256-palette screen. Let's cover this now.

In your graphics you can set a single number from 0-255 per pixel. This is NOT a true Red, Green, Blue representation as if it were you would only have up to 216-colors available as 6-levels of Red, Green, and Blue total 216. No, it's not that.

It's more an ID code stating that at this exact pixel location you want to plot the color that is from the original PALETTE table, zero usually being red zero green zero and blue zero and 255 being red 255 green 255 and blue 255. In this you could specify exactly which of the 16-million color choices you wanted to have appear for that single ID of a number from 0-255.

You choose the pixel to plot on the screen and THEN you can use POKE() to change what the color actually appears as, and then you can select any of the 16 million colors. So - how is this useful in animation ?

You can for instance make a water pattern using one color, increase that color by one and continue to draw in the same tile the water pattern were it to move. When you're done, using 8 or 16-colors or what have you, you CYCLE the palette. That is let's say you are using colors #1-8 to represent animated water.

Then color #1 would be the brightest color, white, then start to get darkest at #4 and start to get bright again at #8 but not as bright as #1. Then you rotate the palette like this:

1 2 3 4 5 6 7 8
2 3 4 5 6 7 8 1
3 4 5 6 7 8 1 2
4 5 6 7 8 1 2 3

And it would appear as if the water were MOVING, shifting from bright shades of blue to darker shades, all using only one graphic tile and 8-colors of your available 256 to create the animation effect.

The last QBasic mode gives you 16-screens to work with at 16-colors per screen at a resolution of 320x240. While you would use up half of your entire available list of colors if you tried to use 8 for water, you can do what I did here, which was to make color #15 cycle from black to red and back again.

As it is a single color and we are merely changing the color on how it appears, I included a few additional high-colors (>128) to give a nice animated glowing effect.

Here is the table for it, with the lowest # being black and highest being full red.

0, 1, 2, 3, 4, 3, 2, 1, 0

So after 4-machine cycles the red will be the brightest. The cycles after that it starts to get dark again, finally black, and repeating itself.

And this is not an uncommon programming and animation technique. Many Commodore Amiga demos and games used this color-method to animate. For instance let's try a different type of 8-color set. Let's say the first is white and the remaining 7 after it are black. This can be accomplished with the current code for the cart above. In the sourcecode, change MODE to zero instead of one.

1 0 0 0 0 0 0 0
0 1 0 0 0 0 0 0
0 0 1 0 0 0 0 0
0 0 0 1 0 0 0 0


In this you could have rain coming down from a black sky, flittering snow, or show complex movement like gears, electricity, or anything else that would use a black background and has 8-animations included into it by using each animation step per color used.

Heck I remember years ago I wrote a program called "Seaweed." In it, it drew water, bubbles, and the seaweed both above and below the screen.

Then the actual program only cycled the colors. The water moved, the bubbles churned from the bottom to the top and the seaweed shimmered and seemed to move as brightness layers were both added to and removed from it. All entirely by cycling a palette. No pixels were plotted nor were any moved or shifted. Just - changing the palette.

I did this for a hyperspace effect too, using all 255-colors in this case for the star patterns.

Now if Pico-8 ever does go 256-colors where you can change the palette for each, I could easily write code to demonstrate these advanced animation methods.

As it is we are limited to 16 but you can definitely see how changing one color gives it a glow effect. And you can use that single color on any other tile you draw. With the code provided it will always pulse from black to red and black again.

Same with the 8-colors for the "snow" effect. Have one of those colors lit all the time with the others black or dark and you will get the movement effect.


P#69928 2019-11-15 20:50

Running PICOPi on the Retroflag GPi case

I just got a Retroflag GPi case, which is a cool little enclosure for a Raspberry Pi 0(W) that has the form factor of a GameBoy. This gadget is intended primarily for emulation, but I REALLY wanted to use it as a portable pico-8.

Spoiler alert - I did.

Most tutorials for the GPi case focus on getting RetroPie running, and there are also resources out there for getting pico-8 running in conjunction with RetroPie. This is fine, but I really wanted a gadget that quickly boots into pico-8, no questions asked. Luckily, a software engineer going by Gamaral developed an image for all raspberry pi models that fast-boots into pico-8. This is, to my knowledge, the closest we can get today to dedicated pico-8 hardware.

Goal of this tutorial

This tutorial will focus on getting PICOPi running properly on a raspberry pi 0(W) in conjunction with the GPi case. You can find all of these materials for purchase on most online retailers. There are plenty of tutorials showing how to build the thing once you get all the materials (non-trivial!). I will not cover this.

Physical stuff you need

  1. Retroflag GPi case
  2. Raspberry pi 0 (the W model has wifi onboard, but the setup is the same, and it doesn't matter since the picopi image has no widi support anyway)
  3. SD card formatted to FAT32

Software you need

  1. Patch files for GPi case http://download.retroflag.com/
  2. PICOPi download for Raspberry Pi A-B-0 https://guillermoamaral.com/read/picopi/
  3. Raspberry Pi build of pico-8 (You can get this from the downloads page here on lexaloffle)

What you need to do

NOTE Since I am not sure about the licensing on the code I am linking to, I have opted not to copy-paste the exact code you will be copying around. Trust me, though, it's pretty easy.

DOUBLE NOTE as with all DIY projects, you are taking on the risk yourself in installing all of this software - I am not responsible for any bricked hardware.

  1. Assemble the GPi case and the Pi 0 (I am not going to help you with this)
  2. Insert your sd card into a computer (win/linux/mac doesnt matter)
  3. Follow the PICOPi directions for setting up your SD card
  4. Here is where things get a tiny bit tricky. Extract the contents of the GPI case patch somewhere on your computer, then navigate to GPi_Case_patch\GPi_Case_patch\patch_files. You should see two items here, config.txt and a directory named "overlays".
  5. Open config.txt, and copy all the contents of the file to you clipboard. Navigate to your SD card, open config.txt, and paste all of these contents ABOVE all the contents on the SD card. Your config.txt on your sd card should flow like this:
    1. All text from GPI patch config.txt
    2. All text from PICOpi config.txt
  6. In SD\config.txt, navigate to the #OVERCLOCK section, and remove the pound sign from all the overclock specifications. You need these to run pico8 properly
  7. Copy the overlays directory from the GPi patch, and copy this to the root of your SD card.
  8. The GPi instructions might have told you to flip the "safe shutdown" switch under the battery cover to "on." We want it "off," since PICOPi already has safe shutdown built in to it.
  9. Thats it! plug in your sd card and you should be ready to go! I was impressed by how easy this was.

You will need to pull the sd card in and out of the case to load new games, since PICOPi has no wifi support, but that is a small price to pay for the ULTIMATE pico8 handheld. Enjoy!


P#69927 2019-11-15 19:16

I've been trying to use the new (although not that new now) #include command but I can't seem to get it working.

Code on pico-8 cart

#include testfile.lua


Code on testfile.lua

function test()

When I run I get the error:

testfile.lua line 3
syntax error line 1 (tab 0)
syntax error near `test`
P#69921 2019-11-15 12:25 ( Edited 2019-11-15 12:26)

Cart [#underball-0#] | Code | 2019-11-14 | License: CC4-BY-NC-SA | Embed

A game I made for a final project in a Game Development course!

P#69906 2019-11-15 07:23

Cart [#ix_desertmyths-0#] | Code | 2019-11-15 | License: CC4-BY-NC-SA | Embed


Menu: Z to start game.

Game: UP/DOWN to move the bus

Another rapidly-completed dodging game, this time for the Desert Bus Game Jam! Keep that bus away from the weird mythical creatures!

Excited to finally finish something for this jam after several years wanting to.

itch.io page: here.

#onegameamonth November 2019

P#69912 2019-11-15 00:45 ( Edited 2019-11-15 01:12)

Cart [#yunoyetosu-0#] | Code | 2019-11-15 | No License | Embed
Cart [#yunoyetosu-0#] | Code | 2019-11-15 | No License | Embed

P#69910 2019-11-15 00:24

Cart [#funklost-4#] | Code | 2019-11-15 | License: CC4-BY-NC-SA | Embed

Welcome to Funklost aka Communityleste

This started out as a mod by my friend Cupps and I but after a long hiatus we decided to revive it as a community project by the CELESTE Classic community (mostly speedrunners but we got some modders too).
I'd just like to list out the names of everyone who took part in this mod:

Dankus (Myself)
Noel (The co-dev of the original game)
and of course, our boy Funky Kong (The protagonist :) )

We hope you enjoy this mod. Next up is Celeste in CELESTE Classic I guess :P
(Y'all should read line 8 in the code)

Edit: Just gonna plug the speedrun leaderboards (https://www.speedrun.com/celestep8mods/full_game#Funklost) and our discord (discord.gg/celesteclassic)

P#69907 2019-11-14 22:51 ( Edited 2019-11-15 02:24)

Cart [#brickout-0#] | Code | 2019-11-14 | License: CC4-BY-NC-SA | Embed

Yay! Another breakout game! This is my final project for my Video Game Development class. It's nothing that will blow your mind, but keep in mind I had ZERO programming knowledge before this class. Enjoy!

P#69908 2019-11-14 22:49
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