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Cart #goldenridge3-0 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#80682 2020-08-12 20:16

Cart #bobumayuto-0 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[SHOCKING] Local Man Uses Obscure Meme To Test Raycaster

P#80681 2020-08-12 19:46

Cart #picogolf-1 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

picogolf (currently) contains a single 9 hole course featuring a range of par 3, 4 and 5 holes. There are no settings, nothing gets saved, if you wanna play again, just reload the page.

It actually started out as a simple breakout clone... I'm not really sure what happened but here we are, I've had a great time working on it and I'm quite pleased with myself for actually finishing something for once.


P#80676 2020-08-12 18:45 ( Edited 2020-08-12 18:46)

Cart #goldenridge2-0 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#80675 2020-08-12 17:10

So I'm trying to add an effect to my game, where the game stops when you hit the trophy (the yellow/brown sprite in the image, promoting a new game state where the screen remains as it was but a circle expands from the trophy until it covers the screen. I tried putting some test circfill co-ordinates in the draw function for that state with no success. Is there anything I'm missing/anything anyone would recommend?

P#80666 2020-08-12 14:00

So, I was in love with PICO-8 while making a game, but then I ran out of tokens. So, I tried a few techniques to optimize my code but it became clear that I wasn't going to be able to fit everything I had planned. So, I just posted the game with some significant content removed.

Some people have reported bugs here and there, but when I go to fix them I end up running out of tokens just to do my debugging (i.e.adding extra keyboard input for testing purposes).

I get, and enjoyed, the idea of having strict limitations, but hitting the token limit just ruined the experience for me. Even if I could just go outside of its limitations just for the testing process, that would be great. I know it's part of the charm of PICO-8, but the token limit (at least) has kinda killed the fun for me.

Does anyone else know of any tricks for this? Does anyone else feel the same way?


P#80655 2020-08-11 23:02

Pico-8 occasionally seems to forget to select a new line if you've copied something and then create a new tab. Because there is no line selected, pasting seems to crash it

Most of the time a new line is selected after creating and switching to a tab, but occasionally it doesn't. I was able to reproduce although unsure if there's another step (may have to do with switch tabs or alt tabbing).

P#80653 2020-08-11 22:28 ( Edited 2020-08-11 22:28)

Hello, guys! I ran in some problems with making an update for PicoTale. Because of that, I'm starting another project - A day of a Russian! It will be containing some jokes about Russia. I'm asking you guys, not to take them serious. If you have any Ideas, please give me Feedback!

P#80650 2020-08-11 21:18 ( Edited 2020-08-11 21:18)

Cart #mzapibanu-0 | 2020-08-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
Retro racing game for pico-8.
Easy drift operation with some control button.

P#80641 2020-08-11 19:13

Cart #cubg_dungeon-1 | 2020-08-12 | Code ▽ | Embed ▽ | No License

An untitled work in progress dungeon game for LOWREZJAM.

Find the exit to move to the next floor.


  • Red cubes move randomly
  • Green cubes move horizontally
  • Blue cubes move vertically
  • Bombs explode and deal damage when the red and white lines touch

To Do

  • Make a name for the game
  • More enemies
  • A way to heal
  • Proper HUD with HP display
  • Increasing difficulty
  • Particle effects
  • Title screen
  • Shops to spend gold
  • Weapons?
  • Armour?



  • Added player sprites
  • Added bombs that sometimes appear when a pot is broken
  • Added a map screen
  • Added HP bars for enemies


  • Release
P#80625 2020-08-11 09:30 ( Edited 2020-08-12 11:02)

Cart #wip_ma_20200811-0 | 2020-08-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Some new things in this WIP since the previous version:

* Added compressed slide data and slide module. This can fill the playfield
  with a static slide. The slide data is kept as a hex string, so each char
  can hold two pixels (with values 0-3). The playfield is 112x64 pixels,
  meaning that each slide is 3584 characters long. Decompressing and drawing
  the slide once to the screen probably takes more than a whole tick, but I
  was expecting it to be a lot slower. Win win!

That looks like this, for no one asking:


* The code's been slightly overhauled in the backend. Some minor speed
  improvements and token saving. I'm really worried about hitting the max
  token amount because I'm already at 6020 / 8192. I'm nowhere near the
  character limit, so the slides mentioned above can hold lots of data while
  barely affecting the token limit.

* Attempts to keep things as modular as possible is saving me from duplicating
  a lot of code for no reason. There's always going to be exceptions, though.

* IF/ELSEIF/ELSE branches are slow when you use them frequently on every tick,
  so plans to swap those out for function references are in the works.

* Sorry for no actual gameplay. I plan to use cheap point-in-rect collision
  detection for whole-pixel movement and not worry so much about subpixel
  stuff. Velocities for actors will still retain floating point precision,
  but actors will "inch" pixel by pixel for the amount they need to move, and
  stop moving if they happen to collide with a world tile. It's simple and
  effective when moving small distances. Since the screen's resolution is
  already pretty small, and things won't move faster than 2-4 pixels at a
  time, I believe this is a great route to take.

* I want to maintain a constant 60 FPS throughout the whole experience, so
  there are going to be some corners I'll need to cut later on. The HTML5
  version chugs pretty bad on my Android device when I'm using per-pixel
  shading (the diamond effect, additive strips on the main menu and intro,
  etc). This causes the drawing FPS to drop to 30 FPS while logic is still
  kept at 60, and it's pretty evident that this can cause some issues with
  areas of the screen that don't clear/update frequently.

S'about it for now.
P#80622 2020-08-11 07:36

Cart #horde-0 | 2020-08-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


a survival deckbuilding game

This game was made for the 8-Bits to Infinity "turn based" game jam and is my first completed pico8 game.

The world as you know has changed. The zombie apocalypse has begun. Will you survive?

This is a solo deck building game. The cards you are dealt won't get you very far. Use the survivors to scavenge for weapons, items, and find other survivors in hopes of fending off the impending zombie horde. You have 20 turns to accumulate as much firepower and support as you can.

Play Action cards to gain an advantage, Survivor cards to scavenge better cards, and Weapon cards to attack the zombie horde.

P#80604 2020-08-10 17:21

Cart #virus_attack-2 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Made for LowRezJam 2020

P#80593 2020-08-10 10:12 ( Edited 2020-08-12 15:58)

Cart #cliffside-0 | 2020-08-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A level mod for Celeste.
Contains 30 new levels and more!

P#80574 2020-08-09 22:30

Let me explain.

I'm a new to PICO-8 (this is my first post actually) but not programming. I'm looking to develop games on PICO-8 to improve my programming skills. That being said, I'm following a tutorial to make a small breakout clone, and I've decided to give it my own flair in several ways, one of which is giving the ball a smooth animation when it bounces off of a wall or the paddle. It works swimmingly when bouncing off of a wall, and I was able to make it animate when bouncing off of a paddle by forgoing the tutorial and adding my own rudimentory collision detection. The collision detection isn't the greatest, but it works and I've gotten the ball to animate when bouncing off of the paddle in the past. Today, I decided to finish up the animation by making it only play when the ball is within a certain range of the paddle. As soon as I added this functionality, the animation stopped playing, as shown in the gif below (the animation of the ball bouncing is slowed down since it's an admittedly very small detail in normal game play)

This is the code in question:

  if inrange(mn,-1,1) then print("1",75,0,7) ball_spr = pad_spr end
  if inrange(mn,-2,2) then print("2",75,0,7) ball_spr = 18 end
  if inrange(mn,-3,3) then print("3",75,0,7) ball_spr = 17 end
  if inrange(mn,-4,4) then print("4",75,0,7) ball_spr = 0 end

Note the inrange function, it's basically the equivalent of a function I wish PICO-8 actually had which is "if mn >= -1 and mn <= 1". I've tried replacing the function with the actual equivalent code and it still does not activate the latter command, ball_spr = X. But, although I didn't show it in the GIF, I can confirm it activates the former print command. So what did I do wrong? Why is this function activating the print command but not the one after it? Keep in mind that without the print function it still doesn't work.

Here's the code in question. Note that the parts I believe to be unimportant are cut out because I don't want to release all the code just yet.

P#80570 2020-08-09 21:00 ( Edited 2020-08-09 21:01)

Let's say I have an 8x8 sprite, like the one in my avatar. I want to manipulate that sprite as follows:

  1. Randomly position each non black sprite pixel outside the viewport.
  2. Move those pixels into the viewport to form the sprite.

I know how to do this with a whole sprite, but how might I achieve this effect with the individual sprite pixels? Obviously I'll need the following:

  1. Destination position of sprite within the viewport.
  2. The index position within the 8x8 grid of each pixel, offset from sprite destination position - e.g. x,y of sprite, then index of pixel within the sprite 8x8 grid.

Anyone have any ideas? I want this as a neat effect for spawning enemies at the start of each stage in a new game I an working on.

P#80560 2020-08-09 19:22

Cart #siege_of_darkwood-1 | 2020-08-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is my remake of a long forgotten 68k Mac shareware game of the same name, originally created by Robert Chancellor. I've updated the rules from AD&D to D&D5e and added some extra items.

The aim of the game is to fight off 10 waves of enemies.


O - select
X - cancel

Up - access Pico-8 menu

P#80548 2020-08-09 13:14 ( Edited 2020-08-09 13:21)

Hi, i'm using here a qwertz keyboard.

The problem with this layout is that the buttons on the bottom left side do not match.

Where the US/UK keyboard layouts have the z, is here an y.

So the actual layout here, is yxcvbn.

I know that c and v are the same as z and x, but it is very uncomfortable to do so.
Especially when playing on the executable, and then trying out the web version.

Can you change or add a setting to the Web Player, so that it respects the keyboard layout of the machine ?

The standalone (exe) version of pico 8 works perfectly, but some carts are web versions only.

P#80539 2020-08-09 10:25 ( Edited 2020-08-09 10:26)

Cart #watertechdemo-0 | 2020-08-09 | Code ▽ | Embed ▽ | No License


I thought I would upload this tech demo I've been working on. It is based on the 'Kingdom' series. I am going to hopefully build a game around it but it might take some time. Hope you enjoy!

Use arrow keys to move.

P#80537 2020-08-09 09:33 ( Edited 2020-08-10 09:50)

Delve Feedback help

Cart #delve-0 | 2020-08-09 | Code ▽ | Embed ▽ | No License

Hi! I was looking back on this project that I wanted to get back to work working on..
But before I do that I wanted to get feedback on what to add,change,etc.
(I allready know somethings like music,horizontaldrill,notcrashingonlvl4,enemies,etc...)
But I wanted feedback regaurdless for things I might miss!

Thanks if you looked at this!

Asking what people think about my game with 0 ideas thrown at the player is probably not the best idea so here's some topics that I would like help with thanks again :) :

  • controls
  • titlescreen / options
  • map generation issues
  • area concepts or misc ideas about gameplay

(some problems I might already know about but please tell me anyways)

P#80535 2020-08-09 09:25 ( Edited 2020-08-11 08:04)
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