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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 #colorstack-0 | 2022-10-01 | Code ▽ | Embed ▽ | Forks ▽ | No License
Many years ago, I programmed this game in AS3 and released it on Kongregate. Now I rewrote in for Pico-8.

Game play: join exactly 4 blocks of the same color to make them disappear. If you connect more than 4 blocks, they turn grey and cannot be removed any more.

The game will display a summary of your run at the end, and keeps track of the 5 best scores.

P#118267 2022-10-01 08:20 ( Edited 2022-10-01 08:24)

[sfx]

I have finished my song COLOURING DREAMS, I hope you like it.
You have more songs and Loops in my ITCH.IO page:

https://snabisch.itch.io/

P#118265 2022-10-01 07:57 ( Edited 2022-10-01 08:55)

Cart #picoksp-0 | 2022-10-01 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA

Kerbal Space Program in KSP!

Up Arrow to Increase Throttle
Down Arrow to Decrease Throttle

Check out the tips menu for more help.

This is the first thing I made in Pico 8.
I literally just learned how to use this fantasy console and I'm already
doing physics.

P#118261 2022-10-01 07:24

making a game about the backrooms, i guess
even tho it's been done a million times

P#118258 2022-10-01 04:34 ( Edited 2022-10-01 04:35)

Cart #starsucker-1 | 2022-10-01 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA

SAVE THE UNIVERSE ON YOUR JOURNEY TO SPACE STATION SIX!

Controls

Use your game controller to insert coins in order to play this game!

If you play it on your phone, please note that Itch has the O and X buttons mapped wrong. If you play it on a keyboard you can use the arrow keys to move, XMV to shoot, and ZNC to bomb.

Rules

Fire bullets at the invading enemy. COLLECT CHERRIES! Cherries can be spent by bombing ---OR--- by collecting 10 cherries to earn a new spaceship.

Pretend you are a teenager and try to get the High Score!

Behind the scenes

Hey guys, I am an architect, not a programmer. I made this game to capture some nostalgia from my teenage years when games like Galaga were available to play at the back of your convenience store.

Credits

This game exists as an artifact of the shmup tutorial by Lazy Devs Academy. Thanks Krystman for allowing me to pretend I was a game developer in the late 1970's!

P#118254 2022-10-01 02:03 ( Edited 2022-10-01 03:13)

Cart #fksshmuptest-0 | 2022-10-01 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA

A work in progres horizontal shmup game

P#118253 2022-10-01 00:19

Ehy, this is another demo playing with narrative and minimal interactions. The cop can talk and move. Nothing more. :)

P#118252 2022-09-30 23:39

Oi, this is one first demo dealing with some kind of "depth" and very easy collision detection.

I am quiet unsure about the background design yet.

The VR characters will vary and the bunny will be animated too :)

anyways. funny first demo.

P#118247 2022-09-30 22:26

Hi guys:

With the knowledge of "one-off" graphics made via the, ?"\^. and ?"\^: I thought it might be interesting to have a few more features in P8SCII. What do you think, @zep ?

One of which is true raw-pixel graphics, for instance this picture here:
[8x8]
could be done via P8SCII with:

?"\^,0808855555b05000005050000050500000505000005050000050c55555a000000000"

and if you check that carefully you will see that the contents are exactly the same as pasting a clip of graphics in here via CTRL+C from your spritesheet and CTRL+V in here. If "." is chosen instead of 0-F, that pixel is skipped, it is not drawn. If "y" is chosen, then the foreground color is plotted instead. If "z" is chosen, then the background color is plotted instead. If "*" is chosen, then the last color cls() used will be plotted.

The other one is a little fancier and you do not have to define its size:

?"\^[855555110^50000050^50000050^50000050^50000050^50000050^1255555100^00000000]

You can see that for every digit the cursor moves one space to the right. If it is a ^ however, it resets its current "print" position x, increases y by one pixel, and continues - until the "]" key is reached. Also if "." is chosen instead of 0-F, that pixel is skipped, it is not drawn. If "y" is chosen, then the foreground color is plotted instead. If "z" is chosen, then the background color is plotted instead. If "*" is chosen, then the last color cls() used will be plotted.

For less characters in the graphic you can have:

?"\^;⁶;0408XUUᵇ⁵\0\0⁵⁵\0\0⁵⁵\0\0⁵⁵\0\0⁵⁵\0\0⁵U\10\0\0\0\0"

Where a true 8-bit character is used to store 2-pixels at a time. And there is no way to skip a pixel in this procedure.

Thus you could have a single string with 32-characters in it, each character representing 2-pixel colors, and it would draw a full-color 8x8 tile thus:

print("\^;0408"..strtile[n],x,y)

. . .

So what do you think ?

Would these be good additions to have especially regarding Tweets and 1K Jams ?

P#118241 2022-09-30 21:24 ( Edited 2022-09-30 21:33)

Cart #pixular_effect-0 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA
3
(v00 09-30-22)
TO LOAD THIS PICO-8 CART, in immediate mode, type: load #pixular_effect

Hello.

Another interesting effect I have seen in some games is what I call The Pixular Effect.

It appears like this:

https://youtu.be/s_EDnDJvlw8?t=1049

In the code above Use the LEFT and RIGHT arrow keys to animate from no Pixular at zero to full Pixular at 15 and at a reasonable rate.

Use the 🅾️ and ❎ to see it running maximum speed.

I thought it was a perfect effect to show someone losing consciousness though I have seen it in other places as a kind of screen-fade and warping from one place to another.

Well I sat down with the code this morning and started to experiment, trying to recreate it. And I think I have.

Examine the code carefully and you will see how it is done, and yes, this works without requiring you to redraw the screen and uses the standard _init() and _update() functions.

It does require use of memory 0xE000-0xFFFF so as not to interfere with your current display should you turn it off.

Enjoy !

P#118231 2022-09-30 20:05 ( Edited 2022-09-30 22:55)

I want to change my username and i send some emails to @zep but he doesnt seem to read them or answer, it would be pretty good if the option to change the username was implemented in the settings sections already.

but anyway, @zep if you read this, hey please change my nickname to Buggerror

P#118222 2022-09-30 15:57 ( Edited 2022-10-01 00:12)

Cart #dauntlessdog-1 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA
1

Dauntless Dog!

Welcome to my Shump entry for the Lazy Devs Shump Showcase! I am a first time pico developer taking on a challenge and actually finishing a project! I made a fun Fox-like shump with dialog and companions!

Introducing: Dauntless Dog!

Controls:

ARROW KEYS TO MOVE

X to shoot

C to advance dialog

Story:

Dover is a fearless space captain with a personal vendetta to avenge his father, who met his fate at the hands of the evil COBRA.

Joined by his crew, the quick, the fearless, Jane Eyre!

Followed behind by COBRA's own son, Casey.

The three attempt to cross the solar system to defeat COBRA and his crew!

Watch out for:

Casey's brother Gek-O who leads COBRA's henchmen.

Shelton the impenetrable.

and finally: Chomper, Dover's ex-copilot.

Once you break through, the only one left is the wicked, vile, and invincible COBRA. Nothing can damage him... or so it seems. Secrets of the family given to us by Casey may say otherwise.

Survive through a heart wrenching tail of REVENGE!

Dev note: It gets REALLY chaotic. I totally understand that the dialog gets in the way. I wanted to add text and story to the shump for some callbacks to the classic fox series, but I think the screen limitation got the best of it... Regardless enjoy!

Also, the companions are rookies, they aren't the best at fighting and navigation. Keep that in mind!

Thanks so much to Krystian / Lazy Devs. You are truly inspiring!

P#118213 2022-09-30 14:14

Cart #bijinanifa-0 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA

hi

P#118206 2022-09-30 13:08

Cart #cluepix-0 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | No License
2

CluePix is a picture solving game. Draw pixel art using those 2 clues:

  • Color bars show mixed pixels from their line.
  • Digits show how many pixels around are the same color.

There's an ingame tutorial. Once a picture is solved, it is saved and reloaded on next game sessions, so no hurry, even though the game is short and might be finished in one sitting. CluePix is a proof of concept for an original puzzle game, hence the low number of pictures to solve. As such, feel free to comment on what you liked or didn't about it!

Controls

Arrow keys to move cursor
🅾️ to add/remove pixels
❎ to switch between grid and palette. Press twice to pick a grid color.

Intent

CluePix started 3 years ago in search for a puzzle solving game that felt like drawing tiny pixel art. I love how much you can put in a single 8×8 sprite, and I'm sure any of us Pico-8 worshippers do too! I also love logic puzzles with a drawing flavor in the likes of Nurikabe, Picross or even Minesweeper, but they only scratch that "pixel art" itch, not even mentioning their lack of color. They also often have issues with being solvable by pure logic, ie without any sheer luck or wild guess. CluePix tries to fill that gap.

P#118197 2022-09-30 10:40 ( Edited 2022-09-30 11:28)

Cart #world1k-0 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | No License
5

This is a playable version of World 1-1 from the original Super Mario Bros. in just 1KB of compressed code. It's basically a proof-of-concept for a number of super-condensed game systems that I've been working on, but hopefully it's fun to play around with, too.

Controls:

Arrow keys: Move
X button: jump

P#118195 2022-09-30 07:53 ( Edited 2022-09-30 14:42)

Cart #kohufaraza-0 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | No License
1

P#118187 2022-09-30 01:04

Cart #shape_exporter-2 | 2022-09-30 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA
1

Shape Exporter

A tool to export the parameters of basic shapes to an external file.

  • Left click to set control points.
  • Use the arrow keys to cycle between shape types and shapes on the screen.
  • Press X to delete the selected shape.
  • Press Z to export the shapes on the screen to "shapes.txt".
  • Press Ctrl+C to copy the shapes to your clipboard.
  • Right click to toggle the UI.
P#118186 2022-09-29 23:50 ( Edited 2022-09-30 23:58)

Cart #spr2p8sci-1 | 2022-09-29 | Code ▽ | Embed ▽ | Forks ▽ | License: CC4-BY-NC-SA
1
(v01 09-29-22)

TO LOAD THIS PICO-8 CART, in immediate mode, type: load #spr2p8sci

Hello there.

If you are running this code in Pico-8, you will see that the Spritesheet does not contain this picture ! Instead there is only a single line of code, and a PRINT statement at that to create the display you see above. How is this possible ? Well, we need to go back a day to find this out.

I was taking a look at @GPI's marvelous example of multi-poke using P8SCII code:

https://www.lexaloffle.com/bbs/?tid=49517

And I thought to myself, it would be interesting to write code that could save off an entire 128x128 16-color picture as a single print command. Could it be done ? And yes, it could.

To do so in your own work and code is quite simple.

First off, backup your current spritesheet by typing in immediate mode, export spr.png

Then still in immediate mode type, import pic.png which contains the 128x128 picture you want to convert to a single line of P8SCII code.

Call my function, spr2p8sci()

Once that is done the current picture in the spritesheet will then be saved to clipboard, ready to paste in your code.

So either in this code or if you have another Pico-8 process open, in your source-code, press CTRL+P first to enter puny font mode, then press CTRL+V to paste it. Then CTRL+P to leave puny font mode, and there you have it.

Run that code to see that you do not need any functions or code at all except for that one-line to house your picture.

Once you are done here, to recover your original spritesheet type in immediate mode, import spr.png

And there you have it !

Now I also want to mention that this is getting compressed of a sort. That is I am NOT just taking every byte of the spritesheet and converting it over with 4-characters in the format, \000 . Nope, because that would take 32768-characters not even counting the print and quotes and that might not even fit on a single line. I don't know what the limitations are to a single line.

Nor is it doing it via \0 \00 and \000 for 3-digits. That method takes exactly 30687-characters for the current picture.

No, instead I am converting every single byte to a readable character if it is permitted, going from 30687-characters down to even smaller. Now considering the actual graphic memory is 8192-bytes and even converting raw 8192-bytes to 6-bit yields 10923-characters, this method of P8SCII is quite the compression at only 8948-characters !

Which is only 9% bigger than raw memory. And doubtless that could be compressed further from there.

So, yes, that picture above is only 8948-typed characters with no other code needed.

Also if you want to change the memory your picture is stored instead of the screen, simply change the print statement to: ?"\^! followed by the 4-digits of hexadecimal memory, currently 6000 you want to put the picture. If if it is 0000 that is the spritesheet, yet you can also store your pictures in high memory such as 8000 A000 C000 and E000.

Easy to use. Single function, and creates a single line of code close to actual memory size for your picture to display !

Hope This Helps !

Enjoy.

P#118178 2022-09-29 21:01 ( Edited 2022-09-30 23:00)

The code im using gives me a syntax error, here is my code
function fire()
local b = {
sp=3
x=ship.x,
y=ship.y,
dx=0,
dy=-3
}
add(bullets,b)
end

It is the only thing wrong with the code
it says
"unclosed '{'
even when it isnt.

P#118172 2022-09-29 19:13

Cart #poker_square-0 | 2022-09-29 | Code ▽ | Embed ▽ | Forks ▽ | No License
5

Poker Squares Solitaire coded in 1kB (in 2 days) for PICO-1K Jam 2022.

This is the first time I've tried something like this.

Let me know if you find any bugs.

Rules

  • Cards are placed one at a time and can no longer be moved once placed.

  • Points are scored on poker hands of 5 cards formed in rows or columns. (order does not matter)

  • The goal is to get a score equal/higher than 100 or a high score.

List of points and poker hands:
View list on itch.io or rules from Wikipedia.

Poker Hand Points Example
Royal flush 100 A♦ K♦ Q♦ J♦ 10♦
Straight flush 75 Q♥ J♥ 10♥ 9♥ 8♥
Four of a kind 50 9♣ 9♠ 9♦ 9♥ J♥
Full House 25 3♣ 3♠ 3♦ 6♣ 6♥
Flush 20 J♥ 8♥ 4♥ 3♥ 2♥
Straight 15 7♣ 6♠ 5♠ 4♥ 3♥
Three of a kind 10 2♦ 2♠ 2♣ K♠ 6♥
Two pairs 5 J♥ J♣ 4♣ 4♠ 9♥
One pair 2 4♥ 4♠ K♠ 10♦ 5♠

Controls

  • Arrow Keys to move.

  • X/❎ to place a card.

  • Z/🅾️ to reshuffle.
P#118157 2022-09-29 14:34
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