Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #11711 | 2015-07-20 | Code ▽ | Embed ▽ | No License
3

Hope you enjoy.

TODO:

  • Enemy AI so one person can play.
  • Sounds and music!
  • Fix the patch of trail missing when turning (this is due to the the bike being shifted slightly when turning, to prevent hitting the trail if you turn 90 degrees whilst skimming the edge of a trail)

  • Explosions upon death, partly implemented but currently commented out.
  • Adjust the lifetime of the trails, potentially make them permanent, but I thought the map was too small for this.
  • Any other suggestions!
3
4 comments


Hey! There seem to be a few bugs when editing the bottom half of the map. I've noticed when moving tiles with the selection tool the changes are not reflected in-game or in the spritemap-data unless you hit CTRL+Z once.

Here's a gif of it in action

4
0 comments


:)

I wish it was real...

Cheers,
gizmo

10
36 comments


I am making a song in pico-8 that has a section with 3/4 time. How do I do that with the pico-8 tracker? I think you would do it in Milkytracker by changing the length of the pattern. I could just have each pattern contain three beats of one measure and one beat from the next measure, but that's kind of messy and would cause a lot of redundant notes. Could I use Lua programming and the sfx api to hack around the tracker? Is there a chance we could have a feature to change the length of patterns (or at least to make them shorter)?

6 comments


Cart #11694 | 2015-07-19 | Code ▽ | Embed ▽ | No License
14

I do not claim any ownership of this music. I'm a big fan of this film and its soundtrack.
Wanting to teach myself how the sound and music of pico 8 works I thought this would be an ideal way to do that.

It's not perfect, someone may be able to correct any mistakes I made.

Hope you enjoy.

14
3 comments


Cart #11647 | 2015-07-17 | Code ▽ | Embed ▽ | No License
3

3
1 comment


Cart #11645 | 2015-07-17 | Code ▽ | Embed ▽ | No License

A silly little fake terminal I made to experiment with the Pico-8. Includes a way of iterating through strings using substrings, as well as a sprite-based font and a few functions that can be used to draw text anywhere on screen.

0 comments


Cart #11651 | 2015-07-17 | Code ▽ | Embed ▽ | No License
99

Keys: Arrows move brick, C drops it, X restarts level (after confirm)

GFX improved
new levels
new in-game music, 4 songs by pizza
new intro music by movAX13h
extra life items

NOTE: If you have played version 1 (wip) please note that maximum fall height has increased by 1 unit.

Have fun!

99
12 comments


Cart #11639 | 2015-07-16 | Code ▽ | Embed ▽ | No License
50

experimenting with making a small exploration platformer. not really sure where it'll go yet.

source exploration.p8

50
13 comments


Puzzle Arkade

Cart #11836 | 2015-07-26 | Code ▽ | Embed ▽ | No License
3

Grid movement test

Cart #11675 | 2015-07-18 | Code ▽ | Embed ▽ | No License
3

Space shooter test

Cart #11630 | 2015-07-16 | Code ▽ | Embed ▽ | No License
3

I'm LOVING this engine <3
And I plan on putting my latest test here

3
2 comments


Cart #22833 | 2016-06-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
81

Have you ever felt like you don't have enough trains in your life?
Have you ever thought : "Man, I'd really go for a never-ending train ride right now"

Well look no further because endless train is here!

Complete with:
-Trains!
-Seats!
-Handles!
-Stations!
-Tunnels!
-Bumps!
-Internal monologue!
And much more!

So what are you waiting for? Hop in and take a ride in the endless train! ᶠᵒʳᵉᵛᵉʳ

Changelog :
[hidden]
1.2 (2016-06-13)

  • Fixed a bug where the tunnel wind sfx would never stop

1.1 (2015-07-27)

  • Fixed the tunnel's very low spawn probability
  • Tunnels will always give a different region
  • Actually changed the whole way tunnels work

1.0 (2015-07-15)

  • Initial release

[ Continue Reading.. ]

81
18 comments


Cart #11631 | 2015-07-16 | Code ▽ | Embed ▽ | No License
1

I've heard e-cigarettes are all the rage these days.

N to smoke.

1
1 comment


Cart #11606 | 2015-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

Seeing what kind of heavy splashy snare I can get with multiple sfx channels.
As usual, please use or adapt the music for something if you like.

13
4 comments


Cart #11604 | 2015-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
42

This cart demonstrates basic wall collisions, animation and actor-based world objects. I hope it's useful either as something to study for ideas, or as a starting template for a platformer or overhead map-based game. I noticed a few carts reusing stuff from Jelpi, which is great -- but Jelpi might be a little complex to get started with.

See move_actor() for the important part:

 if not solid_area(a.x + a.dx, a.y, a.w, a.h) then
  a.x += a.dx
 else   
  -- otherwise bounce
  a.dx *= -a.bounce
  sfx(2)
 end

 -- ditto for y

 if not solid_area(a.x, a.y + a.dy, a.w, a.h) then
  a.y += a.dy
 else
  a.dy *= -a.bounce
  sfx(2)
 end

The collisions work like this:

  • wall sprites are tagged with flag 1 (orange) in the sprite editor
  • solid_area() checks to see if a given rectangle in the map overlaps with any walls
  • each actor has a velocity (a.dx, a.dy)
  • in move_actor(): before moving an actor along each axis (x, then y), the new potential collision rectangle of the actor is tested against the map. Note the "+ a.dx" in the call to solid_area() to give the candidate position rather than the current one.
  • If the candidate rectangle includes a wall, then the movement along that axis is rejected (and it bounces instead).

This means that as long as actors start outside of walls, they should never end up inside a wall.

There are many minor improvements that could be made -- for example, placing the actor exactly against the wall after it collides. But I've tried to keep it simple to demonstrate only the important concepts.

Note that none of this is the 'right' way to do collisions or anything else in pico-8 -- it's just the way I happen to do it.

If you have any questions about how it works, don't be shy!

EDIT: another example -- this time also with actor collisions.
Exactly the same principle, but instead of looking for solid walls, it searches through all the actors and checks for overlapping actor collision rectangles.

[ Continue Reading.. ]

42
16 comments


Cart #11587 | 2015-07-14 | Code ▽ | Embed ▽ | No License
9

First experiment!

With which I wanted to start learning how make one sprite loop animation and one music loop. Two things I've never done in my life before ...I think...
The rest is just drawing lines. One of my favourite features of PICO-8.

The beats are HEAVILY based on Jelpi's ( or maybe some other of zep's carts... ), but I do start to understand the magic now.

Edit: I am not a very clever man. I deleted the cartridge reference u_u'
Edit2: Uploaded again.

9
5 comments


Cart #11579 | 2015-07-13 | Code ▽ | Embed ▽ | No License
10

Kitty on a mission

Avoid snakes and the bat.
Collect hearts and spinning fish bones.

My first game in PICO-8.
No music because I cant create a tune to save my life.

10
7 comments


Cart #11569 | 2015-07-11 | Code ▽ | Embed ▽ | No License
5

M / X to confirm/dance
N / Y to restart from the final screen

Inspired by game idea bot:
https://twitter.com/good_gameideas/status/61946976913843814

5
4 comments


Here's a photo of PICO-8 running on my arcade cabinet. Jelpi (with 2nd player activated) is super fun to play on it.

I re-mapped the cabinet's MAME-style inputs to what PICO-8 expects, including P1 START to Cmd-R to start/re-start the game, but I still have to manually type "LOAD JELPI" first. Is there a way to specify a cart to load via the command line? That would be ideal for the custom game picker/launcher that I have on the cabinet.

-josh

2
5 comments


Cart #11533 | 2015-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
28

28
9 comments


Cart #11519 | 2015-07-08 | Code ▽ | Embed ▽ | No License
3

M or X to confirm
Arrow UP / DOWN to select

Couldn't come up with a worse name.

The idea is to have a typical RPG final boss battle without anything that'd normally happen prior to that. Ironically, the placeholder for said final boss is a tiny blob. This is obviously very early, you can beat the game as it is, but what the game is right now is nothing but a demonstration of the mechanics. So, a tech demo, uh-oh.

3
1 comment




Top    Load More Posts ->