Log In  

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

Cart #39705 | 2017-04-15 | Code ▽ | Embed ▽ | No License
429

Controls:
Z - Examine/Pick-up/Drop
X - (not used until later in the game)
Up - Jump
Down - Duck/Crawl
Left/Right - Move

Story:
You have been drawn to a mysterious place, what secrets does it hold, and what will they mean for you?

Help:
When not carrying an item, you can examine things. If you're stuck, try examining signs and other objects.
When you have explored far enough into the western temple, you can use the 'X' button.


I'm calling this "done" though there are a few things I might touch up in the future. Right now though, I've spent too long working on this already and need to get back to work on things that stand a chance of making some money :P


1.4: fixed map initialisation corrupting some sprites
1.3: fixed a bug & added some minor text

[ Continue Reading.. ]

429
69 comments


Cart #12679 | 2015-08-15 | Code ▽ | Embed ▽ | No License
34

I wanted to experiment with modifying SFX data via a cart.

Features:

  • Compose and edit music
  • Copy and Paste selections within patterns and between patterns
  • Transpose selection by octaves
  • Save to cart

Known issues:

  • Modifying selections only works if the selection was made in a leftwards direction.
  • The music staff isn't actually accurate at all. It just uses one px per semitone.
  • Green play line isn't always accurate if you've changed the speed or pattern length, restarting playback fixes it.

SFX Data Layout for anyone interested:

Starting from 0x3200
Blocks of 68 bytes for each SFX pattern 64 bytes of sound data and then 4 bytes of metadata.

Each sound data chunk is made of a 16 bit value divided into
6 bits for the note, 3 bits for the instrument, 3 bits for the volume, 3 bits of the FX, 1 bit unused.

0bUFFFVVVIIINNNNNN

byte 65 is the speed
byte 66 is loop start
byte 67 is the loop end

34
10 comments


Cart #12669 | 2015-08-15 | Code ▽ | Embed ▽ | No License
9

Screensaver for when you're tired of playing small games. Every button does something. Not all of it will benefit your experience. Most effects will not be immediately noticeable. Simply hold the button for the effect long enough for it to become noticeable. Letting go of the button leaves the setting as it is so don't expect going neutral on either p1 or p2 pads will grant you any savior of frame rate.

This was a small research project for a planned item for the future. Feel free to enjoy the source for your own works. There's also a song in there commented out at the top fo the script if you're bored with flying squares.

9
0 comments


Cart #12658 | 2015-08-15 | Code ▽ | Embed ▽ | No License
28

Got to thinking about Populous today; played the hell out of the game on my Amiga 500 when I was a kid.

This is a first crack at a terrain manipulation demo in that style. There's no game here yet, just a small map you can terraform and a little dude running around willy nilly on it and seeming rather distressed when he's in the water. I may try and build a little game out of it, though just sort of working out how to handle the isometric sprites in a basic way has been the rewarding bit I was aiming for.

A neat discovery in all this was that I could get all of the terrain drawn using 7 distinct sprite shapes, thanks to careful use of horizontal and vertical flipping and palette swaps (and if I wanted to trade a little more code I could get rid of one of those by compositing two others). Was a little bit of a note-taking headache to make that work, but really satisfying once I got it.

Right now the map is just fixed in size (I threw in a little camera movement to follow the cursor around), but an obvious next step tech-wise would be to dynamically scroll through a larger map only showing a chunk of it in the viewport.

Hat tip to YellowAfterlife for their slick isometric demo last week, which put me on to the idea of giving this a shot.

28
8 comments


a tiny game about gardening

Cart #12751 | 2015-08-17 | Code ▽ | Embed ▽ | No License
24

Catch the falling plants and plant them to make a garden.

v1.1 - Hopefully more "delightful" and less "stressful" :)

24
3 comments


Cart #19209 | 2016-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
26

Take on the role of humanitarian rebel Jehanne Butler in an all-out war against the intelligent machines that seek to mold and ennslave their organic creators! Armed only with a slow-charging Holtzman shield/displacement belt, use your wits to pit the robots against one another and defeat the machine-mind scourge!

Controls:

  • arrows + z to move to an adjacent tile
  • z to wait (and activate shield if in danger)
  • x to displace to a random tile on the board

Instructions:

  • Clear each board of robots by tricking them into colliding with one another or with the remains of already-destroyed machines.
  • Watch your shield power! It's invaluable but scarce, and an emergency shield after teleporting will drain power more quickly than using it when standing still.

[ Continue Reading.. ]

26
14 comments


Cart #12608 | 2015-08-13 | Code ▽ | Embed ▽ | No License
10


Enjoy the sports game of hockey!
2 Player action!
Control your own goalie!
Wonky physics!

All your friends will want it!

Controls:
Player1: arrow keys, n to shoot
Player2: esdf, left shift to shoot

joysticks would probably be a lot better.

It's definitely still a work in progress.

10
6 comments


So a thing I distinctly remember from back in the day was games coming on multiple CDs. Usually adventure games, and the like.
Now, is this possible with Pico-8? My assumption was being able to have a "huge" map by splitting the areas on different carts, and having a "load screen" that asks you to change the cart.
I know it's possible to load other carts from within a cart and other funky stuff, but that's a liiittle different. I'd like it to feel a bit more physical than that, hence asking the player to load the next cartridge.
The problem therein, though, is that base ram is copied from cart rom whenever the editor is closed. Does that include the prompt? I'd love to try to test this out, but...uh, I really have no idea where to start.
Also, this'll probably be a neater trick to pull when the persistent save data is out.

3
4 comments


Cart #12547 | 2015-08-10 | Code ▽ | Embed ▽ | No License
4

Build burgers on your plate. Catch the ingredients as they come down.
Extra score for bottom and top buns at correct locations. Less score for double of any ingredient. Extra score for bacon. Game ends after 6 plates.

left/right: move plate
up/z: finish plate early
z: restart after game over

4
1 comment


Cart #12539 | 2015-08-10 | Code ▽ | Embed ▽ | No License
6

This is my first cartridge, and basically my first game. It's based off some really old cribbage AI that I wrote years ago. Ported it over to pico-8 for fun.

It's a bit rushed and some of the logic is sloppy. Still missing a few rules and needs some cleanup on some of the timing but the core is there at least.

My goal was to try and make some AI that was difficult to beat.


I'm a web application developer by day.

6
5 comments


Can anyone suggest some resources for a rank newcomer to game coding? I've got enough understanding from playing with c++ in college to understand most of the syntax when I read Pico-8 carts, but it's tough for me to understand what's going in in the more complex parts of the carts. Even jelpi is over my head.

I was hoping I'd learn how to do some basic game mechanics like collision detection, but I'm just going in circles here!

2
12 comments


I get how the tracker works, but I don't find it easy to work with at all. A simple piano roll alternate setup would be nice. Kind of like the difference between the graph editor and the tracker in the SFX.

3 comments


Cart #12506 | 2015-08-09 | Code ▽ | Embed ▽ | No License
4

This is my first PICO-8 cart and my first game project in many years.

Honestly I am pretty happy with this lil thing :)

4
1 comment


Cart #12500 | 2015-08-09 | Code ▽ | Embed ▽ | No License
159

A simple Marble Madness clone with three levels.
Move with the arrow keys, jump with Z and pause with X.
Hope you enjoy it :)

Some things I might add:

  • More levels
  • More special tiles
  • Traditional isometric controls as an option (eg right arrow = move down-right)
159
30 comments


Cart #12495 | 2015-08-09 | Code ▽ | Embed ▽ | No License
17


Super simple example cart I made for the PICO-8 ZINE by arnaud_debock. Press Z to make the train start moving, and Z again to make it stop.

17
10 comments


Cart #12468 | 2015-08-08 | Code ▽ | Embed ▽ | No License
5


Can be combined with global palette to create objects that can only be seen in close promixity.
Somewhat bearable performance-wise.
Haxe source: https://gist.github.com/anonymous/c885964ca61431a8e90a

5
0 comments


Cart #12604 | 2015-08-12 | Code ▽ | Embed ▽ | No License
16

Maybe Pico-8's first surfing game. This is still work in progress.

Controls:
up / down

Lyrics:
Collect water melons
To play the music
Up and down to dodge blocks
Surf as long as possible

Updates:


-- v0.3

  • Added interlude
  • Modified score multiplier

Cart #12594 | 2015-08-12 | Code ▽ | Embed ▽ | No License
16


-- v0.2

  • Added water melons
  • Added karaoke

    Cart #12459 | 2015-08-08 | Code ▽ | Embed ▽ | No License
    16


    -- v0.1

  • Initial version
16
7 comments


Cart #12451 | 2015-08-08 | Code ▽ | Embed ▽ | No License
41

I was thinking, what if there was an underpowered handheld spinoff console from the makers of the PICO 8? Sure, it's not as beefy as the original console, but oh the portability!

So this is a really rough prototype: I've built up the PICO JR console as the core game loop of the cartridge, processing input into thumb movement and some really sketchily modeled instinctive controller swerving, with the bulk of the code stuck down below and the actual code for the little in-game game up top in the cart.

My gut take on the specs for this:

  • 48*48 pixel four-tone greyscale graphics (so, colors 0, 5, 6, and 7 in the PICO 8 palette)
  • 2 channel sound
  • dpad and one button (other button could be reserved for meta-game/menu stuff)
  • 1 page of sprite sheet
  • standard sprite size of 6x6 pixels
  • dodgy slow-refresh LCD screen (could simulate this by checking screen buffer every frame and only allowing pixels to move one shade of grey toward whatever the target is)

Right now the tiny little Jump Guy game is just implemented for the screen and palette and sound limitations by me keeping myself honest, but I think the right way to go to do this right would be to write wrapper functions for all the standard PICO 8 calls that do appropriate constraining and sanity checks on the PICO JR specs. (So e.g. pj_sfx() and pj_music() would only accept as valid channels 0 and 1, spr() would only read off the allowed sprite page and would count by 6*6 blocks, etc.)

41
11 comments


Cart #fenehawidi-7 | 2026-08-31 | Code ▽ | Embed ▽ | No License
96

You are standing outside a yellow castle. It is a fine summer day.

This is a PICO-8 homage to Atari 2600 Adventure. It's not just a nostalgia trip; I tried to make it a fun game in its own right.

Hints & History:

  • Use the O button and press direction to move what you carry.
  • You get one ship trip per game.
  • The forest altar in the green castle has special powers.
  • There's a way to open a gate without a key--once?

-> V7.0 Update. More enemies! More items! More graphics! More magic! More secrets! Less swamp!
-> V7.2 made duck more stompy
-> V7.3 keyless, token reclamation, timer, small tinkers
-> V7.4 green castle, minor fixes
-> V7.5 added knight hesitation, sound cue
-> V7.6 altar clue
-> V7.7 (not released)
-> V7.8 font; swamp pools; trees; tried to clarify blk and grn castles; nerf shield; boost arrows; altar invuln
-> V7.9 seeds, more random obj placement, minor tweaks and fixes
-> v7.9.1 bugfix: ship with no weapon

96
63 comments


Cart #12458 | 2015-08-08 | Code ▽ | Embed ▽ | No License
3

Because every console needs a (few) Pong port(s).

This is my first Pico-8 project. I've got a lot more ideas for it, and it's not done yet.

Future Plans

  • Powerups if a match goes on long enough? Honestly, not sure if this needs it.
  • Music

Known Issues

  • The AI is occasionally too good at the game.
  • Sometimes the ball goes too fast to catch.

Changelog
v4

  • Goal sound.
  • AI tweaks.
  • Ball speedup changes.
    v3
  • Made the court pretty
  • Added a score display
  • Made the AI a little easier by making the ball go faster over time.
    v2
  • Updated the splash screen.
    v1

[ Continue Reading.. ]

3
3 comments




Top    Load More Posts ->