Log In  

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

Cart #14482 | 2015-09-22 | Code ▽ | Embed ▽ | No License
5


0.05

  • Still bad collisions :)
  • Secret code for unlimited lives
  • some other stuff

Cart #14330 | 2015-09-18 | Code ▽ | Embed ▽ | No License
5


0.04

  • Rewrote the code nearly from scratch, levels are map are
  • redone collisions based on the Wall Collision Example cartridge
  • Splash screen with Arkanoid intro sequence (still WIP)
  • Double and Triple hit bricks
  • bricks score

[ Continue Reading.. ]

5
12 comments


[[ Last post contains the new version ]]

Hi guys!

How are you doing? It's great to see the Forum so active and so many people making and sharing great games, emulators, music, etc... I think it's time to make more tools :) I am working on a sprite editor that will be compatible with Pico-8. I made a little GIF so you can see it in action.

I am open to any suggestions, so please let me know what you think and what you would like to see in future versions :) Cheers

Esteban

7
19 comments


Cart #14108 | 2015-09-13 | Code ▽ | Embed ▽ | No License
1

1
1 comment


I've read in the forums that replacing palette colours should be possible, but there's no indication of how you might go about it.
Can anyone give me some pointers?
Thanks!

2 comments



My first game ever! A submission for MBMJAM 2015. https://itch.io/jam/mbmjam-2015

2
8 comments


Cart #14069 | 2015-09-12 | Code ▽ | Embed ▽ | No License
7

Game I created as my submission for Pico Zine #3 with a couple extra embellishments. Haven't had a chance to playtest it with a pal yet, but it seems like its definitely good fun :)

7
1 comment


Cart #14365 | 2015-09-19 | Embed ▽ | License: CC4-BY-NC-SA

1 comment


Cart #14072 | 2015-09-12 | Code ▽ | Embed ▽ | No License
3

Cart #14071 | 2015-09-12 | Code ▽ | Embed ▽ | No License
3

Cart #14050 | 2015-09-12 | Code ▽ | Embed ▽ | No License
3

Added win message, FTW.

Prolly gonna add variable number of colors and maybe even variable block sizes. Anyone have thoughts or comments?

3
3 comments


Hello, I'm planning on making some sort of Elite-clone for pico8, and to start off I'm creating a 3D renderer. In the original game all 3d objects were rendered as wireframes, but for my version I'd like to draw things using filled triangles instead. I've been thinking up a couple of ways of doing this using pico8's selection of drawing methods but I'm unsure of how they compare in efficiency.

So for my question: what differences are there in drawing speed using rectfill as opposed to sspr with a predefined geometrical sprite? Are multiple spr calls faster than a single sspr? Are there other methods for filling areas of pixels that are quicker than the previously stated ones? Any clues would be appreciated, thanks :)

2 comments


Hello, it's me, Pizza.

I did a bunch of music in pico-8, like the Lemmtris soundtrack and wrote an article about making music for the pico-8 zine. I threw all of the music I did with pico-8 into an album and put it up on Bandcamp.

Well, here it is if you wanna check it out: PIZZAMAKESMUSIC – PICO​-​8DITION

So long

4
6 comments


I'll try to do a Hnefatafl game with Pico-8.
This is not going to be easy ( because I'm not really good with code), but it's a nice challenge.

The game is one of pure strategy, played on a square board. A king and a small force of defenders occupy the centre of the board. A larger force of attackers, twice as numerous as the defenders, occupy positions around the edge of the board.

What I find interesting it's the asymmetry of this game, and the challenge to do the A.I. for it.

Any help, tips, are welcome , especially for the implementation of the A.I.

You can find more info about the game here
board

Why to play this game ?

4
19 comments


Just a quick note for blog-checkers, Voxatron 0.3.3 and PICO-8 0.1.2 are both arriving this month.

I'll go into detail about new Voxatron developments and plans after the update's out, but here's a quick preview until then.

Also, here's the current changelog for pico-8 0.1.2. There are still known issues that I've rolled over to 0.1.3 but let me know if I missed something small that's easy to fix!

v0.1.2

		Added: Cartridge save data (64 fixed point numbers)
		Added: 8-player input
		Added: demo carts: COLLIDE and BUTTERFLY
		Added: Command-line parameters // load cart, -run, settings
		Added: Alternative function keys (F6..F9 aliased as F1..F4)
		Added: pairs()
		Added: printh() for debugging
		Changed: music pattern length taken to be first non-looping channel's length
		Changed: screenshot captures whole window contents at display resolution
		Changed: del() moves remaining items up one index to maintain a packed table
		Changed: count() includes non-array elements. count(a,v) counts instances of value v
		Changed: add(),del(),count(),all() no longer store hidden fields
		Tweaked: palette: slightly darker gray, warmer greens and yellow
		Fixed: sqrt() crashing for 0 or >= 32761
		Fixed: Semi-colon characters in text editor
		Fixed: Long lines split when saving in .p8 format 
		Fixed: pget() does not respect camera position
		Fixed: Error message when peeking or poking outside of legal address space
		Fixed: Search replace colour fills one pixel outside of selected region
		Fixed: Playing an empty music pattern breaks subsequent music playback
		Fixed: Invalid sfx editing state on startup
		Fixed: Painting instruments values in frequency view also sets volumes
		Fixed: Inconsistent gif recording speeds
		Fixed: Unmapped joystick support
		Fixed: Compressed code size sometimes larger than uncompressed
		Fixed: mid() fails when first argument is not smallest
		Fixed: Scroll wheel changes sprite/map zoom while in code editor
		Fixed: CTRL-R (quick-run) overwriting current command line
		Fixed: Label capture (F7) does not respect screen palette state

6
27 comments


I know Pico-8 Is taking all of the hype right now, but I really am looking forward to seeing the 0.3.3 Voxatron Update.

On October 28th this year, It would have been exactly 1 year since the 0.3.2 Update (or so I have read from the date of this blog post: 9238).

Even though you have been supplying little update notes with a gif/vine here and there. They are kind of sparse compared to how updates were flowing before.

Just as a request I ask; How is the Voxatron update going along? I hope I don't sound selfish or rude, because I understand working on both Voxatron, and Pico-8 is probably a handful, but there are some of us (The Lexaloffle followers) that would like to see Voxatron get updated.

Thanks for reading,
Jauq

4 comments


Is there a way of achieving a blend mode with sprites?
I'm guessing it would be possible by drawing the pixels individually - checking whether there was already any value drawn in that position... but I fear this would be unusably slow.

1 comment


Cart #13948 | 2015-09-09 | Code ▽ | Embed ▽ | No License
4

Simple raytracer for Pico8. Performance is a bit meh, but all the calculations take their toll.
Buttons don't do anything. It just calculates a picture in about 2 seconds.
I'm using a manual defined gradient for luma mapping.

Have not optimized anything and am not doing shadow rays/ secondary rays at the moment.

Aiming to get something like a classic Cornell box in the end.

4
2 comments


So, one of my favorite effects from the olden days was the ability to do glinting / pseudo transparency. Sadly, there is no way to do this in the PICO-8 due to cycle timing and memory issues. I would love to see the PAL call replaced with something that accepts three colors rather than two.

something like: tpal c0 c1 c2, which would take all instances where c0 is drawn over c1 with c2. It would take 128 bytes of memory, but there is still plenty of headroom inside of the draw state structure to accommodate this.

0 comments


Cart #13935 | 2015-09-09 | Embed ▽ | No License
1

Ozkillz 4.0

From Luke ;)

1
1 comment


I was never good at math. Can someone help me with this?

2
4 comments


Hi y'all!

I've been working on a reimplementation of Pico-8 in Love2D (Another lua game framework)
Mainly because I wanted to keep working on my games after I hit the token limits in Pico-8
but didn't want to lose the pico-8 feel and start from scratch.

So I'm sharing picolove with you, can grab the source on github.

https://github.com/ftsf/picolove

Requires Love2D 0.9.x from https://love2d.org

Can run a p8 cart with

love . cartname.p8

You can modify the love.load function to load a specific cartridge and package it into a .love file (renamed .zip) to distribute.

Have fun!!

Let me know about any bugs you find.

I know there's some issues with removing stuff with del in a foreach loop (causes a bug in celeste.p8), but not sure what's going on there.

Working on adding SFX and Music support as well as p8.png loading.

27
54 comments


Pico should accept command line parameter that has cart filename and path in it and when it's present, load it, so I can associate .p8 files with Pico.

1
2 comments




Top    Load More Posts ->