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Started work on a game based loosely on "jumpman" called "HighSteal".

I should be done in a few days... ok, maybe a week or so.

So far it is coming along really well. My original though was to create a 2-player game, and if there was time and space, add a single player mode.

I was so glad today when I upgraded to the latest pico-8 and found the code char limit had been doubled!!! Thank you!!!

So I am now working on the single player mode, and I think it will work out well.

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Happy birthday to me, I guess.

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This weekend (20th, 21st) I'll be at Tokyo Demo Fest 2016, giving a short PICO-8 seminar at 3pm on Sunday, and also making a wee demo for the Wild compo (also in PICO-8, naturally). If you're in Tokyo, come along! The venue is larger than last year -- 3331 Arts Chiyoda, which is around 8 minutes walk from Akihabara station. You can find the registration page and more information here.

Here's a 4k demo from last year (it won the combined pc section):

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Cart #18556 | 2016-01-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a very work-in-progress game for my weekly games blog. Lots of copy and paste from my first week project. [My blog]( http://www.quidditycode.com/week-7/)

Run around with the arrow keys, jump with z, throw shuriken at nothing with x. And now grapple around by pressing up+x

I'll be making this into an actual game by Saturday, so look forward to seeing what becomes of it.

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 It's been a while since I used this blog but I'm recording a brief log of my PICO-8 experiences so far. I've enjoyed using the app immensely, and I honestly think my 2-player hockey game, Spaceball, was my most successful project in game development so far. This is primarily because it's one of the first projects I've written which truly feels "complete" and the end user can just jump in and try it. This is due in part to PICO-8's convenient workflow and also to due to my growing experience as a developer in general.
 I just started a class on the Unity 3D engine and game dev in general so I will probably be focusing a lot of energy on Unity and Maya, so I won't be doing much PICO-8 or other engines for a while (although I may use PICO-8 in a game-jam that's coming up soon). I may, however, push one or two minor updates for Spaceball, for some minor gameplay balancing and to fix that memory leak.

Time to go make a whole lot of 3D stuff.

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Cart #18371 | 2016-01-20 | Code ▽ | Embed ▽ | No License
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Extremely WIP. Run around with arrow keys, swing a sword with Z. Climb up and down stairs or ladders with X.

Fixed the wraparound bug-- kind of. At least in a way it shouldn't occur any more.

Cart #18359 | 2016-01-19 | Code ▽ | Embed ▽ | No License
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Hey guys ^-^ I am DatOneBuilder on my friends news account and he can use Quicksilver fully (and he created it) and I will confirm on my DatOneBuilder account ^-^

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Hey All

I've been doing some spring cleaning, and updated all of the older Lexaloffle games: Neko Puzzle (which is now free), Swarm Racer, Chocolate Castle, Zen Puzzle Garden, Swarm Racer and Swarm Racer 3000. If you had any trouble running these games on newer versions of OSX or 64-bit Linux, these versions should work out of the box.

SR3K also has some new wall rendering and analogue joystick support. I've been chipping away at it very sporadically but it's on slow burn until after Voxatron is finished. An 8-track preview is available to any Lexaloffle customers.

You can find downloads on the game pages, or your updates page / Humble Library page.

User-made ZPG and Chocolate Castle puzzles are also back up with new HTML5 players. You can post puzzles by saving them to clipboard and then pasting the puzzle text into a BBS post.

[ Continue Reading.. ]

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Who wants more of this game? so far i have messed up i am trying to get the player in it with stages and checkpoints i will be working on this if you liked the game or want more or want me to stop let me know -angry_pandy

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Hi,
If you're a newcomer to pico, this may help : tutos.
The cartridges describe a new concept each time. The screencasts have any sound (no language problem). The PDF files are in french. I may translate then later if required. Enjoy :)
King regards,
jihem

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(this message is translated in French and also is in english / ce message est traduit en anglais et il est aussi en français)

Is my first one day sure Pico-8 ! C'est mon premier jour sur Pico-8 !
I do not create of game, but I surly create games later ... Je ne créer pas jeu, mais j'en crérai surement plus tard ...
Follow-me if you want to receive my next games ! Suis-moi si tu veux recevoir mes prochain jeux !

Bye !!! Au revoir !!!

Valérian

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This Wednesday, I opened one of my pico-8 in notepad and realized how simple the format is. I immediately wanted to build tools that write cartridges. The idea that hit me was this: It can be hard to make multi-screen scrolling levels or title screens from tiles, because every image has to be composed of tiles, it would be easier to just paint the image in photoshop, and then have a tool break it into tiles, eliminate duplicate tiles, and write the result into a cartridge file.

So I got started, first step, a bit of code that scrolls a map around the screen. Secondly, make some art that uses the pico8 palette. I made a JASC PAL file based on a screen shot, and used PSP8 to dither the old red-eyed tree frog that's used so much in image processing.

Then wrote some code to read the resulting PNG, break it into 8x8 tiles, and write tiles and resulting map into a cartridge. I'm already writing Lua here, so I used LÖVE, which made reading image files and looking at pixels pretty easy, even though it's not what it was meant for, but who has time to write all this stuff in SDL and C? So that wasn't too hard, and by end of day, I had put up a proof of concept:

Cart #17433 | 2015-12-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Navigate with arrow key, speed up with the first button (keyboard Z or controller A).

The code that generates the cart is really awful, everything happens in love.load(), and there is a ton of string processing that's about as inefficient as you could make it if you wanted to, and the resulting cartridge had way more tiles than you need, because duplicate elimination wasn't done yet. Gotta save some work for version 1.

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Like I want to buy voxatron but you can only buy it with amazon and something else but not visa? zep, can you please add that?

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Hi,
I won the LiveCode Create it Competition Round 1 (last wednesday). So, I'm in for the round 2 (Feb 2016).
I will have to share my time between LiveCode and Pico (and my daily job because we have to fill the fridge).
It would be nice if one of you (no more) helps me for the LudumDare October Challenge 2015 : I need $1 on http://jihem.itch.io/bld. I can do the same (so if you're making the challenge too, I can validate it)
Regards,
jihem

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Cart #15867 | 2015-10-26 | Code ▽ | Embed ▽ | No License
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I'm trying to enroll me in the ludum dare october challenge 2015.
Now I have to earn my first $1 on itch.io (http://jihem.itch.io/BLD).
Thanks for your support and comments :)

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Hey All

There's a new version of the BBS live now. It's still a little rough -- let me know in the comments if you find something weird going on. I'll be tweaking and extending it over the next month or so.

New stuff:

  1. Cartridge view. Carts are listed in the order they are posted rather than in the order of thread activity.

  2. Creative Commons tags.

The Terms of Use no longer require users to grant permission to use and remix cartridges. Instead, you can tag your cartridge under the CC4-ATTR-NC-SA license. In cartridge view, you can filter by this license.

On your profile page, click "Cartridges" and then "Edit Cartridges" for more information and to release your carts under CC4-ATTR-NC-SA.

  1. User Blogs

[ Continue Reading.. ]

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You can find it on your Updates page. The new builds should be up on Humble soon too (check the version numbers on the files).

This is a quick bug-fixing update. Due to a rogue dev-debug-mode flag being mistakenly switched on in 0.1.2, much of the standard Lua library was accessible. So if you've started using PICO-8 recently, not knowing the library is not supposed to be there and tried to use it, sorry about the confusion!

v0.1.3 Changes:

Added: paste into commandline
Fixed: lua standard libraries accessible
Fixed: command-line loading doesn't work
Fixed: music pattern finished too early when all tracks set to looping
Fixed: peek()ing odd bytes in sfx address space masks bit 7
Fixed: cstore and reload from code space should have no effect

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If you need a picture converter...
http://www.codyssea.com/downloads/pico-8gfx.zip
Enjoy :)

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