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I'm writing a roguelike! it's not even a game at this point, because all the gamey bits are missing (victory conditions, interesting decisions, etc). So you need stuff(monsters, magic, item, traps). But how do you put stuff in?

For the time being I'm doing it when the room is created. The rooms can vary in size a whole lot by design, but I'm kind of worried about having the same amount of stuff in small and huge rooms.
So I decided for he following algorithm:
1: each room has a 50% chance of having a monster, and if it does try again (and then again, etc)
2: rooms bigger than 20-40 locs should have as many attempts to have monsters (so 2 attempts if >30, 3 if >60, etc)

Here's the code. I understand it's really not much, but it does a neat trick

function stock_room(x,y,x2,y2)
  local area = (x2-x)*(y2-y) -- the size of the room
  do
   if chance(0.5) then -- 50% chance
    spawn_monster(x,y,x2,y2)
   else
    area -= random_in_range(20,40)
   end
  while area > 0 
end  

[ Continue Reading.. ]

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Hey All

I'm in the process of simplifying the website a little. In particular, I wanted to improve the experience of playing cartridges in threads by removing clutter. They now look more like a page dedicated to the cart:

  • The player starts open
  • There's a big obvious play button and large thumbnail
  • There's no banner at the top of each page

Cart #20430 | 2016-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I removed the PLAY buttons from the thread previews, and autoplay, as I think they're no longer needed -- the whole playable region of a cart is now visible without scrolling after opening the cart's thread, and it's more obvious to new visitors what to do next.

There are still a few small things to finish, but let me know what you think of the new layout, and if there's anything that bugs you.

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On two DELL keyboards I've tried SHIFT adds a space so entering COMMAND( ) becomes COMMAND ( ) and results in a syntax error. Anyone else experiencing this ? Thanks.

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Commencée, délaissée et finalement terminée...
Voici la documentation en français de PICO-8 : PDF.
Je vais progressivement compléter ce document avec mes notes, remarques et projets illustrant les différentes notions présentées (et d'autres selon l'humeur du moment).
Bonne lecture,
jihem

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so i started to have a look at carts i could adapt for my own purpose and i've taken zep's collide demo as the basis of my new game: apescape.

here's the story behind the game:

you are an alien (betsigutgrrl) from the planet futon who has come to earth to study humans. you've taken the form of an orangutan, and inadvertently got yourself caught and are now trapped in a zoo.

meanwhile another race of aliens from planet sofa have started to invade earth. can you escape the zoo whilst avoiding the sofarians?

the game is mostly a reskin of the demo, but i've started to keep track collisions between betsigutgrrl and sofarians. this will eventually form the health bar.

power ups will be in the form of fruit and random food left behind in your habitat,

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after a few false starts, i've decided to resume game making and allocate my friday commute as my day to do this.

since using pico-8 i've learnt the following:

  • writing stuff from scratch is hard
  • making graphics from scratch is not so hard
  • i care more about game design rather than the coding

so with this in mind, i'm going to use other people's code rather than get bog down by how path finding, collision and ai work.

here's to getting back on the wagon. let's hope i don't die of dysentery.

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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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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
2


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
2

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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
4

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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