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Cart #34523 | 2016-12-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My 11th one-game-a-month project, and my 3rd Pico-8 game. Mostly procedurally generated, with a few sprites for decoration. Main character by Adam Atomic.

Post high-scores below!



Version 1.2

  • New music and sound by @gruber_music

Version 1.1

  • Improve rendering to remove glitches (thanks ultrabrite).
  • Commented code and removed unused logic.
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The game I am currently working runs smooth in Pico-8 EXE but when I run in Chrome it has significant perf issues; often dropping frames causing hitches.

Is this a know thing? Is there a way to help with this, or diagnos it better?

A couple things:

1) I am running at 60 fps.
2) I do a LOT of dynamic allocations and discarding (its an endless, procedural game).
3) Stat(1) returns about .3 in best case, and .6 in worst case. Does stat(1) account for FPS target or is .6 on 60fps .1 over budget?
4) It runs totally smooth in Edge Browser, but buttons don't work properly (missing release events i think) and image is blurry (not using point filter).

Thanks!

Here's the game:

https://www.lexaloffle.com/bbs/?tid=28132

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Cart #32855 | 2016-12-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A classic that needs no introduction; Now on the PICO-8

The code is very easy to read and change and has X/Y coordinates (commented out) which are button overlays.

Enjoy.

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Cart #32843 | 2016-11-30 | Code ▽ | Embed ▽ | No License
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I made a clone of Flappy Bird for practice.

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This is part of the code I wrote to make a "foolproof" physics engine (meaning there's no way for an object to pass through a block by going too fast). It uses mget to check if a tile is there or not which should be pretty fast although maybe not the fastest. This is based on the blog post by Towerfall creator Matt. Although there's missing features like moving solids and stuff it's inspired by it.

If you haven't read the blog post about this you should, it's quite insightful!

http://mattmakesgames.tumblr.com/post/127890619821/towerfall-physics

Cart #32831 | 2016-11-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:

arrows, o to jump normally, x to fly really fast upwards to show that you won't pass through things
at extreme speeds.

Feel free to use this code.

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Don't go in the grass

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As I am slowly returning to Pico-8 and I am tempted to make a Pico-8 3d printed console with CHIP, I had an idea.

How about attract mode for splore?

Just like arcades (and some console/computer games) in the past. If the machine was on and not used for a period of time, it would start a demo showcasing the game. Basically it was the game playing by itself (although it was often pre-recorded input by real players).

As Pico-8 is mostly a fantasy home console, we don't need anything too fancy. We can always let Pico-8 play some pre-recorded gifts. If we want to get to the nitty gritty, we can have a command that will record input and then play a cart by using this input.

I am not really sure if we really need this feature, but I think it would be a nice addition, especially when showcasing Pico-8.

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This is mostly done, I'd like some testing and feedback before I'd consider it complete. All thats really left is another song I need to make, barring any major bugs.

https://splixel.itch.io/picocross-rc1?secret=Jp2KRiuGT6wxAMWWTjLVDLPDpHM

It's a picross puzzle game, so the rules are exactly same as picross.

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Cart #32948 | 2016-12-03 | Code ▽ | Embed ▽ | No License
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Controls: Left/Right arrow keys to walk, Up arrow key to jump. C key discards coins.

You can only carry six coins at a time, and as you collect more coins you become heavier and can't jump as high.
When your pockets are full, you can't jump at all!

Update 2.12.16a :

  • Fixed the screen warping to look less awkward.

Cart #32934 | 2016-12-03 | Code ▽ | Embed ▽ | No License
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Update 2.12.16 :

  • Added some background tiles!
  • Added 4-way wrapping functionality: The player can pass through the top and bottom of the screen!
  • Disabled jumping when the player has maximum weight.

I'm not sure if I'll keep the screen wrapping mechanic as I want to maintain the risk of falling due to not being able to jump while over encumbered, but it was fun to implement either way! I'll toy with this some more and see how I feel about it.

In the next update I'm hoping to add another new little feature to this "game"...carrying a lot can be a disadvantage for upward movement, but what about [i]downward

[ Continue Reading.. ]

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Cart #32789 | 2016-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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now you can change size !

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Cart #32780 | 2016-11-27 | Code ▽ | Embed ▽ | No License
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Very basic implementation of the classic game of Tic Tac Toe.

Plans:

  • Code cleanup
  • General polish
  • 2 controller support
  • Play against AI
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My first game on pico8 :)

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Cart #32769 | 2016-11-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A game for the very young [at heart]. Inspired by something I saw while my kids were watching Peppa Pig and the first version was bashed out before the programme ended.

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For my shmup project (bullet hell/danmaku), my first step was to work on the bullet/pattern system because it's related to the core of the gameplay (dodging bullets); and also because it's accountable to the beauty of the game.

First, I need limits. I decide to handle 128 bullets at a time. New bullets will replace the old one. From my perspective, is not a big deal. Players probably won't notice it. But if it happens, maybe it's because that bullet stays visible too long on the screen, turning arround following a circular path or simply moving too slowly. So, fuck that bullet.

I decide to create a table of bullet objects during the _init() proccess and reuse them instead of creating/deleting every time. It is called object pool

The process: every time I need to shoot a bullet, I select the next bullet object in the pool, If I reach the last one, I loop to the first. Simple.

To do that, I need:

  • a list of bullet objects,
  • an index for the next bullet index to use
  • and a number of max bullet:
bullets={}
bullets.next=1
bullets.len=128

[ Continue Reading.. ]

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Cart #32754 | 2016-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi! First off - I'm not in any ways a programmer, I'm hacking together bits and pieces of code, and adding/subtracting stuff from Jelpi. It's basically a reskin, with the enemies taken out, the map and sprites redrawn (eventually) and music rewritten (I'm a musician). I know there's a lot of redundant Jelpi code in there but I think I've deleted about as much as I can without breaking everything.

What I want to do is have a text box open at the bottom of the screen when the player presses X beside the horse. A line of text appears in a black box at the bottom of the screen, disappears and then another appears, etc, until the message is completed. The game is part of a Christmas present for my girlfriend who's in her final year of vet, and it's mad stressful for her.

I was thinking to use a sprite flag but I honestly have no idea how.. any help would be hugely appreciated!

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Cart #32741 | 2016-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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FINAL GAME IS HERE: https://www.lexaloffle.com/bbs/?tid=28132

In the game above, the character is gliding in zero-g. They can move left and right using little air jets on the side of the space suit (left and right arrow keys).

I am struggling to make a good sound for this that isn't too grating (you will hear the sound A LOT). I was hoping for a high-pitch hiss; like air escaping a ballon, but having nailed it yet (see above).

"TSSSsss.. TSSSssss..."

Any audio designers know how to achieve this sound?

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Cart #32744 | 2016-11-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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changed: rebalanced
changed: reflection algorithm
added: pause before start
added: 100 scores = 1 life

Cart #32730 | 2016-11-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Based on Pico BreakOut by Bassintag. It made for training purposes.

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Hi,

I am trying to come up with a simple algorithm for filling an area of the screen a particular color.

I have a "path" in my game defined by the thin white lines shown above. Lines are represented with the following data structures:

function mkvec(x,y)
	local v=
	{
		x=x,
		y=y,

		getlength=function(self)
			return sqrt(self.x^2+self.y^2)
		end,

		getnorm=function(self)
			local l = self:getlength()
			return mkvec(self.x / l, self.y / l);
		end,
	}
	return v
end

----------------------------

function mkline(x1,y1,x2,y2)
	local l=
	{
		a=mkvec(x1,y1),
		b=mkvec(x2,y2),

		draw=function(l,col)
			line(l.a.x,l.a.y,l.b.x,l.b.y,col)
		end,

		drawnear=function(l,o,col)
			local lp=closestpointalongline(
				l.a,l.b,mkvec(o.x,o.y))
			circ(lp.x,lp.y,2,col)			
		end,

		closest=function(l,o)
			return closestpointalongline(
				l.a,l.b,mkvec(o.x,o.y))
		end,
	}

	return l
end

[ Continue Reading.. ]

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My first time making a game or writing any code at all.
Avoid the sparkling cat and take the points to your house.
Use the arrow keys to control the not impressed man.
Maybe I'll come back to it and improve a little. Only time will tell.
Thx to Marcelo (Cloud) Gomes.

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The game isn't really the main reason for this post, it's the graphical thing I did with it.
(Although, in case you're wondering, the game is Slime, and it may have a few glitch fixes)

It pretty much speaks for itself. I really only chose Slime because I thought it best suited this game more than any of my other work-in-progress games. Feel free to extract the GART function and use it in your stuff! The function is at the very bottom of the code, and only uses the BAR and BARSIZE variables. It doesn't actually need that line where it references "SLIMES", so just delete that and you can probably just paste it right into any of your projects. (Just remember to put GART() after you render!)

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