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Cart #35280 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


This is just a slightly modified version of one of the example programs from the official guide found here. This is the first thing I've made with PICO-8 after picking it up in the humble bundle. Enjoy! :)
Edit: Oh TW for flashing colors and stuff.

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Cart #35277 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #35274 | 2017-01-08 | Code ▽ | Embed ▽ | No License

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Hello everyone, this is just a small thing I did for Pixel Dailes.

Controls :

  • Left/Right : Move cursor.

I didn't do anything else than just this screen, I was mostly interested in throwing the bases. I might touch it up later but that's unprobably (unless people are interested in working on it together...)


(Older version, music-less)


Have a nice day!

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Quick runner inspired by online comics series Mekka Nikki by Exaheva and Félix Laurent. You can find the series on the attaque surprise website.

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I'm trying to use a MIDI keyboard for input to make the SFX editor a little easier for music making. I am using Bome's MIDI translator to convert the keys on my MPK mini to keystrokes. In the PICO-8 console, I can hit C and it will output as a Z keystroke, then D and it outputs as X, and so on. But when I open up the SFX editor and begin playing on the MIDI keys, nothing shows up. My keyboard still works as usual and can hit Z to create a C note. I'm confused as to why the keys will output in console or the LUA editor, but not in the SFX editor. Anyone know how to get this to work?

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Cart #35258 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Work in Progress.

Possible future features :

  • Sound.
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Cart #35252 | 2017-01-08 | Code ▽ | Embed ▽ | No License
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Made by P. Doege, R. Pytlak and A. Kukushkin

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Cart #35250 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Arrow keys for bottom player and ESDF for top player when playing two player.
AI needs some work.

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Cart #37216 | 2017-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's our latest game we made as Tic Tac Toad. Please enjoy!

THE STORY SO FAR

Life has been tough on mining colony w4ge-514v3, but you are tougher. Don the helmet of Spaceman 8 and mine the labyrinthine busom of icy spacerocks for gems and haul them back to company collectors. The oxygen supply is scarce and depleting fast, so you have to keep your visits brief. Luckily, your trusty hummingbird-class jetpack is highly manouverable, and will get you to the exit quickly.

Use the hard-earned credits to upgrade your gear in the shop at the end of each day. How much can you earn in a week? Will you even survive or will greed get the best of you? Only one way to find out!

[b]CREDITS

[ Continue Reading.. ]

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Cart #35228 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A basic, old school, software rasterizer.
You can rotate the cube manually with left, right, up, down

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I made some external tools for PICO-8 on Windows.

- p8run.exe
p8run.exe sets the focus to PICO-8 and automatically presses Ctrl+R.
If PICO-8 is not running, the command of the argument is executed.

Download:p8run.zip (123KB)

- Tabreng8

Tabreng8 is an external sprite editor. It is suitable for Windows tablet.

Download:tabreng8.zip (566KB)

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I just bought Voxatron and I haven't been able to do anything because of an issue; my up arrow key seems to be stuck down. I've tried unplugging my keyboard, so the problem has nothing to do with hardware. If there a fix for this? Thanks!

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Updating this thread with a small jump tester.
I've been trying to choose which jump strategy works best and came up with this jump-code switcher!
Thanks to @ZackBellGames and @R4_Unit for helping me out with insights!

Cart #35812 | 2017-01-15 | Code ▽ | Embed ▽ | No License

Old cartridge below:

Cart #35497 | 2017-01-12 | Code ▽ | Embed ▽ | No License

Alright boys and girls, starting a new project.
I've never completed a platformer before and this changes today!
I'll be streaming most of this development too on my twitch channel!
twitch.tv/ikolino

I'll update the thread when I'm streaming, and at the end of every stream with the updated cart.

:D

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Cart #35256 | 2017-01-08 | Code ▽ | Embed ▽ | No License
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You are all invited to the Tiny-TV Jam, a Pico-8 gamejam in which you'll have to make a tiny game for a tiny TV!

!!!!! ~ The Jam Is Done ~ !!!!!

!!! ~ Thank You So Much ~ !!!

!!! ~ For All The Tiny Games And The Tiny TVs ~ !!!

!! ~ The Results Will Be Coming Shortly ~ !!

Here is the base cart:


[ Continue Reading.. ]

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Cart #35204 | 2017-01-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fantasy Concon is a shoot 'em up game.

Control
Arrow key... move
Z... shot

When you touch enemies, PW decreases. When PW becomes 0, the game is over.

Bonus Item
P... recovers PW
S... speed up
R... reverse
Apple... 11 pts.
Banana... 8 pts.
Green capsule... gather

Have fun!

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I need help - if you try hitting the ball with the sides of the paddle, it gets stuck inside the paddle and bounces around a bunch of times. How can I fix this so that it just bounces off of the side?

Arrow keys for bottom player, ESDF for top player.

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A Pico-8 recreation of a childhood favorite! Player 1 tries to make it to the end of the screen while player 2 tries to stop them. Player 2 wins if they can stop the other player 5 times but, player 1 wins if they make it just once!

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1st real thing i made in Pico 8 (except for little tests, but this is also a test D:)

just wanted to get the hang of setting hitboxes and stuff... just learning how to find out all these things myself :D

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So, I'm going for some modular map usage, and in the interest of map management, I need to learn of a way to make "scroll cuts" and "jump cuts" between segments. For instance, the "Concert of the Damned" map is broken up into pathways that exit to the left and right, and the top and bottom. The "green blocks" indicate doorways that will jump the character into the next scene upon collision. But don't let the layout fool you! Since the map is modular, each of these scenes doesn't just connect to it's neighbor, they're designed to cross-script to one another. 200x on the other hand, scripts gameplay mechanics into the segments and warps between them, but I also need to preserve the scrolling within each scene, while not scrolling to the other scenes in visible range (perpindicularly). The screenshot for it shows horizontal corridors, but I have a section of vertical ones as well; so it's not just as simple as only scrolling on the X-axis.

What I need is a way to cut the scrolling at the ends of the screens, and jump-cut to another segment of the map; while preserving the scrolling in the segments themselves. Any code monkeys care to give me a little tutorial on that?

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