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Cart #36006 | 2017-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1) the fullscreen mode is handled in the exported cart minified js (Module.requestFullScreen()). plus it's force-locking the mouse cursor! shouldn't that be in the html file instead ? (so that the js file only handles pico runtime + cardata and just gives out its 128x128 frame buffer?) I'd love to add support for webgl shaders (like crt scanlines). Is that even possible ?

2) I tried resizing the canvas to fit the actual browser window in x128 steps.
(plus F11 would bring the desired pixel perfect fullscreen)

		function resizeCanvas() {
			var size=Math.max(128,Math.min(Math.floor(window.innerWidth/128)*128,Math.floor(window.innerHeight/128)*128))
			canvas.width  = size;
			canvas.height = size;
			var context = canvas.getContext('2d');
			context.strokeStyle = 'white';
			context.lineWidth = '3';
			context.strokeRect(0, 0, canvas.width, canvas.height);
        }

		window.addEventListener('resize', resizeCanvas, false);
		resizeCanvas();

(+ removed the canvas 512px references)

[ Continue Reading.. ]

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Cart #35970 | 2017-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my entry for the Tiny-TV contest.
It's a port of one of my other games, Boxman
Dpad to move, and down will make the box fall faster.
Pressing z or x on the death screen will restart.

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In this game, you have to find a way to get your cat down from the tree.

This is a work in progress for the My First Game Jam: Winter 2017 and is a prototype of game systems for future projects. It is also my first game done with PICO-8. In the current version, there is no sound, but should otherwise be fully playable (although quite brief and simple).

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Cart #35961 | 2017-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A little day-night time simulation with environment that I've been working on.

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Cart #35959 | 2017-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Repeatable Hyperspace. Probably meant to run at 60fps

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My first pico-8 game and as well Tiny-TV Jam submission. :D

This is the very known Tetris that everyone remembers back in the days when they had a Game Boy.
It differs a bit from the classic due to certain limitations of the compo such as 10x11 resolution... and time... and reasons.

Highscore is actually implemented but the numbers can be a bit hard to read. (solved in v1.3)

Lastly, the music and gameboy movement can be toggled in pause menu.

Enjoy!


changes in v1.3

  • fixed music a-theme...again (thanks gradualgames)
  • since compo is long over added a few rules-breaking features:
  • ::: enabled on/off gimmick by default (was off because of rules)
  • ::: added overlay text for score, etc.

You can disable those features by setting them to "false" inside the code near the top.

changes in v1.2:

  • fixed music a-theme (thanks kittenm4ster)
  • fixed title screen theme


changes in v1.1:

  • added music b-theme
  • cleaned gfx sheet
  • discarded demomode
  • changed gryph "2" to not be easily confuse with "7"


v1.0:

  • initial release



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Cart #tiny_nokia-0 | 2023-08-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first submission, I hope I have this correct!

A classic game of Snake. Start it up with the tab key then use the arrow keys to guide your snake to the food that appears, just don't crash into yourself!

Eat 15 fruits in each level to advance to the next. With each level the speed increases.


Changelog

v1.2

  • Removed screen shaking on input
  • Rewrote input code to hopefully feel more responsive
    v1.1
  • Reduced the level of shaking on input
  • Stopped certain input combinations allowing you to turn backwards into yourself
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Created for the My First Game Jam: Winter 2017 on itch.io. The theme was "Cats and/or dogs".


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A very particular bug in 0.1.10c. In the sprite editor, if you paste a sprite on page 2 or 3, then press alt+left repeatedly or alt+right to switch to the map editor, the paste will be undone. Only alt+left/right does this; switching with the mouse does not.

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Cart #35934 | 2017-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first Pico-8 program :)

8-bit drum machine (6 sounds) More kits to be added.

Up - Kick
Down - Snare
Left - Roll
Right - Perc
Z - Bass Note
X - Lead Riff

Pico MPC Demo

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Cart #35929 | 2017-01-17 | Code ▽ | Embed ▽ | No License
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My first submission. Been fiddling with pico8 for couple of months now and I love it. I am not a pro coder so all feedback very much appreciated! :) and it is a work in progress so I will try to tidy up the code.

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Cart #35924 | 2017-01-17 | Code ▽ | Embed ▽ | No License
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That's my TinyTVJam entry.
Is a simple pinball game.
It's not finished yet and need some work. But I try to get it finished for then.
Enjoy!

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Cart #35919 | 2017-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(reuploaded)

Programming and music by two friends of mine (I suppose they are registered here too!), i just did the graphic and the level design.
The title is supposed to be "Letter from a White Fox" but we simply call It kitsune (japanese for fox). It is an adventure game which focuses mainly on puzzles, while you enjoy the story, the characters and the world around them (or It is supposed to).

now in development hope to work on the other level soon!! :3
https://byakkotayori.tumblr.com/

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Cart #35916 | 2017-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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a port of my 140 character "tweetjam" program that generates crunchy looking static. Mainly an experiment in the tiny tv voxel engine

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Hello!

I am horrible at Lua and horrible at PICO-8 and sorry if this question is extremely stupid.

I have a map sprite which has collision detection set up for the flag assigned to it. All good:

function platform()
    v = mget(flr(x+4)/8, flr(y)/8+4)
    return fget(v, 1)
end

However, when I generate the same sprite using a function called draw_clouds within _draw():

function draw_clouds()
	spr(32, 48, 54, 2, 1)
end

it appears onscreen, but my character goes straight through it.

Am I missing something?

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Hello, I can't do this working and Idk why. For the tinyTVjam I'm making a tiny pinball and I'm trying to get the ball going up, but doesn't respond.
I try everything but the ball still going down.

ball.y+=ball.vely
ball.y+=ball.grav

--this for tests--
if ball.y>=5 then
  ball.vely*=-1
end
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Cart #35900 | 2017-01-17 | Code ▽ | Embed ▽ | No License
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Tiny Fish!

Fish for six fish as fast as you can. Don't go too fast, though. These fish scare easily. Once you've hooked one, reel it in slow and steady.

Avoid the boot. If you aren't catching anything, make sure your hook is pink. That means it has bait. If it is grey, then a fish stole the bait. Reel the hook in to put bait back on.

This is my first time participating in a pico-8 jam. I really enjoyed it. Thank you TRASEVOL_DOG for organizing and providing the base cart https://www.lexaloffle.com/bbs/?uid=11047

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you know the picture of the pico-8 console concept at the top of the pico-8 page? well i just realized that the way the controller for it is designed makes it look like it could also be used as a mouse!
discuss other thoughts and opinions here

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Cart #35889 | 2017-01-17 | Code ▽ | Embed ▽ | No License
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First cart good enough to show around!
Arrow keys to walk around, x to launch your thalassodromeus into the air, then x to flap! Don't touch water!
Not much to show yet, but you can takeoff, land, crash and reach the end. I'm a total newbie at coding so I've had to totally re-write the code a couple times.

does anyone know how I can make it so that holding down BTN x button doesn't send you up continuously? I've tried btnp and messing with timers but can't seem to get it right (which is frustrating because I actually had it working in a prev. version but forgot how I did it).

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