Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #36176 | 2017-01-21 | Code ▽ | Embed ▽ | No License
7

snakes! it has to be snakes!

7
4 comments


Cart #36138 | 2017-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Something to help create more complex games in Pico-8 rather than just simple one-off demos. All this code is free to take, use, change, adapt, or whatever. Have fun.

Press Z to cycle through scenes and X to reset back to the default scene.

Scene 0 shows a clock running, scene 1 still shows the clock but doesn't update it, scene 2 rolls a random number every few ticks, and scene 3 just looks pretty. The whole demo weighs in at only 161 lines of code.

ABOUT

This cart contains a simple set of functions used to swap out scenes composed of layers made up of calculations and drawing instructions. For this release there's some basic demo data so you can reverse-engineer the thinking and maybe adapt it to your own projects. I tried to mirror Pico-8's default update/draw style of functionality so you hopefully don't have to change the way you think about writing your games too much.

I made this tool for myself but I wanted to share it because it might help you, if you're like me and struggle with manifesting complex projects. I'm not very experienced as a programmer but I've spent a lot of time using drawing tools like Photoshop. Art tools often use layers to organize complex compositions. So I decided to adapt that way of thinking into Pico-8. I find this helps me keep everything straight in my head as I work. Instead of building monolithic behaviors inside the default _update and _draw functions, this scene manager allows me to create scenes built up of whatever components those scenes should have.

This has the added benefit of making it easier to jump back into projects after not looking at them for a while, because you don't have to completely rediscover your old thought processes in order to start playing around with new ideas. That has saved me a lot of time! I found my code became much more readable and easier to manage after making the switch to using this scene manager. A modified version of this very cart became the core of my Pocket Full of Sand demo.

[ Continue Reading.. ]

14
0 comments



controls:

tab - start game
arrows - move character

goal:

Avoid 50 pink squares to beat the game

3
3 comments




Tiny frog pet.
Tab to turn TV on/off (resets pet)
Mash Z to break egg, and hatch one of 8 different colored frogs.
Clean up poop with X
Take care of your frog, and he'll transform into his unique adult form.

5
2 comments


Cart #36123 | 2017-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

This is my first "finished" cart. I made it for the tinyTVjam. The score is along the top of the screen and the goal is to throw swords to defeat the green guy attacking you.

I could definitely improve some things, but it was fun to make a game on a virtual console on a virtual console.

7
3 comments


First post here! Hello everyone! I've started playing around with pico-8 recently and am still kind of noob-levelish. So I'm looking at some suggestions and advice.

This is a little test I'm working before integrating it into a game I'm building with a friend. I need to create a circle that will follow a character. The "circle" will change the color of the sprites it overlaps. I started originally by calculating distance from the player to N number of x,y coordinates every frame which caused a ton of CPU load and didn't perform well. So I saved that data to a table and load that on _init. Then on each frame I just have to focus on looping through the table and calculating the drawing logic. I also saved a little more info for each "pixel" in the table like the ring level of the circle and an ON state I can use for other things I plan to do later.

Currently when I run the test the mem usage seems to be around 251(KB?) which seems pretty high from other little experiments I've done so far. Does pico-8 have a limit for mem usage or is there any threshold where I should start worrying? Is there a better way to store this info?

[ Continue Reading.. ]

1
16 comments


Cart #36108 | 2017-01-19 | Code ▽ | Embed ▽ | No License
12

Walk around with WASD. You can enter the house near the old lady.

Pico Crossing is (as the name implies) inspired by games like Animal Crossing and My Sims.

I've been working on this game for a few days now and a lot of the basic systems are in place now.

If everything goes to plan I have a pretty sweet never-seen-before feature high on my priority list which will allow players to interact with other players which should keep the game interesting to play for a longer period of time than a single play session.
More on this later in the future.

Planned Features

  • Buy furniture for your very own home.
  • Collect/harvest items to trade with other villagers.
  • ??Super cool secret feature??

[ Continue Reading.. ]

12
2 comments


Cart #36104 | 2017-01-19 | Code ▽ | Embed ▽ | No License
16

A demake of Pyoro, originally from "Wario Ware: Mega Microgame$" for the GBA!
:D Please, enjoy!

-CONTROLS-----------
Left/Right - move
X - stick tongue out

Pink beans heal one block
Gold beans heal three blocks
White beans freeze all beans for five seconds

16
5 comments


Cart #36136 | 2017-01-20 | Code ▽ | Embed ▽ | No License
6

UPDATE: Version 3: new tv model
UPDATE: Version 2: less screen bumping

Hery is my first finished game and my first pico-8 game! There is still some stuff that could be improved:

  • better music (!)
  • sound effects
  • more audio/visual feedback
  • more animations (e.g. animate completed lines)
  • some bugs and gameplay tweaks (the tetris rules are not implemented perfectly and I assume there are some glitches possible with rotation)
6
1 comment


If I could get Splore to quit using the controller then integrating it into RetroPie will be complete! (bonus points for getting ps3 dpad working vs analog stick, but at least analog stick is useable)

2
10 comments


Cart #36095 | 2017-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Cart #36088 | 2017-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Sorry for the music on the original version...

CREDITS EDIT: Creds for the Gameboy "TV" and the background goes to this post by Mozz

EDIT for newer version:
I commented it out in the fixed version, so if you want to, you can uncomment it and make it better on your own, it's completely OK :-D

Orignal EDIT: Noticed that the music only shuts off if you actually hit the game_over, should fix that soon enough, am quite tired right now though..

7
6 comments


Good day to you!

I have used the PocketChip for small test-programs and playing games but I have not made a game only on the Pocket Chip. So that had to change I thought.
This is the result from that, made on the train ride to school, or watching tv-series, aka dead time.

It is a simple arcade game, where you are droping a ball trying to time the drop so it hits the goal.

Post your best scores in the comments!

/Stay awesome

P.S. I am soon done on my endless runner, so look forward to that!

CONTROLS
X/Z to drop the ball or control the menus.

Cart #36086 | 2017-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

3
1 comment


Cart #36868 | 2017-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #36867 | 2017-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #36853 | 2017-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #36851 | 2017-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[ Continue Reading.. ]

0 comments



!!IMPORTANT OPERATIONAL INFORMATION!!

Congratulations on your purchase of this HIGH-QUALITY, KILLERBLOB-BRAND ENTRY-LEVEL NUCLEAR REACTOR! With a little care and attention, this Reactor is GUARANTEED to fill your neighbourhood with ♥hope♥ and ♥love

Warning:
In the course of ordinary operation, it is normal for the user to have to perform simple acts of maintenance on their Reactor. These include:

  • sorting spent and unspent fuel into correct receptacles
  • repositioning core probe to avoid harmful gamma rays
  • inserting fuel rods into the reactor
  • maintaining acceptable temperature margins

Be advised that if any of these tasks are completed imperfectly, then the core may enter a phase of CRITICAL INSTABILITY! If this happens, the correct emergency parameters must be input by the user before the core enters DEADLY MELTDOWN! Prolonged periods of instability may permanently affect the VDU on the Reactor Console. This kind of damage is [i]not

[ Continue Reading.. ]

15
5 comments


Cart #36072 | 2017-01-19 | Code ▽ | Embed ▽ | No License
9

Hello. I'm working on a game and had to come up with a particle library for it. Hopefully someone else might find it useful. Let me know if you have any questions. I tried to document it as best I can! Press Z for an explosion :)

It's released into the public domain.

--small update--
in the examples, I define old_position_x and y for the emitters. This is not necessary and will be updated in future versions.

9
1 comment


Cart #36067 | 2017-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

So, after the general fustercluckery of my Niblette codebase, I wanted to take a day to try and actually learn some better patterns in lua. This was quite a bit of looking through other people's games/code, doing some searching online.

In particular, I spent the better part of the day studying @anthonysavatar's game Heliopause, which had some really useful reference on how to actually create what i want out of classes. Thank youuu!!!

I'm still nominally more interested in working on the other project, i just wanted a smaller sandbox to learn in. Also, @deKay's cats and also dogs game made me want to make a little white cat with a derpy walk cycle :p

4
2 comments


Cart #36121 | 2017-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15


I found out the screen still works with voxels at different depths so I obviously had to lay it on a pyramid like some kind of weird monolith. Then I thought, nothing goes better with pyramids than labyrinths!

This is basically just a simple maze generator that keeps on making bigger levels as you solve them.

Instructions :
You are an adventurer! (green)
Find the treasure! (yellow)
Press SHIFT to turn on the TV
Move with the arrow keys
Display the current level with Z
Dash to a wall by holding X

Changelog :
1.2.1
Changed the generator's coroutine behavior for faster generation
Capped the max level to 80 to prevent running out of memory
1.2
Used a coroutine for the generator to prevent the game from freezing when building big mazes
Made the dash move less "teleporty"
[hidden]

Cart #36116 | 2017-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

[ Continue Reading.. ]

15
7 comments


Cart #36016 | 2017-01-18 | Embed ▽ | No License

0 comments


Cart #36010 | 2017-01-18 | Code ▽ | Embed ▽ | No License
3

This took me longer than it should have. Some rudimentary camera controls are on the player 1 and player 2 buttons (rotation/translation). Depending on settings this glitches alot.

3D-Model: low poly cat by xavab29 Creative Commons - Attribution - Share Alike
Published on May 28, 2015
www.thingiverse.com/thing:853358

STL to lua Matlab script:

mesh = stlread('chatlowpoly.stl');
fid = fopen('stl.lua','wt');
fprintf(fid, 'stl = { ');
for i=1:length(mesh.vertices)-1
 fprintf(fid, ['{ ', num2str(mesh.vertices(i,1)), ', ', num2str(mesh.vertices(i,2)),', ',num2str(mesh.vertices(i,3)), ' },\n']);
end
fprintf(fid, ['{ ', num2str(mesh.vertices(length(mesh.vertices),1)), ', ', num2str(mesh.vertices(length(mesh.vertices),2)),', ',num2str(mesh.vertices(length(mesh.vertices),3)), ' }\n']);
fprintf(fid, '}');
fclose(fid);

[ Continue Reading.. ]

3
1 comment


Cart #36034 | 2017-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
17

This is a Pac-Man game with procedurally generated maps, and two ghost AIs (Blinky (red) and Pinky (pink)). I only made two ghosts due to the obviously small map size. Each ghost has their own 'personality', just like in the real game, so each has a slight AI variance from the other.

Instructions:

Press <Shift> to turn the arcade cabinet on and off. Hold <Z> to see your score (pauses the game). The number of lives you have left is displayed in the far right column (vertical line of yellow dots). When you lose your last life, the final score will be displayed, and you can press <Z> or <X> to start a new game. Eat Power Pellets (flashing pellets in each corner) to be able to kill ghosts for a short time. The ghosts will flee from you during this time, so be quick and use the Power Pellets wisely! Eat all of the pellets and power pellets on the map by visiting every walkable tile to advance to the next level.

[b]Scoring:

[ Continue Reading.. ]

17
6 comments




Top    Load More Posts ->