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Cart #37025 | 2017-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Here's a small cart I made to teach programming to a friend.
It's far from complete, and I'll post more updates as they make progress.

I restrained myself from using lua tricks like coroutines, metatables, and abusive oop, so the code could be kept as much approachable as possible.

Direction keys to move, C/Z to cycle lifes.

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3 comments


I have lots of different tables for different things.
Adding functions into these tables looks like a good idea, because I can write every update or draw for every type of enemy the same way. Something like this:

for e in all(enemies) do
 e.update()
end

The only thing I want to know, is how can I address the table within it's function?
For example:

enemy =
{
 x=0,y=0,
 update = function()
  [b]--how to address these x and y variables from this update function?[/b]
  x+=1
  y+=1
 end
}

Writing something like e.update(e) seems stupid. Maybe what I'm talking about isn't even possible, I just couldn't find anything on this subject.
Thanks for any help

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Are there any issues with the ESC key on Mac 10.12?

When apps have been launched, the ESC key doesn't seem to return to the editor.

Any support would be appreciated.

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Hello everyone, I'm currently working on a platformer that is almost complete. The problem I have now is that I'm all out of flags. All the flags I set on different sprites are connected to certain mechanics. Now I need another one, and I'm out of ideas on how to do this. I love flags, I have overused them I feel. Any suggestions would be awesome! Thanks

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9 comments


Cart #37010 | 2017-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Just did a small brainstorming with my sons for a small game idea to learn how to code in/for PICO-8.
This will hopefully grow bigger and be a good learning tool. ;)
(Preparing this post most probably took longer than coding the thing! ;) )

Goal:
Get to the (random) flashing exit.
Use Buttons 0-3 to steer and Buttons 5 or 6 to restart when in victory screen.

Features to come:

  • Walls! ;)
  • Enemies
  • Traps
  • randomly generated levels
  • of increasing difficulty
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0 comments



Professor Blobbins bounces into his first adventure with The Music of Love! Hop along each of the 7 levels, helping (or annoying) the NPCs who each have a short song to sing.

This is my first ever PICO-8 game! If you're interested, my other games are at: http://www.nicholaswalton.net/

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4 comments


Cart #36991 | 2017-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My very first PICO-8 game.
In fact, the very first game I ever went through the ordeal of actually making it available in any meaningful way.

Cobbled together in a few hours today, just so I had something to show for January's #1GAM.
The theme was FRIENDS, which I implemented rather loosely.

Gameplay-wise, I tried to make the whole thing playable without sight. Even though they're pretty simple sounds, the audio stuff took by far the most time.

Anyhow. Now it's out and I'm free to procrastinate for another month.
Hooray!

1 comment


Cart #36983 | 2017-01-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

I'm very happy to finally get MATCH3 off my chest! Holy god. Been working on it since about June/July 2015, just coming back to it again and again. Similar to TRAIN. Ugh. But it's now done enough for me to call it a day and call it a #1GAM for January 2017!

Itch page is here.

Controls
Z to advance any screen that's not the actual gameplay. Arrows move the cursor. Z rotates the cursor 90 degrees. (It should 'just work' at the edges.) X swaps the two tiles under the cursor. You have 30 seconds to get as high a score as you can! The more tiles are popped at the same time, the higher your score will be. This game should not require any colour distinctions, although it will probably make it easier if you can distinguish colours. Everything is shaped differently, even the highlight that shows when tiles are popping.

Commentary
This game is something I've been working on for a very long time indeed. On and off over more than 18 months, though it certainly doesn't look it. I'd come back to it, try something, get frustrated, give up for months, and so on.

It's an interesting one. I got the basic mechanics of it working pretty early on. Kept getting a bit lost as to how many types of tile I wanted, how I wanted the end state to work, and persistent bug where matches in the last row or last column wouldn't be caught. (It was not an off-by-one error!)

Still a bug here or there, but I'd say it's pretty playable. Runs on a 30-second timer. Please enjoy!

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3 comments


Hello, I'm kinda new to Pico-8 and programming in general, and I'm trying to make a tetris game from scratch. Everything was going ok, but there's one thing that's bugging me: if I try to change a table that's a copy of another one, the original table also gets changed. I've made a simpler code to test if the problem was with some other function I wrote, but the problem persists. Here's the code:

function _init()
  test={1,2,3}
end

function _update()
  if btnp(4) then
    local t=test
    t[1]=0
  end
end

function _draw()
  cls()
  for i=1,count(test) do
    print(test[i],40+i*8,60,7)
  end
end

If I execute this code and press Z, the first element of test changes, even though I only changed the local table t. What am I missing here?

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3 comments


Final Edit: ultrabrite has pointed out that zep's official word on it is

"Multicart exports offer a way to package and distribute what you can already do with local files (e.g. zipping up a group of carts), but isn't supported on the BBS and probably never will be. I think feeling invited to design for single 32k carts is an important aspect of PICO-8, so separating multicarts to the exporter is a way to preserve that to some degree while still broadening the scope of what can be made with PICO-8."

From the 0.1.10 release thread: https://www.lexaloffle.com/bbs/?tid=28168

Original post:
Hey I looking into the idea of using the reload() function in the game I'm working on to possibly store data for extra levels on a separate cart and load them in as you progress. I understand that the HTML5 export explicitly supports multiple carts but I'm not clear on if it's possible to upload multiple carts to the BBS and be able to access data from each other?

Edit: Testing with a simple two-cartridge system I made

[ Continue Reading.. ]

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7 comments


The results are in!

But first, I really want to thank all the participants because all of you made this jam amazing!!! There were 59 entries plus a late one! And they're all so good!! So thank you to all the participants, thank you for making amazing tiny games and amazing tiny TVs, and also, thank you for spreading the word about the jam so more people could get in!

I also want to thank Zep for helping with the judging and the results and also putting a shortcut to the jam's thread at the top of the forum! Also Zep, thank you for Pico-8!!! :D

Without further-a-do, the results!

...

And the winning tiny-game-and-TV is...
...
...
Caves of Izrod by ilkke!

Cart #36174 | 2017-01-21 | Code ▽ | Embed ▽ | No License
43

[ Continue Reading.. ]

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Hello,

Is there a way to rotate text, or write text at an angle?

Thanks !

3 comments


I recently found out that ^ only accepts integers. For example, when I did 9^2 it worked perfectly. However, when I tried 9^.5, it acted like I typed 9^0. Is this a bug or intentional?

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13 comments


Cart #36915 | 2017-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Hi everyone! This is my first pico 8 project :D

Keep the ball in the air!
Hit it off the walls to build up your score!

I made this in under 24 hours following @Pizzamakesgames' awesome tutorial in Picozine#1!

Normally I wouldn't upload something like this, but since it distracted me from working on my 1GAM game, I gotta put it online because now this is my first 2017 1GAM game :P

Can I be a part of this awesome community now?

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5 comments


Cart #36905 | 2017-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4


Getting a grip on PICO-8.

Will try making some tune for it, but for now it's just a silent, flashy greeting.

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0 comments


Cart #36891 | 2017-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


Edit: Forgot to add, press X or Z to print!

After seeing the awesome textbox libraries on the BBS (here and here), I decided to try making one myself. I needed one for the game I am working on and because I didn't understand the code in the libraries above, I thought it would be a good opportunity to learn (as well as a way to test how to upload carts to the BBS).

This thing is nowhere as complex as the previously mentioned libraries, but it:
prints text letter by letter
wraps text
does not split words
lets you choose x,y and color of where to start printing
allows only one textbox at a time
does not limit the amount of rows
*is under 300 tokens

I think it might be useful to someone who just needs a simple letter-by-letter printing of text stored in a single string. Maybe for intros or in-between level updates.

To use it, copy everything except what's inside the _init, _update and draw functions from the cart. Paste it into yours and call tbx functions in their respective pico-8 functions for _init, _draw and _update. Then you can call textbox, with a string as a parameter (with optional x,y,col) once to start printing. Call it without any parameter to stop it.

Here is how I am using it:

[ Continue Reading.. ]

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4 comments


Cart #36962 | 2017-01-31 | Code ▽ | Embed ▽ | No License
5

Just your basic, run-of-the-mill movement and collision demo.

Controls

  • Move with the LEFT and RIGHT arrows
  • Jump with the UP arrow
  • Reset the player's position with X

On-screen text can be turned off with the VERBOSE? menu option.

TODO

  • Instead of only checking the destination for collisions, check every tile in the path
  • Implement actors and actor collisions

Hopefully posting on the BBS will motivate me to keep working on this.

5
0 comments


Cart #38521 | 2017-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Almost done with this!
Major changes (that I can remember):
-Fixed grapple physics
-Added new turret
-Added boss enemy (Normally inaccessible... unless I left it on the map)
-Added thwomps
-Added a single collectible item that does nothing (It's in the top left of the stage)
-Added more music, areas, etc.
-Added cloud platforms
-Added cloud enemies
-Added particles
-Made death look cooler

Cart #37577 | 2017-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

[ Continue Reading.. ]

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2 comments


Hi,

just want to show my work of the last week /maybe I will start a dev blog here...

I am trying to create a complete super mario bros. remake in pico-8, with all the 32+levels.

Most of the functionality is already implemented:

  • custom tileEngine
  • loading compressed maps(thx for px8)
  • player physics
  • items (mushroom, flower, coin)
  • enemy classes(goomba, koopa_troopa_green, fire_bar)
  • movingPlatforms
  • ParticleEffects

Looking forward to put everything together and show a playable demo soon. Just a few little things for the first world are missing:)

Any feedback or criticism is highly appreciated!

Maybe someone can contributing sound effects/music..
That would be great, because midi to pico8 sounds weird: \

[ Continue Reading.. ]

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39 comments


Cart #37086 | 2017-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
93

Enjoy this port of Omega Race. Another "let's see if I can make a game in an afternoon" joint.

Instructions:

UP = thrust
LEFT/RIGHT = rotate
FIRE = fire
OTHER FIRE = shield

Kill all enemies to advance to the next level. Use the shield to avoid enemy fire and the rotating lazers. Collect yellow coins for the bonus level.

Edit: Removed sarcasm and changed the game name since now it's pretty good game for a few days of work.

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