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Cart #37596 | 2017-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Sit back, relax, and draw constellations on your own personal night sky.

Made by me with music by @pizzamakesgames.

This is a little relaxing game I made last summer after a bigger game I had been working on didn't work out. It was meant as an exercise in simply making a game for the joy of making, as well as learning pico8, and it was a success for both goals. I hope that it brings anyone who plays it a moment of relaxation and comfort.

Controls

  • Move with arrow keys. Hold C to move faster.
  • Select stars with X. Connect them to form constellations.
  • Hold X when not connecting stars to finalise a constellation. Select a name and confirm with X, or cancel with C.
  • Delete connections with X while hovering the line.
  • To clear your constellations and generate a new sky, hold Down and C at the bottom of the sky.
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Cart #debut-0 | 2019-01-02 | Code ▽ | Embed ▽ | No License
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Our first demo! Made for HackYSU on 2/19/2017.

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Cart #37783 | 2017-02-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A little game about grabbing stuff in space using a limpet, a controllable little drone. Press (X) (Z on keyboard to grab, UDLR to thrust.
Drop grabbed objects in the indicated drop area.

Written during SUSE Hack Week 2015.

Changelog:
-1.1+

  • upbeat correct drop sfx
  • made drop zone larger
    -older:
  • graphics
  • more game modes
  • sound (WIP)
  • sound effects
  • drone scoring
  • list of dead drones
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Cart #44490 | 2017-09-23 | Code ▽ | Embed ▽ | No License
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Tetrominoes... where do they come from?

the goal of this sliding tile puzzle is to make tetrominoes.

when you make a move, there are 3 possible outcomes:
good move: you've connected 4 tiles of the same kind, and made a tetromino. +1 on score. there's a little tune. the cleared tiles are replaced by random ones.
free move: not a good move, but the tile you moved connects to one of its kind. there's a "satisfying" beep.
bad move: the tile you moved is isolated. the board shakes, there's an annoying noise.

in twenty mode, you are allowed 20 bad moves until the game ends.
in marathon mode, you start with 4 bad moves and gain one for each tetromino you make.

[ Continue Reading.. ]

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I export my game with "export blah.html" and play the html file in firefox or chromium-browser. When I hold down tab, which is the default player 2 button O, it seems to cause the browser focus to jump up into the address bar, search bar, and around any other anchors of the page etc. By this, it interrupts holding down button O in the game.

However, games on the BBS do not seem to exhibit this issue. For example, my same game that I uploaded to the BBS does not have that behavior on its BBS post page (I hold down tab, the focus stays in the game) but it does if i export it myself to html/js and play that file (I hold down tab, now the address bar is highlighted, now the search bar, now the game, repeats flipping around). So there may be something in the BBS HTML that keeps the browser from handling the tab key that way.

I see this on Firefox and chromium-browser both. It is cumbersome for my beta testing my game in which either player would typically hold down button "O" to build up strength. I may have to rethink my buttons. Any thoughts? I will look into maybe a little edit I can make to my own HTML exports. Thanks..

[b]2/20 huge props to ultrabrite for this easy solution

[ Continue Reading.. ]

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Cart #37575 | 2017-02-18 | Code ▽ | Embed ▽ | No License
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Hey all, I was just wondering if there is a way to run Pico-8 games on the web (using HTML) or on a desktop at native resolution; One pixel on Pico-8 corresponds to one pixel on my monitor to get a tiny Pico-8 game window?

Any body know if this is possible?

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Cart #37559 | 2017-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made a little peck game with trash dove

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I'm a novice programmer, and am fumbling my way through making a game in PICO-8. One of the things that I want to do in my movement code is only have 4 directional movement, not 8.

My movement code is:

function move_player()
	--walkleft
	if (btnp(0)) then px-=8 end
	--walkright
	if (btnp(1)) then px+=8 end
	--walkup
	if (btnp(2)) then py-=8 end
	--walkdown
	if (btnp(3)) then py+=8 end
end

I use btnp because I want tile locked movement in my game. This might be achievable with btn, but I couldn't figure it out. One big problem with this is the lag from the initial press to when it moves again from holding the button down. Also, if you hold both up/right, up/left, down/right, or down/left on the arrow keys the player will move diagonally. This makes sense, of course, but it's not what I want.

My problem is that I do not know how to achieve what I want. My first thought is something along the lines of only accepting the most recent button input, using elseif achieves something close, but directions take priority in the order they're written, not pressed. I'd appreciate any help.

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Hi all!

This is my first finished PICO-8 cart.

Its an arcade game where you high five and fist bump cats.

High five the cats with your hand moving at speed for more points. Build up a combo to get a chance to pull off a secret handshake.

Controls:

Arrow keys - move hand
X - Switch arm position
C - Switch between open hand and fist

This is version 1.1 - I tweaked the hit detection for high fives and added a tutorial skill level.

Hope you enjoy it! :)

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Moving on with the graphical adventure game, I wanted to create more appealing background details and give the view out the window in the scene more depth. I also wanted whatever I created to be reusable throughout the game. So I came up with a simple, customizable function that can be referenced at any point.

You can read more at http://whiteoutlabs.com/game-development/reusable-animated-clouds-for-the-pico-8/

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Cart #sicris-3 | 2019-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Color tetris variant. Use â—„ â–º â–² â–¼ [O] [X] for controls. Some weird things can happen, but it's not always a bug, it may be a feature.

Change log:

1.12 - level 6/pico 0.1.12 bugfix, add menu items

1.11 - change a game over minigame, small code changes to cut some tokens

1.1 - add a minigame to game over screen, easier to get to the final stage

1.0 - save highscore only in normal mode, add junk after clear in loop mode

0.9 - pre-release version, added: final (boss?) stage to each level, loop mode for playing one level without progression, some cosmetic stuff; 8000 tokens used so no more features probably

0.71 - game over only on glass overflow, better "turn-based" movement

0.7 - rewrote new block function for better color randomization, made later levels easier and speed slower, added clear particle effect and few level goals

0.6 - show 4 next blocks (from big to small), make hold piece and goal smaller and show them on left side, try to move a block when no space exists after rotation

0.52 - allow replace block with hold piece by [x]+[o], add bonus for multiple clears, reduce by half level scores to fit in limit (32767.99) [sorry for so many small updates]

0.51 - move blocks by cells, allow to choose start level, allow to speed up blocks, better randomization, blocks can't rotate if not enough space there, can't hide blocks on top or bottom, show 2 next blocks, add more level goals.

0.4 - add black border to block cells, random block collors on restarts, add information about current goal to left side, reverse block movement to prevent needless lose, add secret win condition (need more work) + win screen with fireworks from this cool cart.

0.22 - reworked level 1 and 2 for the classic experience + small bugfix + stop blocks by cells

Old versions:

Cart #37873 | 2017-02-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #37552 | 2017-02-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #37498 | 2017-02-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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In the spirit of sharing readable code, it should not cost tokens for things that only serve to make the code more readable. There are exceptions, of course, that can't be helped, where you might choose a short and less-readable algorithm over a more verbose one that does the same thing -- such as what I call the poor-man's ternary (c = a > b and 3 or 2) versus the "if" block (if a > b then c = 3 else c = 2 end).

Anyhow, back to the point, constants are one thing that serve no purpose other than to make reading and debugging easier. Thus, I feel, declaring a constant should cost no tokens in order to encourage the use of them. Referencing a constant, of course, should still cost a token.

Now, as most of you have already shouted out, the primary flaw with this proposal is that Lua does not support constants. Constant declarations would have to be added to the PICO-8 flavor of Lua which, well, is already not pure Lua. Furthermore, Lua was surely not imagined to be limited by tokens... so it seems fair to tweak PICO-8 Lua in this way in response to PICO-8's limitations.

Why?

Well, currently, I have 80 variable declarations (which are really just constants in their function) occupying 240 tokens. I am running out of tokens and want those tokens back from the constants. Thus, I will likely write a preprocessor (or modify @dddaaannn's excellent picotool) to strip out and replace the constants. I am marking my constants like this in preparation for that work:

[ Continue Reading.. ]

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Cart #38334 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the first stage of a WIP I've had in mind for a few days. Next up: PROCGEN, PICKUPS & ABILITIES.

old cart for reference: 
Cart #37459 | 2017-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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~ Eternal Danmaku Uchūsen Challenge ~

A game of infinite procedurally generated bullet hell boss fights

Controls: ◄ ► ▲ ▼ ⓩ ⓧ

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So, this is obviously an odd edge case, but I have the pico8.exe 0.1.10c binary pointing at /bin/pico8 in cygwin (win10).

printh works perfectly fine when supplied a log file target, but other than that, I don't get any output.

I know I could watch/tailf the log file, but I think this should work!

It works with windows Command Prompt, but the linux subsystem on windows is inferior in many ways.

Please support cygwin stdout!

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Cart #37440 | 2017-02-14 | Code ▽ | Embed ▽ | No License
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Download the p8 here!

View full site with screenshots here!

Ever want to play a game of Risk on the go? Here's the companion cart! Complete with six colors, units and dice.

Features

  • Automatically set up a new 6 player game by using the menu option, "Setup New Game"
  • Save & Load map, so you don't have to lose your progress!
  • Quickly set or clear a country's player with O.
  • Quickly set a country's units with X.

Tips

  • Load this game on to your PocketCHIP to play anywhere!
  • Countries can be set to Neutral for the Nuclear Risk gametype!
  • Roll five dice by holding X and O. (To roll less dice, simply ignore the extra. To wait for defender to choose number of dice to roll in return, obscure the screen from the second player until the attacker's dice are announced)
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A fast single-pixel particle system using bitwise operations and constant-time addition and removal. The top part of the program is the reusable particle system. It features acceleration, velocity, particle colors, and particle lifetimes. Please reuse, but please also keep my name attached to the code.

The bottom part is the waterfall demo and some generic particle emitter code.

You can save a few more cycles if you hardcode the gravity constant. Otherwise I believe that this is close to optimal.

More information at my github

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Cart #37431 | 2017-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

First ever cart.
Made a little wall thing that changes over time.

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Hiya - first post and I'm immediately asking for help. Tssk.

I'm drawing sprites to the screen, and some random colours are being displayed as black rather than the colour they are set to in the editor. However other sprites are displaying these colours correctly. Nowhere in my code do I use pal() or palt(), so although I'm assuming it's a transparency issue I don't see what I'm doing to cause it.

Thanks in advance

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