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Cart #38613 | 2017-03-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(please note: you can eat the fruits to heal yourself)

Will you enter the dungeon? Will you survive? Will you make fat stacks of $$$? Will you transform Gar's Den into Player's Den???

Here's what's on the dungeon's pamphlet:
-> Enter Gar's lair
-> Destroy his minions
-> meet the shopkeeper
-> plant your garden
-> ???
-> profit
(-> ???
-> kill Gar)

Controls:
[o]/z ~ action + slash
[x]/x ~ inventory navigation (hold, then use arrows)
[arrow keys] ~ move around

This is my entry to 7DRL! Or at least it would be if I actually had done it in 7 days. I took 14 days instead. (a third of them was spent on saving tokens)

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Cart #39944 | 2017-04-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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More particles in this doodle. It's been a long, rainy winter. I thought I'd celebrate it with a nice little doodle.

Cart #39569 | 2017-04-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Believe it or not, this is almost the same code as doodle #5, just with more particles. I really enjoy watching this hex-a-blob crawl across the screen.

I made the fade out a little nicer by using the darker colors from @krajzeg's lighting tutorial. https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7

Cart #39463 | 2017-04-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I decided to add a bit of visual variety to the background and added some procedural dithering based on Trasevol_dog's work. I'm hoping to combine this with cellular automata once I've learned how to control that a bit better. Then maybe add some motion so when you slide a tile in a direction, it causes the whole puzzle to lurch to the side and the background cellular automata to change with that movement.


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Cart #38416 | 2017-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

It's going to be an open world :-)

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Cart #38456 | 2017-03-20 | Embed ▽ | License: CC4-BY-NC-SA
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This is an extension of andrew26330's thread here: https://www.lexaloffle.com/bbs/?tid=27675

It's a bit too heavy for the browser, so try it out in the app.

An attempt to create sentries that only chase you while you're in their line of sight, but not through walls or objects.

While the player is within the sentries' angle of vision ( as indicated by the color-changing tiles), they shoot out invisible collectibles that auto wield, auto shoot, then dewield. While the player is wielding the item, the sentries switch to Chase mode. After 3 seconds, the item uses all its ammo and dewields, switching the sentries back to Watching mode until the ammo is filled up again.

One problem is that it takes time for the collectibles to reach the player, so there is lag between the sentries seeing you and the sentries switching to Chase mode. The spread of the collectibles is also unreliable and they tend to clump when being shot at 45 degree angles, often missing the player. There are also some performance issues with firing so many collectibles.

If there is a better way to achieve or optimize this, let me know!

Changelog v0.1:

-shrank and adjusted room
-added Red Alert Music (Credits to Konami. I do not own it.)
-added Cautious state to sentries

Maybe this will eventually be VR Training. We'll see!

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https://www.lexaloffle.com/bbs/?cat=7

I can read the site and jump around... run cartridges, download code, etc.

If I post a comment -- the BBS seems to "hang" ... not only that, it seems to "hang" (can't access) from other browsers on the same machine.

Does anyone else experience this? 1 "write" interaction with the BBS and the BBS seems to block your IP for some amount of time (5 minutes? 10 minutes?)

Also, when I post/write -- the "submit" or other action never returns... so the lock goes into effect as soon as the write hits the service.

The system has always been this way for me -- this is not a new behavior.

Scott

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Cart #38409 | 2017-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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BIRDSTAR

A pico-8 commentary on climate change, futility and memory manipulation for the Linux Game Jam '17.

You can play it on itch.io here, or on github here with a plainer background. The source is freely available from github.

This cart was mostly just the result of me learning how to mess around with memcpy() -- it turns out that you can do some pretty fun stuff this way. The reflection at the bottom of the screen is created by grabbing part of the screen from memory and overwriting later addresses, in reverse row order. The 'ripple' is done by literally writing to addresses which are further ahead or slightly behind of the normal translation.

I wrapped this up as a very simple game, because I couldn't find an actual working example of a technique like this around the pico 8 community (though I found a couple of .gifs of other peoples' projects, so I knew it could be done). In the end I got a code snippet from the lexaloffle forums that I hacked a bit to do my thing:

mirrorcpy(0,128-32*2+1.5*sin(tick/60),0,128-32+1.5*sin(tick/60),128,128-32+1.5*sin(tick/60))

[...]

function mirrorcpy(sx,sy,dx,dy,w,h)
    if (sx+w>128) w=128-sx
    if (dx+w>128) w=128-dx
    if (sy+h>128) h=128-sy
    if (dy+h>128) h=128-dy
    w = w/2
    sad = 0x6000+flr(sy)*64+sx/2
    dad = 0x6000+127*64+dx/2 -- reflect
    for y=1,h do
        memcpy(dad,sad,w)
        sad+=64
        dad-=64-sin((y)/8)*cos(tick/64)
    end
end

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Not really sure if this was mentioned anywhere, but I thought it might be useful for anyone who wants to make use of vector math, specifically calculating the length of a 2D vector, while minimizing the risk of overflow.

Because the sqrt(32767) ~= 181, it is easy to overflow when using the textbook equation for calculating vector length:
len = sqrt(x*x + y*y)

To derisk overflowing when squaring the terms, you can first scale down the vector's x and y components:
m = max(x,y)
x = x / m
y = y / m

then scale the square root of their sums:
len = sqrt(x*x + y*y) * m

Lua code (simplified since one term will always == 1):

function length(v)
  local d = max(abs(v[1]),abs(v[2]))
  local n = min(abs(v[1]),abs(v[2])) / d
  return sqrt(n*n + 1) * d
end
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Cart #38547 | 2017-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The game

Inspired by my memory of the Oregon Trail hunting mini-game, shoot haunted home appliances to release the spirits inhabiting them in this game. With 10 levels and 10 bullets each, each hit reduces the haunted percentage by 1%. Don't let the appliances touch you or your hunter will run scared from the level.

Older versions

Cart #38402 | 2017-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38396 | 2017-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38385 | 2017-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Blast the poop into the toilet!

Art & Design by Everett (4)
Code by Chase (34)

1 comment


Cart #38514 | 2017-03-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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V2 has several improvements based on great community feedback:

  • the "Invert Y axis" setting is saved in cart data
  • the player may not flee the battle area to wait until the shield and lasers are repaired
  • Enemies are more aggressive, some will follow the player
  • Introduce faster TIE/IN interceptor to ramp up the difficulty
  • Minor improvements and bugfixes to game over screen and game state management

Cart #38375 | 2017-03-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38370 | 2017-03-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Happy Saturday!

This is an attempt to create a faster falling sand simulation (60fps) by reading and writing directly to screen memory. All pixels / sand particles are active at all times.

I was inspired by Helado's Tiny Terrarium and Axnjxn's Falling sand.
https://www.lexaloffle.com/bbs/?uid=10783
https://www.lexaloffle.com/bbs/?uid=23000

I'm writing 1X2 pixel blocks in order to work directly with bytes and avoid bit-masking to address individual pixels. Then, I am using the display mode hack ( poke(0x5f2c, 2) ) to stretch the vertical scale of the display by 2X without requiring me to write any more data to screen memory.

-Electric Gryphon

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After a long time without any updates I have decided to post version 0.5 of the game in its current, un-finished state. There is no goal as such apart from mine gold and build some cool looking space stations. Since version 0.4 many changes have been made such as adding a title screen, fixing some sound issues, improving sprite work, adding some new building blocks and many other improvements.

This is an unfinished update and game overall that will most likely never be finished but I hope you enjoy what is here now. I think that it is for the best for me to move onto new ideas and projects rather than get stuck on the same project for months on end.

Cart #45382 | 2017-10-21 | Code ▽ | Embed ▽ | No License
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[b]Old Versions:

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Cart #38530 | 2017-03-22 | Code ▽ | Embed ▽ | No License
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Cart #38357 | 2017-03-18 | Code ▽ | Embed ▽ | No License
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This is some really good stuff, certainly worth a dig. It's the kind of thing I've been trying to get into with dynamic level generation, eventually. There's a lot of ways to apply these principles, too!

https://www.rockpapershotgun.com/2017/03/10/how-unexplored-generates-great-roguelike-dungeons/

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Cart #38336 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38332 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38328 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38326 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #38324 | 2017-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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