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I like the new "hidden" feature of the BBS, but it doesn't render markup correctly beyond simple text. Here's a "code" inside a "hidden":

print("hi")

Of the several possible uses for hidden, I want to be able to show and collapse long "code" regions, and it doesn't yet work for that. (There are other potential UX solutions for that use case, but that's a valid thing to want to do inside a hidden region, I think.)

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Cart #40582 | 2017-05-14 | Code ▽ | Embed ▽ | No License
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LLE is a level editor that supports multiple layers, with each layer stored on cart as different sections of the map. LLE works by loading the sprite and map data of a user's cart, making changes, and saving back to the cart. Be sure to download LLE for best effect!

For demo purposes the cart comes with a small selection of sprites and a level made with them to show off the editor can do, but otherwise to actually use LLE you have to tell it where the layers are and how big the level is; all layers are considered the same size.

working_cart = "" --file name (with .p8) of the cart you want to edit
lvl_size = {width,height} --in map cells, overall size of the level
lvl_layers = { --starting point of each layer of the level on the map
  {x,y}, --each layer is an x,y pair, like so
  {x2,y2}
}

[ Continue Reading.. ]

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Cart #39731 | 2017-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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press left mouse button to start
press right mouse button to reset
music from matt tuffles pico-8 audio tutorials (a bit modified)

Cart #39727 | 2017-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Here's an example project that shows how to use verlet physics in your projects. I'm still reading up on the subject, so this is really just a fancy demo at the moment. I'm going to add in edges and then try and figure out how to control objects with forces or impulses.

Github Source
Github Page

Cart #39723 | 2017-04-17 | Code ▽ | Embed ▽ | No License
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Hey everyone,

Pinkbunny is back \o/ In this third installment of the Puzzle Cave series Pinkbunny must travel back in time to the 1970s and stop Dr. Eyevil from altering our time line.

Puzzle Cave III - That 70s Bunny

  • fresh from Revision 2017!
  • 15 levels
  • hard and slightly harder puzzles
  • story and cut scenes
  • music ! \o/
  • a pink bunny that goes by the name of Pinkbunny
  • not for puzzle solving beginners ;)
  • game keeps track of your achievements during a session

Have fun!

Cheers!
Team Hackefuffel
jco, g1d30n & gizmo

P.S. Post your final score!

Edit: Version 1.2 sound bug fixed

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Cart #39709 | 2017-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Well now, instead of going completely bonkers and making a game in secret over the course of a few months, I figured I'd do something a little different this time, and perhaps a little silly. All I have right now is this title screen that's probably consuming far too many tokens, a few sprites, and a vision. I have other obligations right now, but I'll probably chip away at this thing here and there and keep this thread updated with the latest and greatest.

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Cart #41233 | 2017-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Aim
Score 10 belief points by keeping your followers happy. They like trees and plants, and eating tasty corn. They don't like swamps, being stuck in one place or things being on fire. You can also win by making your opponent's (Omnicow) followers unhappy.

Controls

Arrow keys - move
Z - use power
X - change power

Story

Once, Henry was just a regular pig. He dreamed of being a magnificent wizard who was popular and cool. Through the sheer force of his own will and the belief of the nearby villagers, who saw promise in him - he became a giant flying head with reality bending powers. Summoning a mountain from the earth, he marvelled at his power.

"I will use my powers for good, and make my followers happy, with lovely forests and magical instant-corn from the fields"

As he said this, the earth shook and a giant cow's head appeared from behind the mountain he had just conjured, spitting fire from its eyes"

"Or maybe I'll just ruin someone else's day"

[b]Powers

[ Continue Reading.. ]

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Cart #39699 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is an amazing new game that I am developing. You begin life as a small turtle chased by spinach leafs. As each spinach leaf hits you, you gain weight and grow until you become a full 8x8 fatso. At this point, Dr. Naz appears to instruct you to lose weight.

Coming soon: a new half of of the game where you have the opportunity to lose the weight you've put on by running from the spinach leaves. After that, workout and calorie counting levels currently under production.

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There's not much gameplay here at the moment - just wander around the maze. It's mostly an exploration of some procedural generation. I might yet try to build a proper game around it, but I thought it might be of some interest on its own.

Features:

  • 16x16 room maze generated with Kruskal's algorithm plus some extra connections to make it more interesting.
  • Basic random room generation so that each room has connections to adjacent rooms that match up.
  • Automatic wall borders.
  • Textures assigned by randomly combining a selection of 3-colour palettes with a number of different wall, floor and border textures.

[ Continue Reading.. ]

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Cart #39696 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #39683 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A work in progress remake of Wetspot 2 by Angelo Mottola.

Gameplay closely follows the original.

Work in progress.
First world complete, penguins can't shoot snowballs for now.

Please give feedback on this!

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Cart #39678 | 2017-04-15 | Code ▽ | Embed ▽ | No License
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What is SCUMM-8?

SCUMM-8 is a PICO-8 "demake" of the SCUMM engine that powered most of the classic LucasArts adventure games, such as Monkey Island and Maniac Mansion. However, it is only (heavily) "inspired" by the SCUMM engine, not a true replica - for that you'll want good ol' SCUMM-VM.

My plan was to make it possible for anyone to make their own point & click adventure games in PICO-8!

[box=#e0e0e0]All the code and API documentation can be found on GitHub (link below):

[ Continue Reading.. ]

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By now, you most likely have heard kids talking about something called "M-BIRSIO" and sometimes just shout "MM... BIRSIO! MM... BIRSIO!" while drooling. Well, now you can find out what it is by inserting this new exciting cart from Tic Tac Toad in your PICO-8.

MICRO MURDER ( but it's robots so it's OK ) is a game of ballistic extermination for 1 or 2 tactical modules, organic or otherwise. Assert your domination over four pictoresque and extremely resource-rich celestial bodies using a flexible arsenal designed to fit any situation.

FEATURES

* streamlined "artillery duel" gameplay similar to Worms (or so they 
  say, Tic Tac Toad has never heard about any kind of worms except the one 
  in Worm Nom Nom, also available now from Tic Tac Toad)
* a game for 1-2 players
* a sometimes quite cunning AI
* an endless amount of randomly generated levels on four different planets
* tweakable gameplay parameters

[ Continue Reading.. ]

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Cart #39671 | 2017-04-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First real test-case for a 3D prop editor I've been making for Pico8.

There's no interaction in this demo - it's just four cars that drive around the screen. They also don't do any collision detection or avoidance, so they just drive through each other sometimes.

The point of the tool is that it lets you create and edit simple 3D props for use in Pico8 games. The editor is made in Pico8 so you can get a live preview with the same renderer that gets used in-game (crucial for lo-fi rendering!). The other reason that the editor is made in Pico8 was because it seemed like a funny thing to do.

If you clicked the link to the gif above, you may have noticed a familiar face - the tool can import triangle meshes, so that clip is showing a render of Suzanne (the test-monkey from Blender).

The workflow for making the cars goes like this:

  1. Make a car mesh in blender

[ Continue Reading.. ]

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Cart #39669 | 2017-04-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It is here! The easter game you've all been waiting for!

You cannot truly appreciate easter without running around in a minefield as a chicken, gathering eggs.

Happy Easter!


Updates:


Hope you like it!

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Cart #39682 | 2017-04-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a small game I put together for Get Well Soon Jam (which I also hosted).
Play it on itch.io

"SkySoup serves only the best soup at the hottest temperatures, all thanks to our trained brothcopter pilots. We deliver on time, and fast, thanks to people like you." - SkySoup Employee Handbook

Your Mission: Deftly fly the brothcopter to its destination and make the customer happy.

Controls:

X - Begin Delivery
Arrow keys - Fly the Brothcopter

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PICONIC: GOTTA GO FAST is a two-color clicker done for Davit Masia's #1BitClickerJam

I wasn't very happy with the work I did over the two weeks of the jam. On the last hours I restarted from scratch with a game around the infamous Sonic meme.

Hope you find it somewhat amusing.

You need a mouse to play (for now).

@TomSolacroup

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Cart #39659 | 2017-04-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My entry for the 1bit clicker game jam.

Inspired by Googles game in chrome

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I have been playing around in the tracker and what I did was have one voice start in the first channel, second channel blank for several rows, then introduce a new voice in the second channel. Third channel is blank for still longer and then introduces a third voice.

I find with the third channel in play sometimes the playback of the channels becomes out of sync. Is there something I need to do to make each channel play at the same speed? My expectation was that blank rows would occupy the same amount of time as a row containing a note, but perhaps this assumption was incorrect?

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