Log In  

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

Cart #39854 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Hello!

Does anyone else experience laggy sound when hosting your pico8 games as html? This only occurs when using chrome for android. Firefox seems to handle it well. What it might be is that firefox preloads sound and chrome does not. Any ides?

cheers!

4 comments


Cart #39846 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

This is a little fire experiment I've started playing with. It uses basically the same lookup table setup as https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7 , although that may not have turned out to be absolutely neccessary.

What I'm happy with:

  • controls
  • performance
  • overall look

What could use work:

  • sound could respond to player actions
  • smoke could drift a little more interestingly

What might be fun to add:

  • setting other things on fire
  • scorch marks or some other permanent trace

Thoughts are more than welcome!

3
0 comments



Hello, all! Here's my entry for Ludum Dare 38! I'm glad that PICO-8 makes it so easy to iterate on little game ideas like this.

This is a game about cells and cell masses. Ride the currents to eat other cells, or just enjoy life as a floating, amorphous blob. Enjoy this as a maze game or just as a screensaver.

Use arrows to shift weight in current, or to traverse walls when stuck to them.
Move away from walls or press Z to dislodge yourself into the current.

This game is also posted here on Itch.io.

1
0 comments



Use arrow keys to move. Eliminate all the enemies.

0 comments


Is there a keyboard shortcut to change the brush size in the sprite editors? I noticed quite a few others missing actually that would be very useful.

1
1 comment



My game for Ludum Dare 38.
You can find the game page on the LD website here.

Controls:
Left and right: move the player (the little blue line)
Up and down: select things to build (show in the bottom left)
X: Place what you have selected

You have been tasked with colonising a barren planet. Arriving with limited resources you must build and reap the land to survive.

Your workers will go back to their homes to sleep and to a farm to eat when they require it.

Tips:
Build a house first with a farm next to it.

[ Continue Reading.. ]

14
5 comments



a bootleg for Pico-8 I recently bought on my flea market.*
Enjoy the work that the Chinese people did reskinning kometbomb's Pico Racer.**

    • not actually on sale anywhere
      ** - not made by Chinese people
6
3 comments



This is a reupload of one of my older musical compositions in pico-8. This time, I added a piano roll. Big thanks to kittenm4ster for the code.

Let me know what you think of it in the comment thread, Thanks for listening. :D

3
5 comments


Cart #39821 | 2017-04-22 | Code ▽ | Embed ▽ | No License
1

Hey all,

I was doing Ludum Dare 38 this weekend but I hated the theme and my mechanics weren't coming together so I decided to submit a mapscale function I figured out instead in case it was useful to someone.

It's basically identical to the map() function, except it takes a scale parameter also, similar to sspr (although it doesn't scale width separately from height, though you could add that with only a few quick adjustments if you wanted it). It uses sspr under the hood which is probably not super performant, but it seems to work well enough and I doubt there's a much faster way to scale a full screen worth of sprites anyways if that's what you need to do. It can be zoomed down past 1x or as high up as you want.

To try the demo just hit Z to zoom out. It does 4x,3x,2x,1x in order and then loops back to the beginning again twice as slow each loop so you can inspect how the pixels are getting smooshed if you like. It could probably be improved as when it's slow the scaling is a bit ugly, but it looks fine if you do it quickly.

Below is the code, I tried to add comments to make it a little clearer and I took as much code as I could out of the inner loop for performance. You might be able to optimize the code further, I didn't spend much time on optimization, but I think this is pretty reasonable as is. If you're scaling a full screen of sprites you probably aren't jonesing for performance anyways. I left a parameter for specifying layers but I didn't implement it, shouldn't be hard though it already pulls up the sprite id.

function ceil(num)
  return -flr(-num)
end

function map_scaled(cell_x,cell_y,sx,sy,cell_w,cell_h,layer,scale)
  local sprite_id
  local drawx,drawy,draww,drawh
  local spritex,spritey,spritew,spriteh
  local lcell,rcell,bcell,tcell,wcell,hcell
  local cell_x_current,cell_y_current
  for offsetx=0,flr(cell_w)+1 do
    cell_x_current = cell_x+offsetx --x pointing to current iterated cell

    -- these are the most i could move out of the y for loop
    -- makes it a bit confusing but otherwise lots of wasted calculations
    --these take into account a cell getting cut off
    lcell=max(cell_x,flr(cell_x_current)) --left bound of current cell
    rcell=min(flr(cell_x_current)+1,cell_x+cell_w) --right bound of current cell
    wcell=rcell-lcell --width of current cell
    spritew=wcell*8 --width of sprite, taking cutoff into account
    draww = wcell*scale*8 --width of rectangle to draw sprite in
    drawx=flr(sx+offsetx*8*scale)-(cell_x_current-lcell)*8*scale --x to draw rectangle at

    for offsety=0,flr(cell_h)+1 do
      cell_y_current = cell_y+offsety --y pointing to current iterated cell

      sprite_id = mget(cell_x_current,cell_y_current) --sprite id corresponding to current iterated cell

      spritex=(sprite_id%16)*8+(lcell%1)*8 --x of sprite (if the sprite gets cut off, it's the left bound of the cutoff)

      --these take into account a cell getting cut off
      bcell=max(cell_y,flr(cell_y_current)) --bottom of the cell is technically top of the screen. ie, lowest y
      tcell=min(flr(cell_y_current)+1,cell_y+cell_h) --top bound of current cell, highest y
      hcell=tcell-bcell --cell height

      spritey=flr(sprite_id/16)*8+(bcell%1)*8 --y of sprite (if it gets cut off, it's the lower y bound of the cutoff)

      spriteh=hcell*8 --height of sprite, taking cutoff into account
      drawh = hcell*scale*8 --height of rectangle to draw for current sprite
      drawy=flr(sy+offsety*8*scale)-(cell_y_current-bcell)*8*scale --y to draw rectangle at

      if draww > 0 and drawh > 0 then --skip if there's nothing to draw
        sspr(spritex,spritey,spritew,spriteh,drawx,drawy,ceil(draww),ceil(drawh)) --round width/height up so there are no gaps
      end
    end
  end
end

[ Continue Reading.. ]

1
2 comments


Cart #39817 | 2017-04-22 | Code ▽ | Embed ▽ | No License
3

Second installment in the 'hunter-trilogy'. Two player game where the green and the white worm battle it out in a maze of DOOM! Or a traditional worm eats food game where you avoid the walls and try to make the other player hit you or the wall first.

3
0 comments


Cart #carmina_wip-0 | 2018-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Carmina's World: a walking simulator and mini adventure game with a bunch of random stuff to try.

Controls: use cursor keys ◀️🔽🔼▶️ To walk around and swim (if you have the lifesaver)
X to use magic (once you have the magic wand)

Another update. Mainly bug fixes. Almost complete.

5
1 comment


Use Arrow Keys to change dungeon size
Press Z to make new dungeon



This is a dungeon created by using binary space partitioning (as described on roguebasin here: http://www.roguebasin.com/index.php?title=Basic_BSP_Dungeon_generation)

MIT Licensed

4
5 comments


Cart #39805 | 2017-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Genetic Olympics is a simulation based game that mimics Olympic Competitors competing in various events.

Important Note: After you are done playing this game. If you have the time, it would be very helpful if you could answer a couple of questions that are related to this.

>>Click here when you want to answer the questions<<

By answering these questions you are aiding us in our research about these kinds of programs. We are currently working on a bachelor thesis and we are trying to gather as much data as possible from users.

So what is there to do?
[u]You are completely free when it comes to using this program.

[ Continue Reading.. ]

10
1 comment


Cart #39786 | 2017-04-20 | Code ▽ | Embed ▽ | No License
2

Here is our first attempt to make a game with pico-8. We are a dad and two small boys learning the joys of programming. Hope you like it!

2
1 comment


I'm working on a game using a large map, though it's made using about 6 sprites that make 3D buildings. I'm wondering if there's a way of using the Sprite Flags in the sprite editor to only Hitbox my 6 sprites instead of having to hitbox the entire map manually. Thanks in advance!

Le Dook.

2 comments


Hello Pico-8'ers!

I've been wanting to be able to make a game in which you explore a large game world that is bigger than the available map space in Pico-8 for some time now but I can't see an easy way of doing this. I've seen people using bits of the sprite space but I'm still not sure how they achieve this.

I'd like to be able to have a giant game world similar in size to that of 'Duck Duck on the Loose'

If anyone knows of ways to do this i'd love to here your ideas!

1
6 comments


Cart #39763 | 2017-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


Hi,

I was listening to Amiga music the other day and fell on "Vaxine", a game I played on those days for quite some hours. You ran on a flat matrix, shooting at viruses that kept trying to gather. "That would be a cool game to make in Pico 8", I thought, and voilà! Just the beginning of course. Never made anything in 3D, and well this is neither, as it's just a bunch of factors thown together to bring fake 3D. But it looks cool imo so let's see how far this can go this way.

I still have my "WhoDares" to finish though, that takes all my spare time (update very soon), so Antidote is not in a rush for now.

[ Continue Reading.. ]

3
3 comments


Here's a silly thing that came out of another thread where I was contemplating parsing game content out of strings, and just how far to take the idea. Eventually configuration/data formats always end up becoming programming languages (heck that's how Lua got its start), so why not just make it a full programming language from the start? Get a jump on Greenspun's 10th rule.

So, I implemented lisp-8, a small lisp dialect intended to be used in pico-8 carts. The core code is about 1400 tokens after some fairly aggressive (ugly) optimizations. I could cut it down by about 200 tokens if pico-8 ever exposed Lua's _G variable.

And of course, once you've got a scripting language embedded in your game, why not allow your players to type in code and make a full programming game out of it?

Of course, it might take a week to type in your program with the limited input available on pico-8. So if you don't want to type in code yourself, hit tab to cycle through some sample lisp statements.

Cart #39744 | 2017-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
18

[ Continue Reading.. ]

18
8 comments


So my 6-year-old son loves PICO-8 and it sort of accidentally ended up being his introduction to programming. Yay! BUT after we really got into PICO-8, the Splore command was introduced and now there's this totally new vector for him to receive content that is not vetted to be kid friendly.

I totally see why everyone loves Splore and it's great for basically everybody but my family, so I was wondering if there was any way to prevent our install of PICO-8 from downloading remote carts. If that existed, I could create a whitelist of sorts by downloading appropriate carts and sticking them in his carts folder. Alternatively, if we could somehow disable the Splore command in our install, that would also work. The least desirable alternative (but still preferable to the current state of affairs) would be obtaining a pre-Splore version of PICO-8 and the manual.txt for that version.

Are any of these sorts of things possible?

2
9 comments




Top    Load More Posts ->