Log In  

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

Cart #41624 | 2017-06-14 | Code ▽ | Embed ▽ | No License
2

By lotuslotl (code) and hushcoil (art/music/sfx)

2
0 comments


Cart #41621 | 2017-06-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Cart #41610 | 2017-06-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

wip for cgajam and corgijam. UPDATE: bullet collisions and jumping on heads work! but doggo still cannot die

3
4 comments


Cart #41606 | 2017-06-14 | Embed ▽ | License: CC4-BY-NC-SA

Splat!
(Desc Soon)

0 comments


I have a several 8x8 boxes on the screen.
I have a line from a/b to c/d.

I need to find out the line intersects with the boxes.

How I'm doing that right now is by using some line intersection formula I found to check if the line passes through each segment side of each box. So for each box, checking 4 sides for intersection. This works but I'm finding it's dreadfully inefficient once you get many boxes on the screen.

Hoping someone has a snippet or can at least point me in a direction of what to explore.

I've done a little searching and see something about Bresenham's algorithm but I don't have the brain power to translate it into Pico-8 in a manner that spits out a true/false for a given 8x8 box.

Currently, I'm checking each box, which could be up to 100 or more. I'd like to think there's a way to avoid having to loop through all 100 and compare, but maybe not.

Any help is appreciated.

7 comments



I made this game for the CGA Jam : https://itch.io/jam/cga-jam/rate/151002

This is my first Pico-8 game. It was a lot of fun building it and I hope you enjoy

DEFEND THE TRAIN!!!!

Controls: Left, Right, Up, X (to shoot)

1 comment


While trying to make a looping rocket sound effect using white noise I ran into difficulties with its loudness compared to other effects. Most of my other effects were at volumes 4-5, while the rocket effect was at volume 1. It still had a similar loudness compared to the volume 4-5 effects. I ended up not using it because I found that too annoying. White noise being louder than regular sound is something I noticed before when working with synths, but there you can usually compensate by turning down the gain.

Is this intentional? Did real-life consoles also have this kind of behaviour or did they compensate for it somehow?

0 comments


Is there a way to adjust how quickly held keys repeat keypresses within the code editor, etc? It appears Pico-8 applies its own setting/behavior to this, it does not inherit it from the host operating system. I like to use very fast key repeat settings, in general. In particular it would be nice for using page up/page down to navigate a large program.

2
15 comments



I've finally managed to get a clean, 3d wireframe engine up and running. It does backface culling but otherwise is as plain as it comes.

Working through the maths and pulling together from various sources was a pain as writing a software renderer is a bit of a lost art form with D3d/OpenGl doing all the maths for you these days.

So I thought people might appreciate a simple example to start from.

THis doesn't do any camera transforms - the camera is at 0,0 starting down the z-axis.

9
31 comments


this is mainly aimed @ zep, but if anyone else can help feel free

I have been playing with portable stuff, and decided to try and make a device using a 320x240 tft screen.

now pico8 is 128x128, so it technically wouldnt scale properly, but i was trying to make it fill more of the screen.

It currently sits in its 128x128 box in the centre of the screen

so i checked the manual, and found the height and width settings. The problem is, they are being ignored :(

can anyone see anything wrong with this?

1
2 comments


A small quirk I ran into:

Suppose you have entered some notes like shown in the screenshot. You'll hear two clean bleeps when you play it. If you select the highlighted point and enter '1', you'll hear the slide effect when playing the sound again, but it will not be visible. I'd either expect it to be visible in the UI or to have no effect on the sound.

2 comments


Cart #41550 | 2017-06-12 | Code ▽ | Embed ▽ | No License

first crack at a game jam - the theme was "straight to VHS action films from the 80's" for the Detroit Gamedev group. Thankfully this was an informal "intro" jam and I plan on making a 2nd fleshed out version and presenting both. Great learning experience even if I sweat to make about 60% of a game!

2 comments


Cart #41530 | 2017-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

A little project I've been working on for the last few weeks.

Constructive feedback is welcome :)

CONTROLS (QWERTY)
up arrow: thrust up
side arrows: thrust sideways
z: the rectangle button. used for starting the game etc.

2
5 comments


Cart #41538 | 2017-06-10 | Code ▽ | Embed ▽ | No License


Description:

  • Dodge the balloons.

Move with left and right.

Dash with up.

1 comment


Cart #41522 | 2017-06-10 | Code ▽ | Embed ▽ | No License

1 comment


step 1: export a game as html (eg "export game.html" in console)

step 2: edit the html file (eg game.html)
add this inside "canvas{}":

canvas{
    image-rendering: optimizeSpeed;
    ../..
    border: 0px;

	--gray: grayscale(100%);
	--blue: sepia(100%)hue-rotate(180deg)saturate(200%);
	--amber: sepia(100%)saturate(200%);
	--green: sepia(100%)hue-rotate(90deg)saturate(200%);	
	filter:var(--green);
}

set your preferred filter in filter:var()

step 3: profit!

more info on css filters:
https://www.w3schools.com/cssref/css3_pr_filter.asp

7
0 comments


Cart #41518 | 2017-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Survive as long as you can while you constantly grow longer! This is my first game. It started out as me following a tutorial (the tutorial game is here: https://www.lexaloffle.com/bbs/?tid=2501) but I quit halfway through to make it my own. I hope you like it. Also the graphics are not the best because I was being lazy.

2
1 comment


For literally-years now I've had this comment at the top of my Kid Radd cart, right under the label comments:

--__ext__
--pal[1]=0x243566
--pal[6]=0xc0c2e3
--pal[12]=0x576dff
--pal[14]=0xff5e98

Although more recently, Pico-8 has become able to properly handle standard Lua multi-line comments, so that could be changed to a cleaner block with a defined ending, like this:

--[[__ext__
pal[1]=0x243566
pal[6]=0xc0c2e3
pal[12]=0x576dff
pal[14]=0xff5e98
]]

These comments are entirely unused, waiting for some kind of extension format to come along and read metadata to make modifications to the machine before the cart runs as normal. With the theory being that the block of comments could be "cut out" of the script and run as their own, separate, "configuration script" with reasonable ease, using an extension API of some sort. In this case, the configuration script expects to be given an array named "pal" (no relation to the Pico-8 command of the same name) which is pre-populated with Pico-8's default palette, and then internally gets read back to set the screen palette before the game script even begins.

However, if such extensions [i]were

[ Continue Reading.. ]

0 comments



This is a small (259 token) library for finding entities close to a point.

A bucket hash (also called a spatial or grid hash) breaks up space by a grid size, and maintains a sparse table of "buckets" representing a grid location. When entity membership in these buckets is updated, you can quickly
retrieve entities near a given point.

-- usage

-- create a data 'store' {size=30,prop="pos"}
-- store.prop should match your entities' position property name, 
-- which should be a 'point' value like {x=0,y=0}
-- store.size should be tuned to the max neighbor distance you'll be finding

-- periodically call bstore(store, entity) to update their bucket membership

-- bget(store, point) returns stored entities from a 3x3 square of buckets around 
-- the given point, filter these by a distance function if you need more precision

-- bdel(store, entity) to remove an entity

-- remember you can maintain multiple stores based on the needs of your game!
20
11 comments


Cart #41473 | 2017-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

I had posted this in the work in progress category a bit ago. I have made some improvements and feel like I am at a place with it where it should be submitted to 'carts' proper (changes include updated boss 2 death sequence and a few tweaks to general gameplay that make things run smoother and have a more polished look).

Proxima-B is a space shooter featuring:
• Two distinct shooter levels
• Two boss fights
• A fun/atmospheric soundtrack
• Two powerups: spread shot and super shot (double damage and larger bullet)
• A platforming epilogue (Which exists mostly for storyline/gag purposes (in that level you can press up for a jet-pack effect, and X to open doors).

Screenshots (I left the boses out of the screenshots, to leave a bit of surprise):

Notes on this version: The game is meant to be fairly hard and quirky. I got feedback from friends and forum members dismayed at the lack of rapid fire while moving. I gave serious thought to switching it, but found the game to be WAAAY too easy with the inclusion of true rapid fire, so it has been left as is: you can hold fire to rapid fire while not moving but there is a bit of delay for it to kick in, so doing it while moving does not work and you will have to tap it out to fire while moving. In general, I suggest going for accuracy over bullet spam. Also: let things pass you. You advance by killing, but you don't need to kill everything. I took some advice from a forum poster that suggested (thanks for the advice!) that the game over sequence be shortened: you can now hit X immediately to continue, regardless of whether or not the end game animation has completed. Finally, Proxima-B is definitely easier and more fun with a USB controller plugged in.

Have fun and enjoy the game!

4
2 comments



Sound effects. All the terrible blips and bloops and crashes. No, the noise sort of crashes. Although potentially the other sort too.

I think I might need to fiddle with the difficulty though, as I can't get past level 5 now.


And catufos are in!


[ Continue Reading.. ]

2 comments




Top    Load More Posts ->