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Cart #41719 | 2017-06-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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another pico-8 chinese bootleg I found on a flea market*.

    • not actually real

Thanks to Benjamin Soule for the original cart.

Music from Surfin' Pico8.

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Cart #42246 | 2017-07-07 | Code ▽ | Embed ▽ | No License
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Updated
Ran out of tokens, I will call it a day :) It's rather short, but it should be somewhat original and challenging I hope :)

Started this for CGA Jam 2017 but was (as always) too late and spend way more time

I'm most happy with the blood particles and fighting mechanics :P

Includes code from basic platformer kit by mhughson.

Buttons

  • Left,Right-Run in direction
  • Up - Jump
  • Down - Block / Action (Talk to friendlies etc.)
  • z,x - Punch,Kick
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Cart #41711 | 2017-06-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

It's just a cool thing im making based off Esc.

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An odd game about texting.

You can choose when it ends...
How far are you willing to go?

Cart #42296 | 2017-07-09 | Code ▽ | Embed ▽ | No License
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CONTROLS:
Z/C: Look at Phone; Send Message
X: Put Phone Away; Go to Sleep (Hold)
Arrow Keys: Choose Message
(All controls are explained in-game)

WARNINGS:

  • This game touches on some darker subjects, which people may be sensitive to.
  • This game includes some dialogue which is arguably like cyberbullying.
  • This game is about dialogue, so be prepared to read. The script contains nearly 350 individual texts, though there's no way to see each one in a single playthrough.

OTHER NOTES:
This is a companion game to my surreal adventure game NULL.

[ Continue Reading.. ]

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On my raspberry pi 3, the music editor has a bug it seems as every keystroke I press in the music editor results in two notes being entered. This is especially annoying if one is going back over a song one is working on.

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For example, I searched for "Fish Painter" hoping to find the cart "Fish Painter Deluxe." This cart did not show up in the list of results. Searching for the word "Deluxe" however, worked. "Fish" does not work.

Another example, I searched for "Star Picker-upper." The only search that worked was "Picker." "Star" and "Star Picker-upper" did not work.

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Cart #wewudonko-0 | 2024-03-24 | Code ▽ | Embed ▽ | No License
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Update 0.4: fixed a bug that would cause bad behavior when changing the loop duration.

Update: Added more functions, including critically damped spring and cosine interpolation. Also added the "kaneda" easing function visualization for fun :-). Also removed even more code so its even easier to see how it all works and add your own functions.

PRs welcome!
Easing Gallery github page

Cart #41893 | 2017-06-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #41649 | 2017-06-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first (actual) game! I learned a lot from this tutorial before I just started figuring it out myself: https://ztiromoritz.github.io/pico-8-shooter/

Press x to shoot. Press z to clear all enemies in a wave with a bomb. Use the arrow keys to move.
Progress by clearing waves of aliens. The aliens's speed and number of rows increase as more waves are cleared.

TIPS: Don't worry about getting all of them in one go, they wrap back to the top of the screen.
Bombs are gained every 5 waves.

*Updated to fix an issue with a sprite incorrectly being used as a star. Improved the title text.

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as noticed by gradualgames, (here)
Celeste is not there in splore:

(wild guess: fetched list starts at zero??)

unrelated bonus issue: ampersand character gets replaced in link tags:(like here)

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Cart #41624 | 2017-06-14 | Code ▽ | Embed ▽ | No License
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By lotuslotl (code) and hushcoil (art/music/sfx)

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Cart #41621 | 2017-06-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #41610 | 2017-06-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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wip for cgajam and corgijam. UPDATE: bullet collisions and jumping on heads work! but doggo still cannot die

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

Splat!
(Desc Soon)

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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.

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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)

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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?

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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.

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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.

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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?

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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.

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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!

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