Log In  

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

..How awesome was it to see pico-8 demos, intros and games?

We should totally have compos for this system.

2
0 comments


Cart #44252 | 2017-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

Big update!

Basic concepts are still the same, but there's a few changes:
-Level order is different; some levels have been redone
-New night theme and music
-Particles & death animations
-Platforms that move down
-Moving spike obstacle


New game!

Here's the controls: left and right to move, Z to jump, X to launch when within range.

....That's about it! I'll add more content soon.

11
2 comments


Pico-8s music tracker is lovingly modeled after similar chiptrackers and samplers from the days of yesteryear so my question was if we could get more direct control over the tracks? As it stands now you can play a pattern directly but not specify exactly where to start or jump to.

I'd like to see classic tracker functionality added such as being able to manipulate patterns and channels on the fly as needed in the code. This would give people a lot more control over their music (And sfx for those who use the music channels for them.) allowing for things like music/beat games and incidental music to be easier to pull off. (As it stands now you need some pretty tricky peeks at the memory to do these things and even then the timing's not 100% accurate.)

2
2 comments


Cart #44110 | 2017-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Just a bit of bouncy slime sprites.

1
0 comments




I wasn't sure what forum this would apply to as it's an asset for others to learn from or use/Repurpose so I put it in the collab forum. Code is pretty compact and verbosely commented so even the very basic user of Pico-8 can get a grasp of what I did and how.

UPDATE: Updated to 2.0! Includes McBoffin's suggestions, And includes simple "Warp" effect as well now! Everything's broken up into functions for ease of copying the functions to your own program, And commented up the wazoo for ease of tinkering!

9
6 comments


Cart #44091 | 2017-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Another small sketch. This one was inspired by one of Trasevol Dog's projects.

(Note : should I do a thread per sketch or a big thread for storing all of them?)

(Thanks to electricgryphon for their trifill routine)

1
0 comments


Cart #44074 | 2017-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Working on this as a thank-you for my friend Todd who gifted me an actual, Practical PocketCHIP on which to git gud at Pico-8. I borrowed the music from the Musicdisc by Gruber for now just to have a cheery tune in place till I can get a better grip on how this tracker works compared to .IT which I'm used to.

My 'CHIP doesn't get here till Wednesday-Friday though so it's like the horrible anxiety of waiting for Xmas. XD

EDIT: I know my code's a bit sloppy but I haven't sat and coded anything in years. It's all coming back to me and 2.0b should be a lil' more slimmed down hopefully. Those long sprite lists I can likely handle with a function.

2
0 comments


Cart #44072 | 2017-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Just something quick I threw together to get acquainted with PICO-8. It was inspired by one of the first games I ever programmed—a brickfall type of game in BASIC on a TI-83!

2
0 comments


Cart #44064 | 2017-09-10 | Code ▽ | Embed ▽ | No License
5

5
1 comment


Cart #44208 | 2017-09-15 | Code ▽ | Embed ▽ | No License
44

Here's a remake of an old project of mine in PICO-8. Was a lot of fun to do!
Thanks to the amazing Gruber this version also have great music and sfx!

But all in all, CAN YOU GET OUT?

Share your thoughts!

44
28 comments


Hey guys! This is my first game I felt was good enough to post here. It's not perfect but it's pretty fun. It's a demake of a LOVE game I made.

It's MIT licensed so if you like something in it, feel free to riff or rip.

Let me know what you think or where I can improve.

Cart #44050 | 2017-09-10 | Code ▽ | Embed ▽ | No License
2


Good luck!

2
4 comments


Cart #44036 | 2017-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

the classic dot tunnel demo effect, 48*48 dots running at 60 fps!

24
3 comments


Hi all!

I am working on a small pong clone:
https://www.lexaloffle.com/bbs/?tid=29815

I am unable to solve the paddle movement jerkiness.

It is working perfectly if I move 1px per time but, if I increase paddle speed, it becomes really...
Bad.

Any suggestions?

Thanks for your time and patience :)

5 comments


Cart #aw_survival-0 | 2019-01-12 | Code ▽ | Embed ▽ | No License
83

Another World: SURVIVAL
Imagine the game Another World, but with endless waves of enemies to fight! (#LOWREZJAM entry)

This was my entry to the #LOWREZJAM, using a display of only about 1/8th of the Pico-8 display (64x32 pixels), is a new spin on an old classic!

CONTROLS:

  • Arrows = Move player left/right/crouch
  • Z = Kick
  • X = Fire laser - when you get the gun at Level 3
    • [i](Hold for a few seconds and release to create a defence shield)

[ Continue Reading.. ]

83
21 comments


I'd like to use a retro-styled NES USB controller with PICO-8 on Windows & Mac (and Raspberry Pi, eventually). The ones I've found so far on Amazon all have terrible reviews, though. Any recommendations for a good USB retro controller?

1
6 comments


Cart #44020 | 2017-09-09 | Code ▽ | Embed ▽ | No License
7


by LE PRINCE Jules

7
2 comments


I'm working on the classic memory matching card game, Concentration. My work-in-progress is below, but I have a beginner question regarding best practices when coding on the Pico-8.

The grid of cards is currently maintained using a 2D Lua table with each cell containing a few properties such as the picture to display and whether it's flipped or not. This is working well enough, but... I could just as easily store the card faces in the Pico-8's map data. The same goes for the collection of cards collected by each player. In fact, this game doesn't need to store any values greater than can be fit into 8 bits so I could potentially store all data this way. I'd simply be exchanging Lua table lookups with memory reads and writes.

I guess my question to more experienced coders is whether leaning on Lua data structures or Pico-8 memory structures is preferred? I don't expect that there is one simple answer to that, but are there pros and cons I might not be aware of after having read through the manual a few times?

[ Continue Reading.. ]

9 comments


Cart #44008 | 2017-09-09 | Code ▽ | Embed ▽ | No License
7

Asteroids!

A clone made by @mccolgst

Press Z to start or to fire

Left and Right Arrows to aim ship

Up Arrow to thrust

Still new to game development, and I didn't realize how much I was getting myself into by making this 'simple' clone! Learned a bunch of cool stuff about geometry and a lot of cool and interesting features in pico8 (like how the sin and cos functions work) Very fun!

7
5 comments


I figured out that you can use strings to set up a lot of content cheaply, and I understand that others are using procedural generation to get the same effect. All well and good, but that only works for static content. If you want a longer game where you can make changes that persist across sessions then the 256 byte limit on permenant storage is crippling. The game I want to make is basically impossible unless I use two or three extra carts JUST for their quarter-of-a-kilobyte save space. That seems a bit silly, especially since I'll be punished for it by not being able to use the BBS.

Could we get a little more room, please? Keep in mind that even carts for the original Gameboy could potentially have up to 8K of save space. I don't think that allowing 1K would violate the spirit of the PICO-8, and it would open up a lot of possibilities.

21 comments



Cart #43983 | 2017-09-07 | Code ▽ | Embed ▽ | No License
2

2
2 comments




Top    Load More Posts ->