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Cart #45207 | 2017-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made during the Berlin Minigame jam

start game with left arrow(sorry!)

2player eat apples avoid skulls.

Player 1 arrowkeys
Player 2 esdf

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Cart #45198 | 2017-10-14 | Code ▽ | Embed ▽ | No License

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Hi, I find myself doing lots of OOP in pico-8 just as I find it a bit more manageable in my head even if it isn't token efficient. I used to create objects with the following method. As a slightly aside point what does cls in the setmetatable call stand for or do? I never worked it out.

setmetatable(actors, {
  __call = function (cls, ...)
    local self = setmetatable({}, cls)
    self:_init(...)
    return self
  end,
})

function actors:_init(type,x,y,xoffset,yoffset,xoffset2,yoffset2,health)
	--actors initilization function sets all of it's parameters
	return self
end
add(actorTable,actors(--parameters))

Recently however I have been creating them with the following method.

function createenemy(x,y,path)
	local enem = {}
        --Enemy variables and methods are initialized
	enem.update = function(this)
	end
	enem.hit = function(this)
	end
	enem.draw = function(this)
		spr(this.sprite,this.x,this.y)
	end
	add(enemy,enem)
	add(objects,enem)
end

[ Continue Reading.. ]

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So apparently I'm an idiot...or at least never read this in the manual (never thought to)

When saving in .png format, the compressed size of the code must be less than 15360 bytes. To find
out the current size of your code, use the INFO command. The compressed size limit is not enforced
for .p8 format. In most cases you don't need to worry about the compressed size, as the token
limit (8192) will be reached first.

Given you can upload carts to the BBS by pasting in code, and exporting to HTML is also a separate process...you can ignore/avoid the compression limit entirely unless you want to pass around the PNG cartridge.

Dammit.

Here I spent a ton of time getting my game under that compress limit when I didn't need to. I was within token/character limits just fine. Arg!

Well...lesson learned...and maybe this call out can help someone else avoid the headache.

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9 comments


Cart #46170 | 2017-11-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Dylan Burke is finishing the job his father failed to complete on LV-426. He must be stopped.

Explore planets and collect 12 alien eggs before Burke can get to them.

Sound and headphones are recommended for the best experience

.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.

Player manual. Complete with hints and tips!
https://morningtoast.com/pico8/manuals/alien_harvest_manual.pdf

Browser gamepad support is available through Itch.io:
http://morningtoast.itch.io/alien-harvest

Keyboard controls

  • Arrows, Move character
  • Z, Map / Continue
  • X, Use weapon

[ Continue Reading.. ]

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I was trying out C# and I noticed you can have more that one variable to a print function, I wonder if this can be done on pico-8 / Lua?

5 comments


Cart #wozupuruze-0 | 2019-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Draw SVG

This is a tool do display vectorial drawings in PICO-8. It's useful for logos and big curved shapes that can't fit in memory as regular sprites. Also, you can zoom on those drawings at will.

CONTROLS:

Arrows: move around
Z/X: zoom in/out

HOW TO CONVERT SVG FILES TO PICO-8:

Simply use converter tool at:
http://www.txori.com/index.php?static14/pico8
The first number of each vector is the color of that vector.

RELEASE HISTORY:

[hidden]

v1.1
SVG draw engine entirely rewritten
30fps!

v1.0
Initial release

[ Continue Reading.. ]

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Considering how many sounds and effects the Pico-8 tracker shares in common with the old NES music format, Is there any enterprising individual out there who might be able to write up a program that could read NSF and output to a file Pico-8 could understand..? I'd love to be able to use some of the classic musics in my carts.

So far I've tried using nsf programs to output to midi, Then from midi to pico-8 but that has had.. Less than desirable results so far.

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Discovered PICO-8 10 days ago, having dredged up TRS-80 and Amiga emulation. Not a programmer.

Just coding stuff to teach myself and pass on to the kids. This isn't a game but just something to add effects to and copy cool code.

I'm going to

  • cycle the colours when a target pinged
  • create a pulse wave
  • animate the targets
  • create nouns and verbs to do something
  • animate out (switching off CRT to a dot)
  • mini frequency graph
    etc etc

Anyway does anyone have any pointers on creating SFX for ...

  • sonar ping sound
  • pulse sound (eg Aliens motion tracker)
  • general static.

Cheers.

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Try it out at zachpetersendev.com/picarioGame!

You are a fruit. Eat the tiny dots to grow bigger, or eat other fruit that are smaller than you. Just make sure that none of the larger fruits eat you! Works on anything that can run a web browser (including mobile!)

Controls:
Arrow Keys : Move
Mouse : Click and hold to move in direction of cursor
Touchscreen : Touch and hold to move in that direction

The code for this project can be found at This Github Page.

This is a proof of concept game made by Dylan Tran, Zachary Petersen, John Chau, and Sterling Salvaterra. Special thanks to our amazing instructor Adam Smith at UC Santa Cruz for his advice and encouragement, and to Mathew Kuhn for the music.

Our goal was to show that the PICO-8 can support a relatively massive number of simultaneous players in a single game given its constraints. We decided to recreate the popular agar.io to achieve this goal.

In our largest test, we had 35+ simultaneous players. Theoretically, the game can handle 64+ simultaneous players.

One of the biggest challenges we faced is that there are only 128 bytes of GPIO in the PICO-8 meaning that the each client can only handle take in 128 bytes of Input/Output per frame. We decided to represent each object with six bytes, one for ID, one for size, two for X Coordinate, and two for Y Coordinate. With 128 bytes of I/O, that meant we could update 21 objects per frame. We designated three of these objects to output (The client telling the server about changes in the player's state and the state of any objects the player eats) and the other 18 to Input (The server telling the client about the change of objects in the world).

We wrote the server in python. Since the clients can only handle 18 updated objects per frame, we implemented a spatial hashing optimization so that each client only receives updates about objects that are nearby the player. The connection between the clients and the server is made using websockets.

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I implemented code for wall detection and now the player moves diagonally across the y-axis, rather than just straight up and down. What am I missing?

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Cart #45113 | 2017-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

3 comments


I have been tinkering with Zep's "Wall Collision Example", but I can't seem to get it to work. How can I make boundaries/walls (represented by the four pixels arranged in a square)?

UPDATE: If you are brand spankin' new to PICO-8 and need a tutorial to build walls and boundaries around your map, I highly recommend Uncle Matt on Youtube. ;-) Start here.

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Cart #45064 | 2017-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1 comment


I think some variant of this has been discussed before but if I recall it turned into a debate about the lack of being able to customize the keyboard controls in Pico-8.

Please don't debate that here...go find that thread :)

I'm interested in hearing thoughts on whether you think it's a better "standard" to label controls in your game as the letter - like Z, X - or to label them as the special characters (X),(O).

While I personally prefer the aesthetics of the icons, I do know it is difficult to know which button is which on your gamepad when doing that. I used the icons on the game I'm making now and when had people play, confusion followed, so I changed it to letters.

Plus, after some very limited polling on Twitter, most play Pico-8 games with their keyboard...so that tells me that labeling controls with keyboard letters is more helpful across the board. Thought being if you want to use a gamepad you'll a) figure it out, or b) can map things accordingly. Gamepad=Power user, of sorts.

Hmmm...I might have just answered my own question...helps to say it out loud, I guess. But I'd still be interested in hearing thoughts/experiences.

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There's quite a bunch of pico-8 games on arcadeprehacks. they're leeched from here, and modified with "trainer" options. ads all around, no acknowledgment nor links to the original stuff. at least they could add a cracktro!

found the site searching for my "pellet muncher" on google. I lol'd at first. sad thing is, there's 1300+ "plays" there, while I painfully got a hundred "views" on itchio plus gamejolt. well, at least there are people playing my game...

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Cart #45024 | 2017-10-09 | Embed ▽ | No License

This is just my attempt to remake everything Robotron does in Voxatron. Once I reach that point, I'll probably do more with it that wasn't in Robotron (likely separately).

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Not sure if sale threads are allowed. @zep feel free to delete this if I have over stepped.

I'm selling my TinyPi prototype to fund future development works. Apologies for the shameless plugging

https://ebay.co.uk/itm/372099233201

Please bid or share :D

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I'd like to show multiple slices of a sprite. Stacking clips like this doesn't work, because the last one overrules the others:
clip(0,80,128,1)
clip(0,82,128,1)
clip(0,84,128,1)

Is there another way to achieve this effect?

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I'm relatively new to Pico-8 (and programming in general). So I have two quick questions.

Can you save strings similar to the dset method? I know you can save each character in a slot but that brings me onto my next question.

Can you have more than one cartdata to save to? I'm trying to economize my 256 memory slots. Without saving character names, I can fit about 4 saves in that space. But I can only fit about 2 or 3 with doing letters in each slot.

If there is no way to have multiple cartdatas or a similar feature, is there a more effective and accurate way to store multiple characters in a single byte?

I was thinking of some crazy stuff like adding up the alpha-numeric value and dividing it or taking away a certain amount but it's too late at night and I'm a bit brain dead from all my stuff before hand.

Thanks in advance!

5 comments


Cart #44983 | 2017-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Please enjoy mini-demo "BANANAZOOMER"! It's a short cartridge with a couple of original 2D effects.

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This is my submission for the Rainbow Jam 2017. It ranked 2nd in "FUN" and in the Top 5 in every category. Hope you will enjoy it!

Play on Itchio: https://mobandon.itch.io/an-everlasting-dream
View submission page: https://itch.io/jam/rainbowjam17/rate/172327


"I feel like a ghost."
"A very vulnerable and weak ghost."
"All I can do now is avoiding everyone..."
"You say you want to help me escape..."
"But I don't know where should I run."
"Tell me, will I rot in my confusion?"

In french, spectrum is translated into "spectre", which is  also a translation of "ghost"

"It's summertime, and I don't have any plans. I really prefer staying in my room and recover from this awful year. But since then, I have been making... pretty strange dreams."

You must survive 6 dreams (or nightmares?), with one new type of obstacle added each night.

Before bed time, you get to choose an activity in your room. Each prop will raise one of your stat, and make the game easier (if you want).

When you clear a night, you can replay it ! Pause and return to the title.

////////////////

Arrow keys: Move cursor/character

Z

[ Continue Reading.. ]

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