Log In  

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

Cart #46800 | 2017-11-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
17

v0.6 update:

  • added menu item to invert the horizontal controls, let me know what you think!

Dead Man's Slope

WIP post for early feedback. Tell me what you think!

Fast paced, technical slalom skiing!

Controls:
arrow keys: point the skis toward the arrow direction
x: dash
z: jump

Slalom around the gates and get to the finish line as quickly as possible. Missing gates incurs a time penalty, so try to stay on track! Jump over the holes and avoid the trees.

I'm still iterating on the polish and level design. I have already implemented ice patches that you slide across and moguls that you can jump off of, but haven't built levels around them yet. Thought I would release this a bit early to see how people react!

17
12 comments


Cart #46593 | 2017-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Up : flap your wings !

Inspired by @MBoffin
Birds by tim + hannah

Work in progress.

1
1 comment


Cart #46587 | 2017-11-22 | Code ▽ | Embed ▽ | No License
1

1
0 comments


Let's say I have a table called 'objects' that contains all of the objects in my scene. I want to loop through it and call each object's update function. The order in which the objects are updated doesn't matter. Of the following examples:

-- example 1
for obj in all(objects) do
  obj:update()
end

-- example 2
for _,obj in pairs(objects)
  obj:update()
end

-- example 3
for i in pairs(objects)
  objects[i]:update()
end

-- example 4
foreach(objects, function(obj)
  obj:update()
end)

which is the fastest?

Thanks.

1
14 comments


Cart #46760 | 2017-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
128

Updated to 1.01: fixed a bug where levels starting at coordinates other than 0,0 had wonky collisions

Hey everyone!

This is the second public domain tileset I'd like to share with everybody (after the top-down tileset released a few weeks ago). Like the one before, it was originally created for my PICO-8-based game design workshop, but it would be a shame to limit its use to only the workshop participants. So I made it a little bit more universal, bundled it with the engine code I used for the workshop, and released it here!

The tileset contains heads and bodies for a variety of characters, enemies, obstacles, three terrain types, lots of stuff to climb on, some random items and a few additional things no platformer should go without. As far as I'm concerned, this is all public domain, so feel free to use all of it or parts of it in your platformer projects, and feel free to remix or alter it in any way you want.

The cartridge is commented as heavily as the PICO-8 compressed size limit would allow, but I'm happy to answer any additional questions you might have.

Hope this comes in useful, and do let me know if you make anything with it! Have fun!

[i]This tileset would not exist without the support of the generous folks on my [b]Patreon

[ Continue Reading.. ]

128
10 comments


Cart #46544 | 2017-11-21 | Code ▽ | Embed ▽ | No License
16

Hello there. This is a silly cart I did as a result of a inside joke. It started with one of my current avatars being a tracing of a "I REGRET NOTHING" gif with a rotating chicken and it ended up somehow on Pico-8.

Some technical stuff:
So we have 12 frame gif exported into spritesheet/map data with a tool I wrote on the fly to make it possible and took most of the programming time. The tool loads the frames from a gif and split each frame in 8*8 sprites, indexes them to avoid repetition in sprites and gives me the map data of each frame (or better, the map values to be changed from a frame to another, making a frame's data negligible).

I wanted to use the vector tool to vectorize the frames by hand but the lack of overlaying a model image and the amount of frames made me prefer automatically chunking the frames instead...

The end result? Probably my silliest cart yet.

Sorry.

16
1 comment


Cart #46542 | 2017-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Hey, everyone! Christmas is near, and it is a good reason to make something, about winter and Christmas in pico8!

So I challenge you to create a game or write a song until 24'th, so we all can check your cart near the Chrismas!

The rules are simple:

  • Be sure to submit it till 24'th of December
  • It should be Christmas-themed
  • Be nice to other ;)

P.S. thanks to @kittenm4ster for his awesome tracker idea!

9
5 comments


Cart #46571 | 2017-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

My first cart with PICO-8, Dot Party is a very simplistic implementation of a particle system using OOP techniques. I'm an hobbyist programmer and I've never used Lua before so this was mainly a learning experience figuring out how to make and use "classes" in PICO-8.

I'm not sure if my implementation is the best way (or even good), but here's the breakdown:

dot = {
  x      = 64,
  y      = 64,
  size   = 15,
  shrink = 0.2
}

function dot:new(o)
  local o = o or {}
  setmetatable(o, self)
  self.__index = self
  return o
end

function dot:update()
  self.x -= (self.x-64)/128
  self.y -= (self.y-64)/128
  self.size -= self.shrink
end

function dot:draw()
  circfill(self.x,
           self.y,
           self.size,
           self.size)
end

function dot:exists()
  return self.size > 0
end

[ Continue Reading.. ]

3
0 comments


Cart #46533 | 2017-11-21 | Code ▽ | Embed ▽ | No License
10

My first PICO-8 project! Inspired by and referencing @MBoffin's tutorial work.

10
3 comments


this is a remake of Grid Game by Mark James: https://jayisgames.com/review/gridgame.php
when the pieces rotate and join up with each other they cause chain reactions - the aim is to cause the longest chain reaction and get the most points! you can also click pieces to rotate them (including while a chain reaction is happening - maybe this is overpowered?).

also it's the first thing i've ever made in pico8 since i only installed it yesterday, but i like it a lot. maybe i'll use it for the upcoming ludum dare?

Cart #46530 | 2017-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

5
0 comments


Cart #54546 | 2018-07-31 | Code ▽ | Embed ▽ | No License
114

Woo! 1.0!

I really appreciate all of the feedback you guys have given me.

  • Use bombs to destroy inactive beacons
  • A beacon that is currently being used as a checkpoint cannot be destroyed. To destroy the last beacon, you'll need to use the checkpoint inside the ship's cockpit, which will deactivate all beacons.
  • The "double jump" for the game is actually just an upwards attack (with a power up). It can be used in conjunction with the roll to clear pretty good sized gaps.
  • Once you get the dodge-roll, you can use it to overcome some fall damage if you roll as soon as you hit the ground (parkour!)

Hope you like it! Any and all feedback is always welcome.

114
38 comments


Cart #46523 | 2017-11-20 | Code ▽ | Embed ▽ | No License
11

Playing around for the text jam using Signed Distance Functions. It's not really fast enough for anything other than a proof of concept for textifying grayscale images.

-Electric Gryphon

11
2 comments


Hiya! Took me a little while to figure out how to read from a GPIO pin on a PocketCHIP, so thought I'd put my example code here in case anybody else comes looking for the same thing I was. It's not actually very complicated, but maybe the code and the notes will save someone some time.

This example uses GPIO 6 - to use a different pin, just change the pin value accordingly e.g. GPIO 5 would be 0x5f86.

Pico-8 reads hardware pins as digital, so you're not going to get a value from them other than 0 or 255. In this example I've called these two values "on" and "off".

You might need to run Pico-8 as root by opening Terminal from the PocketCHIP home screen and typing "sudo pico8".

This example won't do anything in browser.

Cart #46515 | 2017-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

1
0 comments


Cart #46517 | 2017-11-20 | Code ▽ | Embed ▽ | No License
11

11
4 comments


The Bug:
I've been noticing lately that the cursor in Pico-8's code editor sometimes will get "stuck." It will suddenly start moving continuously to either the start or end of the current line, and even if I try to move the cursor it will just move itself directly back. Holding down the arrow key opposing the direction it's moving in will make it stay in place, a character away from the start/end of the line. For whatever reason, this never makes the cursor change lines, so it doesn't appear to be something as simple as a single input getting repeated unnecessarily. It also affects the cursor command line.

The Cause:
This bug does not appear to have a consistent cause that I can identify, though I think it most often happens when I'm hitting multiple keys at once.

Solutions:
As far as I'm aware, the only way to restore normal functioning is to closing and re-opening Pico-8.

Have other people have encountered this? Does anyone know of any other solutions to this issue?
(I'm using 0.1.11D, but it happened with earlier versions too.)

2 comments


Hello! This is a quick little Lunar Lander clone made in the week following the PICO-8 Workshop Series through the Portland Indie Game Squad. It's based on one of the prototypes made during the workshop.

Features:

-1024 unique levels spread across 2 modes (selectable from options, 512 levels per mode)
-32 unlockable lander sprites (including some fun surprises)

Controls for the unfamiliar:
Z key - (o) button
X key - (x) button
Enter - Options, etc.
Arrow Keys - Move

Enjoy!
bluesky: @rewrking
Mastodon: https://mastodon.gamedev.place/@rewrking

Cart #46491 | 2017-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

9
3 comments


I was playing Zelda: Link's Awakening and was surprised to find that there were platform game levels in some of the dungeons.

So I started playing around with pixels to see what this would look like on the Pico-8 -

However, Nintendo isn't known to be friendly to such fan projects :(

BTW, here is the original Gameboy version for comparison -

2
5 comments



I made this modification of GA TASU (https://www.lexaloffle.com/bbs/?pid=46485#p46485) with my Pocket Chip. It changes many of the sprites to resemble Galaga instead of Gaplus. I made this because I've always loved the graphics of Galaga for their recognizable, colorful designs, and the gameplay of Gaplus for it's complexity, so why not combine them?

I cannot seem to get the F7 screenshot key to work correctly, so it has a garbled label. Sorry about that, trust me, I tried every variation of pressing F7 (with alt and FN and such). I don't know how to fix it :( I tried modifying the .p8.png image to include a manually edited label that looks like it could be a screenshot of the game (accurate sprites & such) but none of my programs seem to be able to save it with the original resolution or color density (that was 30 minutes of sprite editing down the drain). I still wanted to post it so I could play it outside of my Pocket Chip and to have something to show for my two hours of editing, hense the WIP section while I try to figure out how to get the thing to take a screenshot. If you have any ideas please let me know!

5
1 comment


Cart #46482 | 2017-11-19 | Code ▽ | Embed ▽ | No License
14

I made this for a 48-hour game jam hosted by Worcester Polytechnic Institute's Game Development Club. The theme was either tarot cards in general, or to take three specific tarot cards and design the game off of them. I opted for the latter, and ended up making a boss rush shmup.

Due to time limitations I wasn't able to add sounds or music, and backgrounds are basically nonexistent, but aside from that the game is pretty much completely done.

Can you defy your fate?

CONTROLS:

  • Left + Right: Move
  • Z/C: Shoot
  • X: Dash
14
3 comments




A small demo done for the PICO-8 demo competition at Sectra HQ on Nov 17:th 2017.

Code - Papademos
Music - Stinsen
Graphics - Illmidus

13
4 comments




Top    Load More Posts ->