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Cart #46660 | 2017-11-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


A very, very quick and dumb toy inspired by an episode of the podcast 2 Good Boys. You're Guy Woodward, and you must regret. There is no win state.

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Cart #46640 | 2017-11-23 | Code ▽ | Embed ▽ | No License
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My first project in PICO-8. It started as a "wouldn't it be cool to make the Mortal Kombat theme" and then quickly grew from there. Had lots of fun putting this together, and learnt a lot of tricks and tips along the way which will be useful for future games.

Feedback appreciated :)

Big kudos to Liquidream for answering my countless number of n00b questions

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After receiving my copy of the official MS-DOS version of Shenzhen Solitaire, I was inspired to try my hand at moving it to yet another platform!

Cart #46633 | 2017-11-23 | Code ▽ | Embed ▽ | No License
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To win, stack the three suits from 1 to 9 in the top right. Stack cards in the center area, alternating suits and decreasing values. The free cells in the top left can store one card each of any type, or use the relevant button when four matching dragons are exposed to move them all to a free cell.

Use the arrow keys to navigate, O (default Z) to make a selection and X (default X) to go back. Use the reset option in the pause menu if you wish to start again. If you enjoyed this game, please consider supporting the original version or its parent game, Shenzhen I/O.

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Cart #46631 | 2017-11-23 | Code ▽ | Embed ▽ | No License
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Is there a way to tell what SFX is playing in a given channel? Or even just whether the channel is currently in use? I guess there might be a way to POKE for it...

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

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Cart #46593 | 2017-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Up : flap your wings !

Inspired by @MBoffin
Birds by tim + hannah

Work in progress.

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Cart #46587 | 2017-11-22 | Code ▽ | Embed ▽ | No License
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How do you make music play, and wait until done?

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Hi, i'm new to pico 8 programming so i was trying to redo the pong game from the pico-zine 1! I understood almost all the code (minus the collision stuff) and i was trying to make the game restart when pressing a specific button (for example X). I tried "while btnp(5) == 1 do" but it isn't working as inteded.. What i'm missing is a way to hang the game until the button is pressed and how to restart the game completely... This is the cart i'm working at atm (i commented the broken function)

Cart #46576 | 2017-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Thanks!

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Hi Everyone,
I have made a lot of stuff in GameMaker (Hiss Boo I know).. but I'm a complete noob at Pico8 .. I LOVE IT so far and I am trying really hard to understand how to do two things to get me up and running. Firstly I just wanted to do a simple top down walk around shoot at things in game.

               So far I have a simple sprite I can move around with up/down left..etc... As far as pretty well every youtube video ever takes me....I can also do sound and music ok , so that parts fine...
               But what I need to know is how to fire a bullet in the direction I am facing. I mean if I am pressing up and right .. to be able to press a button and actually fire up and right. Or facing right...press and fire right etc etc.
               I have dug around in several Carts, but I get lost as everyone seems to do this different ways. All the Youtube videos I can find don't go over this either.

                I would even be happy with a single pixel firing from my box sprite. (Hell even if it fired from a single character as a pixel I would be over the moon)

               The other question would be the collision detection between the bullet and the target.

               From what I can gather in Pico8 PPl seem to be drawing a box around the enemy and the bullet for detection of collision... I was wondering if making a bullet say RED and the enemy BLUE ... could I simply use Mget to check if the direction+1 of the bullet is that specific color to call the hit as well?. I have not tried this yet, but was curious as to if it's even possible.

                I know this is probably really easy stuff for a lot of you. And if anyone could spare the time to show me how to do this I will name my first Pico8 Game in your name :)
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Hi, I'm getting a weird issue where there's some not random but not right blue pixels in some of my sprites when they get rendered.

Here's the map where you can see the sprites correctly not having blue pixels

Here's the game when it's running with the weird blue pixels

As you can see I'm using color 14 as my transparent color, color 13 is used in the sprite and the blue color is color 12. Not sure if that has anything to do with it. The code I'm using for that is:

function _init() 
  palt(14, true)
  palt(0, false)
end

Any ideas as to why this might be happening or what I can do to prevent it?

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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.

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Cart #46760 | 2017-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
120

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.. ]

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

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

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

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Cart #46533 | 2017-11-21 | Code ▽ | Embed ▽ | No License
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My first PICO-8 project! Inspired by and referencing @MBoffin's tutorial work.

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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
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Cart #54546 | 2018-07-31 | Code ▽ | Embed ▽ | No License
105

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.

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