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Cart #48811 | 2018-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

I made this as a background for my upcoming binary save system cartridge (article and cartridge going up in a few days!) so I figured I might as well share this on the BBS :) I hope someone finds it useful or at least cool!

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1 comment


hey I was looking at this topic https://www.lexaloffle.com/bbs/?tid=2951

and I was wondering how to implement method inheritance

obj     = {}
obj.x   = x
obj.y   = y
obj.w   = 8
obj.h   = 8
obj.xspd= 0
obj.yspd= 0
obj.tile= 0
obj.size= 0

function obj:create(...)

  local c

  --copy table
  if type(self) == "table" then
    c = {}  for k, v in pairs(self) do c[k] = copy(v) end
  else
    c = self
  end

  return c
end

function obj:update() 

	--keep in bounds
	if (self.x <   0+self.w/2) self.x =   0+self.w/2
	if (self.x > 127-self.w/2) self.x = 128-self.w/2
	if (self.y <   0+self.h/2) self.y =   0+self.h/2
	if (self.y > 127-self.h/2) self.y = 128-self.h/2
end

function obj:render() 

 --draw
	spr(self.tile, self.x+self.w/2, self.y+self.h/2, self.size, self.size)
end
plr = obj:create()

--init
plr.x      = 64
plr.y      = 112
plr.w      = 8
plr.h      = 8
plr.xspd   = 3
plr.yspd   = 0
plr.tile   = 5
plr.size   = 1

--power up flags
plr.is_mag = false
plr.is_wav = false
plr.is_rkt = false

--update event
function plr:update()
	base:update() --I want this to call the code from the obj:update()

	--move
	if btn(0) then self.x = self.x + -self.xspd end
	if btn(1) then self.y = self.y +  self.xspd end 
end

--I want draw event to automatically be inherited since I am not calling it 

[ Continue Reading.. ]

14 comments


Cart #48799 | 2018-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Controls
Z to start. L/R arrows speed up or slow down the glider's horizontal movement (always moving to the right). Use the hot air vents to stay afloat as you float as far as you can. You can stop yourself moving by holding left, in order to rise higher off a particular hot air vent before continuing.

Commentary
I've done 'vector' games before, in the sense of art styles based on the old vector screens, but in PICO-8 at least, I've never really done anything with actual vectors. Can't remember if I've done any attempt at physics either. I kind of attempt both of those in this game.

Gravity, hot air vents, and player input all apply changes (forces?) to the glider character's X and Y vectors, you never press a key and move the glider precisely n pixels. And physics, at least at such a super basic level as this, is not too hard to put together. Gravity adds to the Y vector all the time, unless it is at terminal velocity either up or down. It's probably terrible and unrealistic, but at least it feels more real than what I usually do.

I'm trying to give myself a break with the self-deprecation on my music offerings, but there's no denying that this is a fairly short looped track. Please mute if it's annoying, the game has no sound otherwise because I was too preoccupied with other messing.

itch.io page: here.

[ Continue Reading.. ]

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3 comments


I am using a sprite tile as a pickup item. When the player interacts with it, I need it to just disappear. How can I achieve this? I was imagining something along this line:

if(pickup_tile(player.x-1,player.y) == false) then
pal(0)
end
5 comments


Trying to use pico8 in headless mode on OSX doesn't seem to behave correctly.

When I run the following:

/Applications/PICO-8.app/Contents/MacOS/pico8 --args -x build.p8

I get:

  [1]    1972 floating point exception  /Applications/PICO-8.app/Contents/MacOS/pico8 -x build.p8

However, if I omit the -x, I get no errors and pico8 opens in windowed mode, so clearly the headless mode is causing issues.

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7 comments


Cart #48760 | 2018-01-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a little song I made while messing around with the music editor. Visualizer code by KittenM4ster, and scrolling text by MrBoxBox...technically neither was necessary to the music but their previous work in making music carts simple and visually interesting is very much appreciated.

Nothing mindblowing, just getting started with Pico-8 and having fun with it.

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1 comment


I was just wondering how to change the pico 8 palette for my cartrige?

I need the following colors..

0-000000 (transparent)
1-303030 (dark gray 1)
2-404040 (dark grey 2)
3-9D9D9D (light gray 1)
4-C0C0C0 (light gray 2)
5-FFFFFF (white)
6-FF2B2B (red)
7-FF7F7F (light red)
8-FFD800 (yellow)
9-FFE97F (light yellow)
A-4CFF00 (green)
B-A5FF7F (light green)
C-7FBFBF (blue)
D-BFDFDF (light blue)
E-FF60E9 (purple)
F-FFAAF3 (light purple)
24 comments


Cart #49282 | 2018-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
21


itch.io link:

https://tekkamansoul.itch.io/loto-the-avatar

^
Go here if you want win/linux/osx binaries!

UPDATE 2/14!
It's sort of finished! With music! (Scroll down for dev notes!)

What it is:
A fan's demake of Ultima 1 crossed with Dragon Quest 1. You play as Loto* and your goal is to save the princess and kill the evil wizard Mondain.

INSTRUCTIONS:
Arrows move. You interact/talk/attack by bumping into things.
(O) opens the magic menu where you can cast Hoimi (Heal) and Gira (Firebal).
(X) cancels/closes.
You can only save at Castle British by speaking to Hawkwind.

Your boat may get lost if you die in a dungeon, so be careful!

What you can do:
-Save and load
-Buy a boat and sail
-Use magic
-Reach the max level of 8
-Buy weapons and armor
-Visit the four magic signposts (and get a secret weapon!)
-Delve the four dungeons and kill the four big beasties
-Collect the four magic orbs
-Get the jail key
-Rescue the princess
-Kill the Dragonlord Mondain

..and thats where it stops! Game over, you win.

DISCLAIMER:
This borrows heavily from properties owned by Origin, Enix, EA, and Square-Enix. I made all of the content within the cart but the IPs do not belong to me in any form.

I also would not suggest using this cart as a programming example. I am terrible at coding and this cart is nothing but proof.

glhf

(*not really, you play as their descendant, since that's who you are in DQ1, but eh)

-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-
Development notes!

-There's no actual menu system in the game, but one probably would have saved space. What happens now is draw calls that just plop a rectangle on screen with text and modify key behavior. (Technically this is all a menu/gui system is, but designed properly instead)

-NPCs (and teleport squares) take up a large amount of space, at least in regards to tokens. Taking out one or two is enough for several lines of valuable code, so I had to delete some just to make space for the final bit of code.

-Strangely enough, I never came close to hitting the character limit. I went over compression limit on the cartridge many times, but that was easily fixed by shortening variable names and refactoring. The reason why this is so strange is because the dungeons in the game are stored in strings; 16 total screens, each containing 255 characters (or 4080 chars) that can't be shortened or modified - yet it fits in that 15k cart storage just fine!

-Enemies don't use A* pathfinding, but if they did, it would probably be way more efficient and take less tokens. Right now, they move towards the player one square at a time, and if they're blocked, they might try to move left or right. That's it, and it works fine, but could be better.

-Enemies are actually procedurally generated. Their stats are based on player level and what random monster sprite is picked. They all behave identically, excepting the ones that can pass over water (which was done with a simple sprite flag!)

-Drawing all the 8x8 sprites by hand and manually preening the coastline was totally worth it.

-This doesn't use OOP at all, but for my next Pico-8 RPG I will loo into seeing if it is worth the cost in tokens.

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17 comments


Cart #48752 | 2018-01-30 | Code ▽ | Embed ▽ | No License
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A game made with my friend Theck using the theme (not participating) from the Global Game Jam 2018: Transmission.

Wire your office linking each terminal with the mainframes following the colors. Avoid getting stuck with your own cable while thinking why someone would have all these weird space configurations in their workplace.

15 levels, 2 colors, endless fun (well, no).

Also available on my itch.io profile.

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8 comments


Cart #48913 | 2018-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Picolele is a virtual Ukulele.

This is a work in progress.
Let me know if you have any comment or suggestion.

On fretboard
You can set your chord, play it and save it to the track :

On track
You can navigate through the track, play the chords and delete them :

User guide

Preloaded tracks

Options
One option for now only. Allows to choose between two sound sets :

[ Continue Reading.. ]

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9 comments


Cart #48734 | 2018-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments



I'm aiming to make 40 Pico-8 carts in 2018. This is the first!

It's a tribute/port of the Nobody Cares About Your Dreams song from Cool Ghosts Episode 1. Non-interactive, it lasts for about 40 seconds before looping.

A little devlog can be found here.

EDIT: Run the player in the fullscreen for less framedropping/better timing!

The original video is here:

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1 comment


Cart #48726 | 2018-01-30 | Code ▽ | Embed ▽ | No License

0 comments


Hi all!

I know that a MAME cabinet is illegal, even if no payment to play is required.

What about setting up a cabinet with PICO-8?

Would that be ok to let people in the pub enjoy a relaxing game now and then (clearly for free)?

Thanks for your help.

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so. yeah. simply put. i want to make something in PICO-8. however there's a problem. it costs $14.99. and guess what?

I don't have the money.
so what else can i do other then make threads and stuff?

5 comments


Hi there,

I am very new to Pico-8 and programming etc.

I have always been interested in visual effects synced to music etc.

Is there a way in Pico-8 to use FFT processing to make things react to musical elements?

Sorry if this is in the wrong area to discuss!

Thanks!

0 comments


Cart #48696 | 2018-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #48684 | 2018-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A small code snippet containing a fully commented function to display an 80's style grid that will wrap neatly around the screen with movement.

Created for my own PvP space game.

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4 comments


Cart #48690 | 2018-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is our first game for Pico-8! It was done by 3 good friends ( @Davigo, @MNXANL, and Rucadi) and me for the Global Game Jam of 2018. I had looked at a few tweetcart codes, but we mostly went in blind. We're quite happy with the result!

It's a 2v2 4-player combat game (do controllers work with the web version?) where you and another person control a mage and gotta kill the other 2, but your spells are "transmitted" to your partner, so while you move your own character, you attack and shield from your partner's, and vice versa.

This is the Game Jam submission page: https://globalgamejam.org/2018/games/bindmage-duels

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1 comment


Could the SFX editor allow moving between SFX 00 and 63?

ie, pressing '-' while on SFX 00 would go to 63, and pressing '+' while on SFX 63 would take you to 00.

Plus similar behaviour when clicking the < > icons.

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