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Cart #48958 | 2018-02-04 | Code ▽ | Embed ▽ | No License

GO TO THE FUTUR MARTY! GO!!

Create in 1 Hour for the 144rd One Hour Game Jam with the theme Time Travel

Controls
X - Accelerate
O - Refuel

Itch Page : https://bigaston.itch.io/go-marty-1hgj

1 comment


Cart #48953 | 2018-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


Making 40 Pico-8 carts in 2018! This is cart #4 (devlog).

A port of JP LeBreton's PETSCII Fireplace to the Pico-8, adapted from the source code which is available here​.

If you think this kind of thing is cool then definitely check out Fireplace's parent project Playscii​, JP's amazing ASCII art editor.

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1 comment


by hodge
Cart #48946 | 2018-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Making 40 Pico-8 carts in 2018! This is #3.

Press Z to scream. That is all.

9
3 comments


I was just wondering how to draw a oval?
I see that there is no x and y radius in circ() and circfill() which is odd

usually circles are draw by x1,y1,x2,y2 format is this going to change anytime soon?

0 comments


When alt-tabbing or switching desktops (ctrl+alt+cursorkey on Ubuntu) back and forth between PICO-8 and something else (I've been transcribing some music lately :>), one or more of the modifier keys will get stuck very very frequently. To fix it, I push the modifier keys once each to clear their state. But it has led to a lot of accidental actions when I forget to do that :p

I'm hoping it's just a (solvable) PICO-8 issue and not an OS-level issue, because I haven't been able to reproduce this behavior with other apps...

0 comments


Cart #throwpunch1_2-0 | 2019-01-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Throw Punch!! A one button fighting game for two players.

This was a little idea I had to try and make an interesting fighting game with only one button. The aim is to knock your opponent off the mountain. Both players gravitate towards each other and can press their button to throw their fist. When a player throws a fist it moves with the player's momentum plus a factor. However the fist decelerates then moves back towards the player fairly quickly, and your own fist can knock you backwards towards the edge! The idea is each player wants to press the button as late as possible but before their opponent... Or is it as simple as that?

Version 1.2 adds a little polish: a splash screen, a couple other stages, a transition between rounds and games and structures each game into 5 life stock battles.

[ Continue Reading.. ]

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16 comments


Cart #48927 | 2018-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Enjoyed Gamasutra's article on text reveals (http://ubm.io/2FsMjmn) and decided to implement the closest thing in #pico8 ! Lowest I could bring it to was 195 tokens. You could use clip() to further smoothen the text reveal, but I considered this version a good size/effect compromise.

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1 comment


I was just wondering everybody's opinion on the limitations of pico8?

right now there isn't really much we can do with it besides make very simple 1 level games.
pico8 could do much better if code limitations weren't so harsh.

also it seems people smash all there code together to preserve tokens which is not good
for example..
this takes up more space

local var = 0
      var = var + 1

then this

local var=0 var=var+1

which makes no sense

if code limitations were removed and cart loading time was reduced significantly
then pico8 could make much larger games while still saving to a small cart size.

what would even be better if pico 8 carts were separated into 2 parts

  • the compiled game
  • and the dev files

so what do you guys think?

keeping the games small maybe be fun but you can only do so much with it especially with the severe limitations of pico8.

1
24 comments


Cart #49294 | 2018-02-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Upload version to transfer to Chip Pocket. no updates

Cart #48906 | 2018-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hi guys

Note: very novice coder. sorry of the mess.

I'm trying to recreate a childhood Fav game called BeamRider and I could really use some help understanding how
"FOR X IN ALL(Array) DO" works.

I need two types of bullets 1. Laser (short ranged) and 2. Nuke (for hitting the mothership)

I've made the array (bullets) to hold both "B" for Laser and "N" for nuke. which I need to behave differently for each other but my (bullets,N) keep over overriding my (bullets,B).

PLUS my Nuke are been draw but to my understanding of coding (which is novice at best) they should not been draw yet as I only have a (FOR B IN ALL BULLETS) in my _draw function. RAGE!!!

Is what I'm trying to do posible or do I need to make a second array for my nukes?

1 comment


I'd like a way to move sprites in the map editor in a way that doesn't effect what is already drawn on the map.

It might be hard to understand what I mean and why you'd want it without an example.

I like to refer to sprites in code by their ID, and organize them by function to essentially act as free flags. For example I can put all passable map tiles in slots 0-15 (things like grass, roads, dirt) and all impassable map tiles in slots 16-31 (things like boulders, cliffs, water, walls), and use code to check the tiles directly in map data. If it's <16, the player can walk on it, if it's >15 then prevent movement.

I mean it's nice to just keep your sprites in a logical order anyway, right?

But if I need to add tiles later or shuffle things around within sprites, it changes the map. Move water where grass used to be and suddenly all the grass on the map is water.

What I would like is something like...when in the editor, ctrl+drag a sprite to another location, the two sprites swap, AND the map data is iterated over to swap the values there too. all 10s become 15 and all 15s become 10, that sort of thing. This would maintain what you have drawn in the map without having to redraw the whole thing.

And it's not just useful for referring to sprites by ID, it's nice if you need to move sprites around at any time, while maintaining the map.

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1 comment


Cart #48883 | 2018-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Making 40 Pico8 carts in 2018! This is #2.

It's a scrolling demo/demake of the 1989 Amiga game Shadow Of The Beast. My goal was just to replicate the scrolling so there's no game as such but you can still wander around the looping landscape.

Devlog is here.

9
5 comments


I'm trying to do something like this:

thing = {}

for an amount of times do
add(thing, {a=5,b=6,c=self.a+self.b})
end

the "self" part isn't working

also in the context of the code, the name of "thing" and the values of "a" and "b" are dynamically changing

cheers for your time : )

2 comments


Cart #48830 | 2018-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
31

Hi everyone! Here's a binary save system so you can turn the 64 cartdata values into 2048 boolean values, or any other data you want by converting it to binary. I had a lot of trouble understanding other binary save system information I found for Pico-8 so I think I've done a good job here of making the code understandable.

I've also written a full article to accompany this cartridge on my website: https://ultiman3rd.wordpress.com/2018/02/01/pico-8-binary-save-system/

I hope you all find this useful!

I figured I might as well post the article text here too:

Pico-8 has a simple save system which allows you to set a cartridge ID:

cartdata("mycoolgame")

[ Continue Reading.. ]

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7 comments


can someone explain to me how to use cart swapping with this? https://www.lexaloffle.com/bbs/?pid=35138&tid=28467

I don't really see any tutorials on pico8 cart swapping.

I would like to have carts for the following..
-for the game which handles logic..
-for the editor which contains no map or tiles by default..
-for maps carts which contain map and tile data.

is something like this possible with reload() and cstore()?

1 comment


This is an obscure one but probably important before 1.0: When the map editor is zoomed out, it samples a subset of the pixels on the tiles for the smaller appearance. It's possible for a non-empty tile to have an empty appearance as a result. This should probably have a more sophisticated sampling algorithm to ensure at least that non-empty tiles always have a non-empty appearance at all zoom levels.

The easiest repro is to draw a 1px square border on the outside edge of an 8x8 tile, draw some on the map, then zoom out to the farthest setting.

0 comments


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




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