Log In  

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

Cart #49588 | 2018-02-24 | Embed ▽ | License: CC4-BY-NC-SA
3


Thanks for playing, I hope you enjoy it.
I really like the visuals of the last two rooms. I think my next game will continue on from that.

3
2 comments


Cart #49579 | 2018-02-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


This is my first Pico-8 Cart published on the bbs!

I'm mostly happy with it and it works and probably wont break, so I'm marking it as finished.

You need to match 3 of each ingredient sown on the left of the screen. Avoid matching ingredients not shown on the recipe.

It is possible to pass each level perfectly. The first 5 levels for sure, the other levels might require a bit of luck ;-)

I wish I'd given myself a teensy bit more control over the random factors in the game. I wish I had a little more control over the pacing too. Resolving these the way I'd want would require a complete teardown of the code and I feel like I'm done with the game now. Time to take stock of what I've learned and move on to the next project!

1
3 comments


Can I/what syntax should be used to specify default values for the parameters of a function?

1
3 comments


Cart #49570 | 2018-02-23 | Code ▽ | Embed ▽ | No License

Basic concept for a map exploration game I'm working on. If anyone has any tips for improvement, I'd love to hear them!

2 comments


Cart #49567 | 2018-02-23 | Code ▽ | Embed ▽ | No License
2

2
1 comment


I'm working on a top down dungeon game and I have my initial concept laid out, however I'm stuck on creating collision for it. My skill level is middle of the line, I can traverse a cheat sheet with ease and use the basic features. I use tiles in the map to create my rooms so I plan on using flags to create collision boxes for the tiles needed. Someone on the BBS told me to use the sample collision demo, it took me a while to reverse engineer and it certainly works, but the results mess with my games movement mechanics (actually creates acceleration when the original has set speeds) I'm looking for a solution or guide to make the process easier to understand, I have no prior coding experience outside of Pico-8 so I'm learning as I go. Thanks in advance!

2 comments



***** Description **
Every night, it's the same dream; the world is overtaken by giant robots shooting each other. All you want to be is the lone punchy mech.

Use your human fists to punch them all out of the sky.

***** Releases ****
Version 0.15 notes:
-Made enemies
-Three types, machine gun, shotgun, five way shot
-Random Spawns

Version 0.13 notes:
-Added moving backgrounds
-changed bullet color again


[ Continue Reading.. ]

0 comments


Cart #zuhisidiro-1 | 2020-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13


Cart #zuhisidiro-0 | 2020-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13


Cart #50617 | 2018-03-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

My first Pico-8 game is a fact:) For me it's mostly about learning, make errors and correct them again.

1.1 Now with an endscreen after finishing the game. Also updated the title credits.

1.0 Survive 8 levels of jumping, shooting and collecting!

0.8 updates and fixes:

  • elevators added
  • keys added
  • doors added
  • keys open corresponding doors now
  • rudimentary game over screen added with small music pattern
  • Fixed: landing on elevator platforms
  • Fixed: player on elevator no longer stutters a single pixel
  • Fixed: player is pushed on elevator when bouncing against ceiling

0.6.6 updates and fixes:

  • added little in-game music
  • better sfx for exit opening
  • random diamond coloring
  • fixed: when player fell-jumped on enemy, he died again at respawn

0.6.5 updates and fixes:

  • bullets hit at least the screen boundaries
  • explosion added when baddy is hit
  • somewhat better collision detection, not there yet!
  • better sfx when baddy is hit
  • baddies have different sprites now

0.6.3 updates and fixes:

  • Player can fire bullets
  • Bullets harm enemies
  • stairs are working (aaaalmost!)
  • added extra sfx
  • some tileset changes

0.6.1 updates and fixed:

  • added baddies!
  • added better maptiles
  • added leap of faith screenshake
  • fixed exit collision
  • fixed next level transition
  • fixed collision detection with diamonds and baddies

0.6 updates and fixes:

  • entry warps player to next level
  • when falling dead 3 times, back to main menu
  • the game now resets all variables for a new game
  • one extra level added

0.4.2 updates and fixes:

  • main menu added
  • reset player lives when back to main menu
  • music routine added to main menu

0.4 updates and fixes:

  • added lives counter
  • update routine from 30 to 60 fps
  • level loading is easier now
  • code is somewhat tidier now (but long way to go;))

0.3 updates and fixes:

  • Diamonds can be drawn in the map editor
  • Start position of player can be drawn in the map
  • Game keeps track of number of picked up diamonds
  • Open portal if all diamonds are picked up
  • When player falls to big a distance, he falls to his doom

0.2 updates and fixes:

  • Diamonds can now be picked up
  • Score header in place
  • shadowprint function added
  • score is counted after a pickup
  • minor tweaks to player movement

0.1.2 - updates and fixes:

  • First idea for pickups. Should be diamonds, but they look pretty silly at the moment
  • Sprite faces the right direction now.
  • Tidied up the maptiles
  • first attempt at a score panel
  • corrected some tilemap flags
13
16 comments


Cart #49853 | 2018-03-02 | Code ▽ | Embed ▽ | No License
130

Run-Gun-Bot is on a top-secret mission and nobody can stop him. He'll rampage through a maze-like world filled with bad guys and hazards. Uncover the mysteries of his mission as you collect gun power-ups and coins.

Instructions:

  • z = shoot active weapon, hold to stand your ground and shoot in-place
  • x = jump
  • duck + left/right = switch to the previous/next weapon (can also switch through the pause menu)

[b]Weapon-specific Instructions:

[ Continue Reading.. ]

130
43 comments


Cart #49521 | 2018-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Procedurally generated archery game, inspired by "Desert Golfing". My first effort at a Pico-8 game - came out pretty well I think!

Also on itch, with some basic mobile support - https://epbarger.itch.io/endless-archery

EDIT - I ended up turning this into a full-fledged iPhone game! https://itunes.apple.com/us/app/endless-archery/id1390437916

14
10 comments


Cart #49519 | 2018-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Prototype for Bennett Foddy's Pixel Prototype Studio, NYU Game Center

2 player, SLAMMIN foosball

Player 1: ESDF
Player 2: Arrow keys

make that lil crowd proud :')

Music by Elizabeth Castaño

4
9 comments


Cart #49509 | 2018-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
22

This cart is just to provoke @zep (or any other true Pico-8 genius) into releasing a fast anti-aliasing demo cart!

The code is a LUA port of that paper:
http://jamesarich.weebly.com/uploads/1/4/0/3/14035069/480xprojectreport.pdf

Note: I don't get how an incremental line drawing routine (a la Bresenham) can be that slow (compared to the native version). 270% cpu usage for 16 lines sigh...

22
12 comments


I am looking to hopefully animate the title of my title screen. Are there any good tutorials that you recommend? I really love the sparkles in TRASEVOL_DOG's Mushroom Délicieux, as well as how the title moves up and down. I attempted to isolate the code for it, but I can't seem to figure all of it out. I tried referencing the 'hello' demo to animate the motion of my title too. :-/ Any help is appreciated.

2 comments


Cart #49501 | 2018-02-22 | Code ▽ | Embed ▽ | No License

Hi everyone!

this is the first game i made for the PICO-8, and it's totally not finished :)

In this game, you play e poor little cancer cell, who wants to make friends. So you create links between you and the other cell, and when you have made enough connection with a cell, she become you friend forever ! beautiful no ?

in this actual version you can :

-Select a heatly cell with dpad
-Change selection mode with button 4
-Create a link between a heathly cell and a cancer cell using button 5
-Convert cell when they have enough links

Coming soon (idk when):
-GUI
-text introduction
-cute cell animation
-dialogue
-end cinematic
-gameplay enchaiment
-tutorial

hope you enjoyed it !

0 comments


Cart #49839 | 2018-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

When two samurais meet under the sunset, all that matters is who draws his katana first, in the right moment.

A short game inspired by Samurai Kirby.

How to Play:

Wait for the "!" signal to attack. When the signal appears, push X
Do it on time and you'll score a hit. Do it before the signal or slower than your foe and you'll suffer a hit.

Controls:

1P: X or Z to attack, UP/DOWN to select mode
2P: Q or W to attack, E/D to select mode

Changelog:

v1.1:

  • Local 2 Players mode added
  • Fault State added: player loses a hit point if he presses the attack button before the signal
  • Tie State: is now possible that both players attack at the same frame. When this occur, no one loses life.
  • Initial life and HP recovery: Player's life been reduced from 5HP to 3HP on single player mode. However, player will gain 1HP for each two battles won, for a maximum of 6HP
  • Now running of 60FPS for getting faster inputs
  • General bugfixing and code optimization (or at least tried)
7
10 comments


Cart #49672 | 2018-02-25 | Code ▽ | Embed ▽ | No License
16

Here's a little sequencer groovebox thingy. It reads (and writes!) 16 notes from four sfx slots (10-13), which loop in pattern 0. It uses sfx 0-7 as instruments. Tempo can be changed, and the sequence can save into a p8 ("drummachine.p8" right now) if you want to use the sequences somewhere else.

Click on a waveform (one of the colored, labeled buttons in the upper right), then click on a button in the sequencer area (the lower 4 rows) to set that waveform to play at that note. Each vertical row plays simultaneously.

The waveforms are intended to be: kick, snare, open hi hat, closed hi hat, crash, cowbell, bloop, bleep. They need some work.

Click the upper left button to begin playback. The next button (labeled "s") saves the sequence. The last two buttons in that section control tempo; the first loop after setting the tempo can have a glitchy ending, for reasons I can't figure out.

It's controllable with the controller buttons, but was intended to be used with the mouse (or, better, a touchscreen like on the pocket chip).

Todos: Add the ability to create more patterns, and play through them. Improve the waveforms.

[i]update:

[ Continue Reading.. ]

16
6 comments


Cart #49491 | 2018-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Noir style shooter for Fantasy Console Jam. Only the 1st level at the moment... More to come.

1
0 comments


Cart #49485 | 2018-02-21 | Code ▽ | Embed ▽ | No License


/it's up to you to find the rules of the game/
/move with arrows, check with C/

1 comment


Cart #49482 | 2018-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Different Dan is a game about existing in a world that isn't designed for you.

Still in development. Follow me on Twitter for updates!
@TrampolineTales

TODO:

  • Options menu
  • Music
  • SFX
  • Additional levels
2
0 comments


Coding is in an entirely different realm than what I am used to. That being said, attempting to create a pickup item has been a bit of a nuisance. I am trying to avoid collisions and utilize tiles/sprites instead. With what I currently have, how can I impliment mget/mset to make an item disappear or even be replaced with another sprite when the player interacts with it? I have tried to mimic the 'solid_tile' format used with each btn and tried to figure out @morningtoast's method...

Cart #49475 | 2018-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments




Top    Load More Posts ->