Log In  

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

Cart #49773 | 2018-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

If you are interested in adding orbits and gravity to your projects, here is a simple bare bones cart that might help. For a full explanation, check out my post here: http://gamedev.docrobs.co.uk/orbital-motion-in-pico-8

It's just a demo of the concept, so reboot the cart to see a different orbit.

6
2 comments


Cart #49770 | 2018-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Welcome to Virtual_Computer!
This is a little game with 4 levels were you have to crack 4 firewall with tiny puzzle.
To play this game you need a keyboard and a mouse! You can't play this with a gamepad.

This is a game create for the 3rd Fantasy Console Game Jam with the theme One Minute (that while you have 60 seconds to finish every levels). I use PICO-8 to create this but I don't have enought time so this is a very tiny game.

You can't play this online because the Web export of PICO-8 cause lot of bug with the keyboard support, so if you want to play it, download it on Itch or save the cardrige!

Itch : https://bigaston.itch.io/virtual-computer

0 comments


from the manual:
"EXPORT FOO.HTML DAT1.P8 DAT2.P8 GAME2.P8"
not crystal clear, but I guess those 3 carts are just added alongside the currently loaded one, say GAME1.P8.
but then load("game1.p8") doesn't work from GAME2.P8

this only happens with the main cart, so it seems the "boot" cart name is not set properly.

here's a workaround:

--boot.p8
print("I am Boot")
load("game1.p8")

LOAD BOOT.P8
EXPORT FOO.HTML DAT1.P8 DAT2.P8 GAME1.P8 GAME2.P8

3
0 comments


Cart #49847 | 2018-03-02 | Code ▽ | Embed ▽ | No License
3

Update:
All rightey. Missing music and some sounds but I'm good calling this finished.

Original post:
Still need to add gamey things like life, combo level, money and a store. I'm quite positive I won't actually finish this! But it was fun to procrastinate doing this instead of working.

I might make the game a little easier by removing the lower set of holes. Right now, even with a very low spawn rate I find it very hard to coordinate myself.

My "inspiration" (not to call it blatant ripoff) is not directly from plain whack-a-mole but from another game called Tontie by Eyemaze. It's a 2004 game from that era where flash games were all the rage. You can still play it online here. I really like this one. I owe my numeric keypad dexterity entirely to this game lol.

[ Continue Reading.. ]

3
9 comments


Cart #50040 | 2018-03-07 | Code ▽ | Embed ▽ | No License

Cart #49749 | 2018-02-27 | Code ▽ | Embed ▽ | No License

0 comments


Cart #50315 | 2018-03-12 | Code ▽ | Embed ▽ | No License

+Added a flag that prevents autojumping
+Added SFX that can be toggled on and off

Cart #50024 | 2018-03-06 | Code ▽ | Embed ▽ | No License

+Fixed an issue that made the player jump higher than normal

Cart #50020 | 2018-03-06 | Code ▽ | Embed ▽ | No License

[ Continue Reading.. ]

2 comments


I'm trying to get P8 to run in a window on my Linux Windows install on my Raspberry Pi, so I can have it and my editor up on the same desktop (like I do in real Windows). But by default, P8 runs fullscreen. I've tried launching it from terminal with the flags outlined in the docs and even by editing the config file, but none of that is working, it's still going fullscreen.

Anyone else tried to run it windowed on Linux (RPi)? ..and got it working? Or is all that windowed stuff for "real" Windows only.

10 comments



Test for automatic color transitions. You can define a source, destination color and a number of steps between them. Algorithm matches nearest colors based on Euclidean distance between two RGB coordinates

7
1 comment


Cart #53636 | 2018-06-18 | Code ▽ | Embed ▽ | No License
14

Cart #53533 | 2018-06-14 | Code ▽ | Embed ▽ | No License
14

Cart #53531 | 2018-06-14 | Code ▽ | Embed ▽ | No License
14

Calling it done :D

Working on a futuristic imagining of Joust as my first PICO-8 project :P

[b]-Controls-

[ Continue Reading.. ]

14
10 comments


Cart #49712 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #49713 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1 comment


Cart #49812 | 2018-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Cart #49714 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

1
1 comment


Cart #49933 | 2018-03-04 | Code ▽ | Embed ▽ | No License
2

Cart #49715 | 2018-02-26 | Code ▽ | Embed ▽ | No License
2

2
0 comments


Cart #49709 | 2018-02-26 | Code ▽ | Embed ▽ | No License
8

The King Wants Gems! is my take on puzzle gem games, the whole Bejeweled, Puzzle Quest thing. The goal is to chain gems together to get the required amount of each. Longer chains award special gems while short ones give you unusable gems. If you go poking through the code you'll see that it's a terrible mess. I had much bigger ambitions for this when I started, but I wanted to get it done before February and I'm just not interested in it anymore. I hope you enjoy it.

I do consider this my best-looking game to date.

8
2 comments


Cart #49705 | 2018-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Work in progress for FC Jam

Arrow keys to move, Z to jump

0 comments


Hello! I'm new to PICO-8 and I'm currently struggling to make a table which my "levels", which has enemies in them. The method I tried :

function make_enemy(x,y)
 a={}
 a.x=x
 a.y=y

 return a
end

function draw_enemy(en)
 circfill(en.x, en.y, 3, 8)
end

enemy1=make_enemy(0,0)
enemy2=make_enemy(120,120)

mapcount=1
maps={
 {enemy1},
 {enemy2},
 {enemy1, enemy2}
}

function _draw()
 foreach(maps[mapcount], draw_enemy)
end

This doesn't seem to work for me.

Could anyone suggest a more reliable way?

4 comments


I've been using an "object-like" idiom in my Pico-8 programs so far where I have functions where I basically pass in a "self" and do operations on an object. I also tend to keep a "type" variable. That seems to have been enough to get as "object oriented" as I need to be. I've seen that it is possible to hack Lua to basically give you full oop and inheritance. It looks as though it is a hack and not a built in language feature, and from what I've been reading not very many Pico-8 users use it.

My question is, to those that do, what do you believe the advantages are, especially in the context of making such small programs...? (guessing there aren't any, other than finding it interesting to implement)

3 comments


Pico-8 0.1.11g, macOS 10.13.3. Running a bare test cart in headless (-x) mode runs successfully but then crashes.

  1. Make a cart with the code "print('hi')" (doesn't seem to make a difference) then save it as t1.p8.
  2. Run: ~/PICO-8/PICO-8.app/Contents/MacOS/pico8 -x t1.p8

Before the cart runs, Pico-8 prints this to the console:

/BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Common/ChunkCompression.cpp:50: Error: unsupported compressor 8
/BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Resources/Exceptions.plist'
/BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Common/ChunkCompression.cpp:50: Error: unsupported compressor 8
/BuildRoot/Library/Caches/com.apple.xbs/Sources/AppleFSCompression/AppleFSCompression-96.30.2/Libraries/CompressData/CompressData.c:353: Error: Unknown compression scheme encountered for file '/System/Library/CoreServices/CoreTypes.bundle/Contents/Library/AppExceptions.bundle/Exceptions.plist'

[ Continue Reading.. ]

1 comment


Cart #50248 | 2018-03-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
36

Anti-Aliased Asteroids

Hastily crafted Asteroids clone complementary of the anti-aliased line thead:
https://www.lexaloffle.com/bbs/?tid=30810

Changelog


1.3:

  • Added: Teleport ('c' button)! Up to 3 chances (sort of...) to get out of trouble
  • Changed: inertia cranked up, use your thrusters!
  • Changed: safe time is now 2s
  • Changed: thrust is now 'up' only
  • Fixed: Saucer Invasion!

1.2:

  • Fixed: incorrect font rendering
  • Fixed: incorrect high score message on game over
  • Changed: reduced number of rocks to 4

1.1:

  • Fixed: crash with dead player
  • Changed: multiple rocks types
  • Added: saucer!
  • Added: highscore (saved in cart data)
  • Added: multiple CRT effects (enjoy @Felice!)
  • Bug: couple of chars incorrectly rendered

1.0f: temp. fix by @Felice (tks!)

1.0: initial release (did not work)

[h2]Tech. Details

[ Continue Reading.. ]

36
13 comments





I'm new to this, so please go easy on me. I'm not trying to claim this is good, I just wanted to get SOMETHING on the BBS. This was the lowest barrier to entry for me. I may improve this, I might just leave it like this forever. The code is crap and it's a massively unfinished experience. I'm just happy to have made even the smallest, dumbest, more boring thing :)

Player 1: E/D
Player 2: up/down

There's no "win" state. The game is over when you decide it is. IT'S INTERACTIVE LIKE A GOD DAMN DAVID CAGE GAME

Source code on Github, if you're into that kind of thing: https://github.com/Jonic/pico-8-pong

0 comments




Top    Load More Posts ->