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Cart #51156 | 2018-04-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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When I started making this, I was inspired by two Italian things: pizza (not pictured) and the Cassini spacecraft.

~ this cart is designed to be played in a dark room with headphones on the night of a new moon ~

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Cart #50539 | 2018-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

For the 2018 installation Fight the Future.

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Cart #50535 | 2018-03-17 | Code ▽ | Embed ▽ | No License

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Cart #51269 | 2018-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first creation. I've picked easy subject to focus on tool and creation.
Hope you like it. Any comments and suggestions kindly appreciated.

I've reached tokens limit, so that is the end of this little project :). Im must admit it was a pleasure to struggle again with low level hardware programming like peek and poke, screen memory, memory addressing.

version:2.1,

  • fix: rolled/timed power-up is now turned off at the and of level

version:2.0,

  • minor bugs fixed
  • visual effects minor improvements

version:1.3,

  • start screen music changed
  • game-over screen background music added
  • fireworks error fixed
  • fade out effect between levels
  • credits scroll fixed

version:1.2,

  • particle system improvement
  • CPU heavy load intro code turned off
  • end of level fireworks added

version:1.1,

  • improved ricochet angles
  • small UI improvements
  • ball vs player collision improvements
  • extra live powerup added
  • energy initialization fixed

version:1.0,

  • added 30fps support for better compatibility with all devices
    (it requires gamespeed variable modification directly in code)
  • times changes for rolled powerups,
  • rolled power ups no longer lasts cross levels
  • fire shot no longer is rolled,
  • player movement is slowed down for improved difficulty
  • mr spot electric simulation improvement
  • multiball is triggered only by primary ball
  • secondary balls collision issue fixed
  • aiming works after sticky hands release the ball
  • missing fade-out effect in instruction screen fixed

version:0.2,

  • new game init fixed,
  • added "take me to" functionality
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  • Arrows for movement
  • X for shooting
  • O for shield
  • Pick up the powerup to double fire rate!
  • Can't boost while shielding.
  • There are no asteroids or enemies yet. Sorry!

This is a WIP and I'm not sure where to take this yet (if anywhere!) I'm considering an aggressive "rambo" version of asteroids: really leaning in to the over-the-top cooldowns, violent explosions and too many particles.

Pretty happy with the sound so far - using a sub oscillator for the shot sfx makes it sound pretty meaty, and I'm pretty proud of the faux phasing in the shield sound. Boost particles aren't quite right yet, but they're pretty fun. When I try to tweak the boost I only make it worse. Input welcomed!

Might try to add parallax to the starfield next, to allow for some roaming.

Cart #50508 | 2018-03-17 | Code ▽ | Embed ▽ | No License
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I was working on a game where cars run across the screen at various speeds, and I created a doppler-sounding effect to play when the cars were spawned. This didn't sound terribly natural though, since the cars all sounded the same regardless of speed. The only solution I found was to create a handful of effects these effects, and then choose the appropriate one based on speed, meaning all fast cars (i.e. velocity above some value) would have one sound effect, all slow cars another, and then a third one for those in between. Got me thinking though, it would be great if I could write a function that took the velocity as an argument and returned an appropriate sound effect. Is this possible? I'm fairly new at this, so it may be documented, but if it is I just don't understand the documentation. :)

That's a specific example, but it also got me thinking more generically. Is there a way to generate music on the fly? In the simplest case it could mean writing a few patterns in the tracker, and then playing one or more at a time, semi-randomly. They would be written in the same key presumably, but otherwise the only randomness is the order they appear in (and/or the channel they appear on).

At the other end of the complexity spectrum would be to generate the patterns procedurally as well, either by writing into the tracker, or manipulating sound in some other way. I don't really know where to start.

So I thought I'd start a discussion. Anyone experimented with any of the above? Any ideas how to tackle this?

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Cart #50502 | 2018-03-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


After looking at some Outrun art earlier today, I was inspired to try my hand at some as well. I quite like how this turned out in the end, although there's a few small visual things I could probably tune up. I did make a tweetcart version of the program w/o the buildings in (just barely) under 280 characters. I might use this as a visual to later try and make some appropriate music using Pico-8.

The shimmering sun effect was based on a similar effect done (better) by user Svetlana here on the BBS.
https://www.lexaloffle.com/bbs/?tid=30532

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Cart #50480 | 2018-03-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I really hope I'm doing this correctly.

Anyway, this is my first project - done entirely so I could get a handle on PICO, on Lua and the various processes.

It's a basic breakout game with endless bricks coming down from the top - it even has a few power up bricks!

If the bricks reach the bottom or you lose your ball, it's game over!

Here's hoping this works... heh.

Now ... I have no idea why it's "Untitled". I set up the top of my lua file like the code below ... isn't that correct?

pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
-- endless breakout
-- by warren marshall
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Cart #50470 | 2018-03-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi everyone. This is my first time ever making a PICO-8 game and I have no idea what I'm doing. I'm posting this here to possibly recruit some help, and to share the work I've made for anyone else trying to do the same thing. PICO-8 is a first in literally every category: first time ever "designing" a game (I say that loosely, I really am recreating Gradius in a sense, so I can barely take credit), first time doing pixel art, first time using PICO-8... the list really goes on.

I started with A PICO-8 Shooter In 16 GIFs as my base, and worked towards rotating it 90 degrees to make it more like how I was envisioning. Shoutouts to @ztiromoritz for putting that little tutorial together.

[ Continue Reading.. ]

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Does Pico-8 support serial? I am mainly interested in reading serial data, writing would be great as well though.

I'm planning a workshop to make strange interfaces, mainly input. I'm working on Unity, Unreal and openFrameworks examples at the moment and it would be great to support Pico-8 as well.

Is this possible?

Only alternative I could think of was to have a simple program running on the same platform that actually read the serial data and then changed some memory address that Pico-8 could read. That is a lot more work though, and requires different programs per platform. Direct serial support in Pico-8 would be much easier and better.

Any thoughts appreciated.
Thanks

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Non-creative-commons version.

Quantum Toggle Solver.

Updated to support Decay for testing purposes.
Same features as v0.7.21 but this version is restricted from fair use for the sake of creating a superposition between both similar versions. This version also works better.

Controls:
Directional Keys:
slight left tap: may Solve
hard left tap: reset/always False
slight right tap: reset/always Solve
hard right tap: eventually Solve

Warnings: This is a hosted version. It might not work as well as the actual p8 version, for best quality manually open and run in pico-8.
Sometimes the state will just randomly decay. This is just a fact of life, if you're playing in browser just refresh.

Bugs: Solve is currently broken for this version. For all intents and purposes Reset=Q-State, Solve=Decay

TODO:
parallel processing
pico-8 meta-emulation features
page-switching
state-switching
verbose toggles

[b]Thanks!

[ Continue Reading.. ]

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I'm totally a noob when it comes to this sort of thing.
Very rudimentary, adopts the limited nature of Pico-8's working environment.
right now it's only 4-dimensional because of using Rect and Circ, more work to be done on using Line for 2-dimensional applications, 5-dimensional planned.
Solution, IntuitionTrue, IntuitionFalse, QuantumTrue, QuantumFalse, QuantumGrounding, GroundingTrue, many other planned features.
Operates on the principles of the top right of the 42x42 zone being Absolutely True, bottom right Hidden True, bottom left Absolutely False, top left Hidden False/Mostly-True. Supports Parallel Universe/Parallel World, general Time declarations, general notes for anyone lost, curious, or wanting to help.

[ Continue Reading.. ]

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Cart #50450 | 2018-03-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


arrow keys to move left & right
z to cause more snow

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Cart #50422 | 2018-03-15 | Code ▽ | Embed ▽ | No License

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Now that Celeste has graduated from being a PICO-8 game to a full release, I thought it would be fun to backport the game's music to PICO-8. Here's a small cover of the chapter 1 theme.

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So I'm just another old school gaming enthusiast who loves to make games for fun. I stumbled upon Pico-8 and I got so amazed by the concept that I decided to learn programming. I have made some mobile games before but I used Construct 2, which provides a set of widgets and tools to create a game with just a little knowledge of coding.

However, after 2-3 weeks with P8 I got into to this situation where I'm wondering myself if I want to learn coding by making a tiny game or just want to have fun while making a tiny game.

I'd love to say both but for me, it depends of how "intuitive" is to communicate with the hardware through a programming language (that's the reason why languages exist) but at this time it is not. There are a few things that should be easy but for some reason I just can't get to understand, like:

  • Rotate a sprite by 90 degrees in order to recycle sprites on top view games instead of having 4 different animations for each direction
  • Simple stuff like understanding how to handle arguments within functions or tables

[i]It's Worth to recall that I'm an absolute Noob on this matter and sometimes I feel that my brain is just not compatible with programming logic :(

[ Continue Reading.. ]

19 comments


Cart #51519 | 2018-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Crush all bad darumas!

story
Daruma is a asian traditional doll , and misterious monster too.
One Day,"Daruma-strom" coveres over the world. Bad darumas have fallen to each country.
Kilo decided to beat all bad darumas in own fist.

game
Crush all bad darumas in this stage.
Kilo must breach through 6 stages and defeat the Darumaster.
No damage attack is bonus combo,score is x2,...,x4.
"W" target will fall with a parachute. If Kilo takes this targes , then...

control
<<arrows keys>> move left and right
<<arrows up>> or <<z>> jump

[ Continue Reading.. ]

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In my latest game, I rely on a press of both buttons to restore health. But players (including myself) have been complaining that this behaves inconsistently.

I am using code along the lines of:

if(btnp(4) and btnp(5))then
       plr.usepotion(plr);
     elseif(btnp(4))then
       if(plr.stm>1)then
        plr.commanddash(plr)
        plr.stm-=10
       else
        sfx(18)
       end
     elseif(btnp(5)) then
       if(plr.stm>1)then
        plr.attack(plr)
         plr.stm-=5
       else
        sfx(18)
       end
    end

Its just too inconsistent though. I've had comments wishing there was a third button.

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Some retro music for your coding and zoning ...

https://www.youtube.com/watch?v=gEpucxAZHUQ

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Some parts could be coded a little better, but this should give you an idea of how to create a sinus scroller like you'd see in demo programs.

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