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Cart #50672 | 2018-03-21 | Code ▽ | Embed ▽ | No License

This is my first PICO-8 project. It's a small arcade game, I think it can be pretty fun for 2-3 minutes.

The game lacks some basic features, which include:
-Particles when enemies die
-High score table
-Sound and music

Also, this is my first time coding anything other than print("Hello world" in python. I know my code isn't practical and it's pretty token heavy for such a small game.

Constructive criticism on game/code welcome! :)

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Hello
I am making a pico-8 game
I am a student who is learning web development but I got a game developing project.
My friend's brother has some pico-8 games which are playable in web browser so my friend got some stuffs.
Now I am trying to edit and add some pico8 codes but they just don't work.
I mean my web browser just won't apply my updates.

For example, let's say there were these codes in the original pico-8 file.

level_text = "lvl: "..level;
print_text(level_text, 120 - #level_text*4, 122, 12, 7);

if I change "lvl" to "SomeText" and save it, browser continues showing LVL instead of SomeText. I even tried to remove .p8 file but even after completely refreshing(CTRL+F5) the page, web browser is keeping to display the game like .p8 file isn't removed. (I don't understand how web browser can display pico-8 game without .p8 file)

I don't know why.

I am using Visual Studio Code and already have installed pico8-vscode extension.

I can javascript but when I opened the js file, after unminifying it, I saw 90000+ code lines... Module cartridge blah blah blah..

What should I do so my changes could work in web browser?

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Hi all,

I wrote a second Medium article, mainly as an introduction to Lua but all examples are about the PICO-8.
If you are interested, you can find the article here: https://medium.com/@hans.bruins/hello-lua-92ad1c692dae

You can find the previous one here: https://itnext.io/eeny-meeny-pico-b7b31600e65a

Have fun reading and keep tinkering!

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Cart #50646 | 2018-03-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Version 1.2

  • All known bugs have been fixed.
  • The pricing scheme has been overhauled to make it simpler and more useful. The ticket price is now charged when leaving the point of origin and the value is linearly proportional to the distance to the destination, independently of the route taken (multiplied by the "class of travel" factor, whether the whole journey is by Shinkansen or not). For instance, if the distance is 6 "blocks", 4 of which are on fast trains and 2 on slow trains, the total fare is still 30,000 (if the price is left to the default 5,000). If using only slow trains, it would have been 6,000 in total.
  • The decision function to take the Shinkansen (or not) is now nonlinear. Travelers will choose the fast train option if the increase in price is lower than or equal to the square of the reduction in journey duration. For instance, if the duration is reduced by a factor 3 and the price is increased by a factor 5 (default), the traveler will still choose the fast option (5 < 3^2 = 9). This makes the price adjustment function more usable (i.e. it is easier to "convince" travelers to use the Shinkansen for only part of their journey through a small fare reduction).

For the "complete" manual, please refer to the original post: https://www.lexaloffle.com/bbs/?tid=30916

Also...

[ Continue Reading.. ]

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Cart #slipways-1 | 2023-01-08 | Code ▽ | Embed ▽ | No License
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Slipways is now part of the PICO-8-gone-commercial club! You can find the grown-up version of Slipways on Itch or Steam!

So, here is the final PICO-8 version of SlipWays!

Mouse is kind-of-required for this one. You can drag the map around with the right mouse button, but that doesn't work on the BBS (since the browser's context menu will pop up). You won't have this problem when playing on itch.io or inside PICO-8. Alternatively, you can scroll around with SDFE or arrow keys.

Phew. Oh, wait, so you'd like to know how to actually play the game? There is an animated quickstart guide, but here is the shortest possible text summary:

[ Continue Reading.. ]

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Cart #50637 | 2018-03-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Some helpful excerpts from A WORKER'S GUIDE:

"You are a bio-generated power-core-recovery worker..." (pg. 1)
"...can move up, down, left, or right..." (pg. 3)
"The Freeze Ray is a worker's best friend...keep it charged!" (pg. 10)

"Space Spiders...can be frozen or unfrozen with your Freeze Ray." (pg. 13)
"Space Larvae grow into Spiders instantaneously when frozen!" (pg. 17)
"...Larvae are scared, but Spiders are very curious." (pg. 18)

"Space bugs can sometimes trap workers who aren't careful..." (pg. 20)
"...they are not intelligent, and will only hurt you if you walk into them." (pg. 21)


Made (way behind schedule) for #7DRL 2018
By Tom Brinton
@brintown

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2018-03-22

UPDATE: This version adds support for up to 8 AI or human players and a variety of stage sizes. Players (humans and AI) can be on any combination of up to 8 teams.

2018-03-20

UPDATE: This version adds support for AI opponents. You can have up to 7 of them. And up to 2 human players. Not fully tested, so please leave feedback about any bugs/crash issues.

Instructions:

Player 1 starts on Offense with Player 2 on Defense.

Offense players can grab and then toss the ball towards the goal. While the ball is held, the Defense can not swat it away, BUT the ball can only be held for ~1.5 seconds at a time.

Defense players can only swat the ball. Their goal is to move the ball away from the Offense players -- if the ball hits the goal, it only 'counts' if the Offense player was the last person to toss it.

As the ball moves, the yarn unravels and the ball becomes smaller. This is used instead of a timer or score limit -- when the yarn runs out completely, the teams switch sides and Player 2 has a chance to play Offense. After Player 2's yarn has expired, the winner is the player with the higher score.

Player 1 -

Cursor keys (up/down/left/right) - Move Up/Down/Left/Right

Z/X/C/V - (Defense) Swat / (Offense) Grab/ Toss yarn

Player 2 -

E/D/S/F - Move Up/Down/Left/Right

Q/W - (Defense) Swat / (Offense) Grab/ Toss yarn

Description:

'Pong' game made for the #Femijam 4 "Cute Pong" game jam -- this is a late entry; I'm uploading on 3/20, and subs were due on 3/19 at ~1 am. Don't forget to check out the other femijam entires! :)

Right now it supports 2 players and a single screen map.. If anyone can help playtest, I'd like to add support for up to 8 players, split across up to 8 teams. And larger maps. Anyway, if you want to help test, please shout at me on twitter ( @enargy) or leave a comment here.

Based on a game described in the Upside Down Magic series by Emily Jenkins, Lauren Myracle, and Sarah Mlynowski. There, it's played by polymorphed magic students (Fluxers) and there's some verticality at play with the goals. Here, the rules and gameplay are modified to be more like Pong (the theme of the jam).

About the series, my daughter (6) and I have read the first two so far, and the books are really neat.

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Cart #50593 | 2018-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #50604 | 2018-03-19 | Code ▽ | Embed ▽ | No License

Tweaked some stuff, added some visual effects. Players now get a score multiplier when they spear multiple vegetables in one charge, and I need to think of a good way to represent that.

Edit:
This project is unlikely to be finished, as I spent long enough away from it that the code is now difficult for me to understand. Maybe I'll have a stab at this later.

Cart #50585 | 2018-03-19 | Code ▽ | Embed ▽ | No License

Added some new veggies and reworked how shadows display. I think I'm gonna make a few more vegetable variants and then work on visual effects.

[ Continue Reading.. ]

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Cart #53600 | 2018-06-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"I see you've played Knifey Spoony before"
https://www.youtube.com/watch?v=mcE0aAhbVFc

Is it a knife, or is it a spoon? The game DEMANDS YOU TELL IT.

This is my first ever full game, and is sort of finished, I guess. It's missing a proper game over screen, and music/SFX, but I'm releasing it just to get it out there. If I get chance I'll come back to it and fill in the gaps.

I've kept the code all uncompressed and (hopefully) easy to read. I've got plenty of programming experience, but with this being my first game I thought it would be useful to leave it in a state that would allow others to learn from it. I can't help you build your game, but I can try to help you understand what's going on in this game, so get in touch if you think I can help with that.

All the code is also available on Github, right here: https://github.com/Jonic/knifey-spoony

Alpha Version

This was the very first version I made so I could explain the concept to the artist on the final game, Ribbon Black (http://www.ribbonblack.com/)

[ Continue Reading.. ]

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I seem to recall that you said you might break some elements of backwards-compatibility in 0.2. If so, I have a request. I'm not sure it'd even break anything, to be honest.

Current PICO-8 executables allow the use of // instead of -- for comments. This has the unfortunate side effect of preventing us from using lua's // operator, which is the 'idiv' operator, e.g. a//b == flr(a/b).

I have never seen anyone upload code that uses "//" comments, so I think it might not even break anything. You'd probably know better, since you presumably have all of the uploaded carts in some kind of database. If nothing else, maybe you could disable it based on the version number you added to files recently?

It'd just be nice sometimes to use that operator, and if it's already supported but masked by the alternate comment form, I'd hope it wouldn't be a big chore to unmask it.

Thanks...

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Cart #50563 | 2018-03-18 | Code ▽ | Embed ▽ | No License

Started at Galway Game Jam 9.

My first foray into PICO-8 so mainly happy I got something on screen working.

Going to plug away at it and try to make an actual game.

0 comments



This is my first posted cartridge.

Its just a concept at the moment, to see if a fun game could even be made from it.

Basically, you need to collect the sample vials (much better collision detection needed) before you are irradiated by too much radiation.

As you move around, you build up a radiation map to help you avoid radiation "hot spots".

There are 3 radiation sources, and you can also mark them up by clicking on them using the mouse when you think you know where they are.

Pressing Z actually shows where they are (this would not be enabled if I made a game from it) and X hide the sources again.

Anyway, all comments much appreciated :-)

Thanks for looking!

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Cart #50545 | 2018-03-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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:
:

This is my first Pico-8 game built over the course of a week.

Keys: left and right to move and x to fire

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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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