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Cart #dykiestreet-0 | 2019-01-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Dykie se rend à une soirée, mais une fois de plus son chemin est semé d'embûches !
Face à tout ce sexisme Dykie fait preuve d'inventivité en refaisant la déco !
Here the english version : https://www.lexaloffle.com/bbs/?tid=33590

TOUCHES POUR JOUER
se déplacer = flèches directionnelles
faire une action = X (=lettre X sur ordi ou bouton rond gauche sur smartphone)

Ce jeu a gagné 4 P8 AWARDS 2018 :
"Underrated" Award / "Out of the Box" Award / "Ephemeral" Award / "Novella" Award.

[ Continue Reading.. ]

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by dlowe
Cart #51854 | 2018-04-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #51912 | 2018-04-23 | Code ▽ | Embed ▽ | No License
2

This is a fishing-and-driving simulator for Ludum Dare 41, "combine two incompatible genres." I tried to actually put enough instructions in the cart for once, but if if anything's confusing or too hard, please let me know!

LDJAM voters, the submission page is back thisaway: https://ldjam.com/events/ludum-dare/41/the-fish-and-the-furious

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Thought you guys might like it. I needed it to programmatically randomize the look of sprites in my map.

With peek you can read a 32-bit value, while a pixel color is 16 bits. One address therefore holds two pixels. A bit of arithmatic does the trick.

Long version:

-- set sprite pixel
-- s: sprite number
-- x: x position of pixel in sprite [0..7]
-- y: y position of pixel in sprite [0..7]
-- c: new color
function ssp(s,x,y,c)
 addr=flr(s/16)*8*64+(s%16*4)+64*y+flr(x/2) -- current decimal address
 curr=peek(addr) -- current 2-pixel value
 if(x%2==0) then
  -- need to change pixel on the right
  lcol=flr(curr/16)
  rcol=c
 else
  -- need to change pixel on the left
  lcol=c
  rcol=curr%16
 end
 ncol=16*lcol + rcol -- new decimal memory value
 poke(addr,ncol)
end

Shortened version:

function ssp(s,x,y,c)
 a=flr(s/16)*512+(s%16*4)+64*y+flr(x/2) -- 2-pixel address
 v=peek(a)
 if(x%2==0) then
  poke(a,16*flr(v/16) + c)
 else
  poke(a,16*c+v%16)
 end
end

[ Continue Reading.. ]

6 comments


Cart #51826 | 2018-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


After messing around in study hall and polishing it up at home, I've made a crude demo of a rotating map in Pico-8. It's in desperate need of optimization, but it works. This probably isn't the first (and definitely not the last) attempt to do this. I'll probably be trying to work on it over time. If anyone has suggestions, I'd appreciate it!

Current Features:
-Rotation (Hooray!)
-Culling
-A car

Current Bugs:
-There's a weird "Cut-off" effect if you go out far enough, and it shouldn't be a map-based issue.
-The culling is imprecise
-The whole thing is very inefficient

Controls: Z to accelerate, left/right to steer

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Cart #51795 | 2018-04-20 | Code ▽ | Embed ▽ | No License
7

The ducks will meet at the middle of the lake.

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So I implemented the following jump function in my game:

function jump(sp,vel,factor)
	for i=1,factor do
		player.sprite = 12
		player.velocity+=sp
		if player.y<=player.origpos then
			player.y+=(player.velocity*player.speed)
		else
			player.velocity=vel
			player.y=flr(player.origpos)
			player.sprite = 0
			player.jumping = false
		end
	end
end

The problem I am having here, is that the Y of the player every second jump is equal to player.origpos+0.24

I moved stuff around because what I feel is happening is that the routine is entering some condition one time too many, but why does it every second frame? Does it have to do with the fact that I am calling "factor" twice? And how would I fix this problem?

The difference is every second jump, the character ends up one pixel above the floor, and let me tell you, it does NOT let my OCD rest peacefully :D

Any help appreciated!

7 comments


Okie doke, folks, here we go!

Glitch Jam is taking place from now until May 3 at 12:00am!
Rules are simple make a Pico-8 creation that features an assortment of fun, crazy glitchiness and post it with the #GlitchJam tag!

A few things to keep in mind while you're glitching away:
1.Any form of glitchiness is accepted at any level! It can be a relatively normal game that uses glitching as an effect or as a theme! It can be in the music as well!

2.Also, you do not have to make a game by anymeans! Glitch style demos are also excepted, audio and/or visual pieces featuring your own special glitchiness are more than accepted, interactivity is optional!

And that's pretty much it! Just jam out and create to your heart's content! Reuse old code, assets, and more! It's all acceptable here! Multiple submissions? No problem, the glitchverse is many and diverse! Keep 'em comin'!

Glitch-on! :D

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I picked up Voxatron because I believe it will be a great addition to my coding classes. Game development is something my students really enjoy. However, before I introduce them to Voxatron (Pico-8 a little later) I need some help with the basics. The tutorials on YouTube are pretty old so they don't match the current game very well.

  1. I kind of understand the doors. But I could really use a better explanation.

  2. I want to create my own objects but I can't seem to build them. All I see is the empty cube. When I run the game the cube disappears.

  3. Can a Voxatron game be playable on a RaspberryPi built arcade machine?

Thanks

Richard

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I hope Zep reads this board lol

I updated my email address and I noticed on the downloads page when I'm logged in it doesn't show any products for this account. I can still access my download page by using the email login system to get to the download page for the old email account, but I plan on deleting that account in the near future. It looks like that would lock me out of accessing my downloads page perminantly. I know asking to redesign the site/purchase architecture is a big ask but I at least get my old purchases migrated to my new email address?

3 comments


Hi guys!

Besides aspiring game developer, I’m a musician too.

I make a weird form of instrumental rock music and I think some pico-8 visuals may fit this music well.

The idea is to make some kind of animation or video to go with it. It’s really a small, personal, experimental and independent project I do in my spare time. If you are interested please reply or send me a message.

Thanks.

0 comments


Cart #51752 | 2018-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
147

S W O R D F I S H

An aquatic action game. Swim sword first into the deep to destroy the evil at the heart of the ocean.

Featuring:

  • fast, dynamic old school gameplay inspired by Ecco the Dolphin
  • Multiple enemy types each with their own attack patterns and weaknesses
  • 25 levels of aquatic action
  • A plucky swordfish with a charge attack and nothing to lose.

I hope you all enjoy the game! Post your final scores below :)

Let me know your feedback here or @danhowardgames

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Cart #51741 | 2018-04-18 | Code ▽ | Embed ▽ | No License

0 comments


Hey, I did a search and couldn’t see anyone else discuss this. But correct me if I’m wrong!

I’ve ordered one of clockwork pi’s gameshell devices in the hopes of getting pico 8 up and running on it. As being able to play a game on a mobile console is a childhood dream.

I’ve got various pi’s etc, but I thought getting one of these would give me a complete little gaming package, as my knowledge on building something I could actually carry about would be a a load of boards sellotaped to a screen.

Is anyone else planning on getting or has ordered one one these?

It’s not garanteed pico 8 will work on it, but it seems hopeful from what little info there is!

7 comments


Cart #51717 | 2018-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


.
Made this a long time ago, it's a WIP port/demake of the classic 1990 game Alpha Waves, or Continuum as it was known in some regions. Code is an absolute mess, this was the first time I coded a 3D engine from scratch and it really shows. Level data was imported from the original data files for the Atari ST version using a simple export script I made. I think this cart includes all the rooms of the starting area ('Dream'). My intention was to create a multi-cart release that includes a different cart for each area in the original game and use reload() to pull the level data and music from the corresponding data cart. If no other carts are present (BBS standalone version), a message would be displayed indicating the cart is running in single cart mode and no other areas can be visited.

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3 comments


Cart #51715 | 2018-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


.
Just a little demo I made a while back. Morph ball works, but not much else (there's a cool animated Ridley that hovers in place though). Sprites are 2-bit to (potentially) fit in more map data if I ever continue work on this and implement some sort of room compression scheme.

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Hey all. I was trying to create some sprites which would tile on the screen. I was looking for some sort of editor that would help me draw some easily but couldn't find anything.

Anyways, I started working on a little web tool where you can draw wrapping sprites. Check it out:
https://js-6sn6pg.stackblitz.io/

You can draw on either canvas. Kind of rough at the moment but functional. No export functionality yet. For me, this is mostly a way to visualize tiling sprites easily.

1 comment


Cart #51696 | 2018-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #51687 | 2018-04-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


I thought I'd share a game idea I've been tinkering with. Please not that some of the levels in this demo require the use of a mouse.

0 comments


Cart #52156 | 2018-04-30 | Code ▽ | Embed ▽ | No License
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Cart #52144 | 2018-04-29 | Code ▽ | Embed ▽ | No License
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Cart #52091 | 2018-04-28 | Code ▽ | Embed ▽ | No License
3

Cart #51785 | 2018-04-19 | Code ▽ | Embed ▽ | No License
3

[ Continue Reading.. ]

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