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Cart #52684 | 2018-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Ghost Punch: an endless ghost punching arcade!

First "full" game I've made! Just discovered PICO-8 today in about 10 hours while deciding to join the GDL May 2018 jam (https://itch.io/jam/gdl-may-jam). I grew up playing a lot of River City Ransom esque beat-em-ups, but since this was my first project i wasn't confident to make a traditional side-scrolling beat-em-up game quite yet. I was also inspired by how "good" it feels to charge and release Doomfist's punch in Overwatch, so I lifted that mechanic over here.

It was super fun to make everything from scratch, from art to music (music is soo hard, even though I can hum something it's so hard to transcribe to the Pico music system for me).

I lifted some code for the screen fading from Gist @smallfx (https://gist.github.com/smallfx/c46645b7279e7d64ec37), and other various snippets like camera shaking from the BBS here. Thanks everyone for sharing your work :)

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Cart #52680 | 2018-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello guys, I'm working on a short article for fanzine #5, and I'm going to talk about game feel. So I wrote this tiny library that is super helpful and allows you to simply tween any value in your objects with some cool math functions. Here is a small example:

function _init()
-- the object that has your value
p={
 x=32,y=32
}

-- the tween function, takes args:
-- p - your object
-- table - table with the target values you want
-- 1 (optional) - time (in seconds) in what your value should end with your target value, default is 1
-- "quad_in_out" - easing function, you can look up all defined functions in the tab 1, I've implemented a few examples from https://easings.net/
local v=tween(p,{x=96,y=96},1,"quad_in_out")

-- you can also define a function that will run at the end of tweening
v.onend=function()
 stop()
end

-- and you can even set the delay before tweening you object!
v.delay=0.2
end

function _update60()
-- just update the library, if you use _update, update value to 1/30
tween_update(1/60)
end

function _draw()
cls()
-- draw our circle!
circfill(p.x,p.y,4,8)
end

[ Continue Reading.. ]

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Cart #52675 | 2018-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


A game I made for the Dream Hack Austin game jam. http://jams.gamejolt.io/dreamhackaustinjam/games

Hopefully I get to be a finalist :)

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Cart #52664 | 2018-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Features:
Randomized minefield (16x15, 40 mines [customizable by editing the code])

Open with Z, flag with X
Restart the game by clicking on the smiley/frown-y face
Status bar: red=#flagged, green=#opened, blue=time

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Cart #52660 | 2018-05-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made for the One Hour Game Jam! Used my song from the last game jam in it!

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Is there a way to display a PICO-8 number as a 32-bit unsigned integer?

I considered implementing a password system in a demake I'm making, but it requires me to interpret 4 bytes as an unsigned 32-bit int. I can't find a way to do that though.

Has anyone made a library to do this? If there's no native support, I assume you need to do some arithmetic that operates on an intermediate string representation of the number.

Note: I don't need to do 32-bit arithmetic. I just want to get the decimal representation (as a string is fine) of a number, as if it were an unsigned 32-bit int.

17 comments


Cart #52652 | 2018-05-12 | Code ▽ | Embed ▽ | No License

1 comment



Several updates, but one new curious problem:

I'm attempting to transition the player to a third scene (the second floor of the yurt), which sets player.x=#, in this case around 340, which is the appropriate x value relative to the area of the map I've used to design that scene. However, it appears using the code I've designed (which has worked just fine for transitions between the first and second scenes) the largest X coordinate value I can assign in this transition method is x=295. Setting to x=296 causes the player to become stuck, and no button input is registering. Its almost as if the draw method is no longer working at that point, because the player doesn't move at all. Typically when I've accidentally made the player's coordinates persistent, pushing in the directions still causes the directional animations to play out, but not in this situation. Is this a known issue that I'm unaware of, asking the player's x value to be set higher than 296? If so, how do we get usage out of the total map area? I'm at a loss here.

Curious.

[ Continue Reading.. ]

3 comments


Cart #52640 | 2018-05-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

A 10 minutes relaxing experience created with PICO-8.
Count the sheeps that jumped and finally guess the number. If you fall asleep you lose.
Use headphones for a more inmersive experience.
It works in your smartphone.

Do you want to learn how to do it? Stay tuned to our web for more information
Dandelion-Studio

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Any chance of adding midi support to the built in music editor? All I'd care about is typing in notes using a musical keyboard rather than qwerty keyboard, don't care about velocities and all that other stuff. This is the only thing holding me back from doing 100% of my dev from inside Pico-8, which is something I really would love to do, especially on my pico-pi.

I like to use my nanoKEY2 midi keyboard, which is small, cute and elegant like Pico-8, for typing notes into music trackers.

I tried to use this: https://superuser.com/questions/1170136/translating-midi-input-into-computer-keystrokes-on-linux

but Pico-8 uses the keyboard directly, hence my request.

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Cart #52631 | 2018-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The Drumulator 3000 presents the bleeding edge in 8-bit drumkit simulation.

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Cart #52619 | 2018-05-11 | Code ▽ | Embed ▽ | No License
10

Once there was a square, fenced-off area in the desert. Off-road vehicles loved to drive around it in circles and win the top prize!! Maybe you could do it too!

--CONTROLS--

Z / Up Arrow: Forward
X / Down Arrow: Reverse
Left / Right Arrow: Turn

--OBJECTIVES--

Follow the red arrow at the top of the screen.
Go in-between the flags.
Avoid deserty obstacles and other cars.
Do 5 laps.
Win the top prize!!!

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Hello !
I made a little platform game on Pico8, first it was supposed to be a survival game but it quickly shifted.
If you guys have any ideas on improvments or bugs. I'm relatively new to Pico8 and LUA and discovered it less than a month ago so my code is a real mess.

I'm making a new game more oriented towards the first idea on my github in the same repository :

https://github.com/thomasbarrepitous/prototype_twd_pico8

Thank you !

3 comments


Cart #52597 | 2018-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

This was my final project for a Senior Game Design class.

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Cart #52628 | 2018-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first mostly complete game with PICO-8. Its a de-make of the gba/dreamcast game "ChuChu Rocket". It should run at 60fps for about 90 of the levels. All the levels should be able to be solved with the same solutions as the original games.

Controls should be intuitive. Click on an arrow tile to pick it up. Click on a blank tile to either run or place an arrow tile. The movement speed will double if you click while its running.

There is a level editor, but I have it disabled at the moment. I'm trying to figure out a way to share the levels easily (web, codes, etc...).

I am working on the sounds and music. I'll update the cart when its finished.

Feedback is welcome. Let me know if you find any bugs or issues.

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Cart #52585 | 2018-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a "HD" version of my Lowrez Jam 2017 entry (https://fartenko.itch.io/space-cave)

Basically you fly through the cave and kill other ships just because, lol.
Have fun!

Controlls:

  • X - SHOOT BULLETS
  • Z - SHOOT ROCKETS aka FIREBALLS
  • UP - FLY UP
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Cart #52573 | 2018-05-10 | Code ▽ | Embed ▽ | No License
166

This is my first attempt at using PICO-8. I'm pretty impressed with how quick and easy it is.

The code's a bit messy because I didn't really know what I was building at first, and I've never used lua before.

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Binary exports save the cart as a p8 file when you press ctrl-s.
Html exports only say they did.

I guess this was overlooked?

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Cart #52887 | 2018-05-20 | Code ▽ | Embed ▽ | No License
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Cart #52555 | 2018-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Very simple and quick cart to play around with The Coin Hexagon puzzle (https://youtu.be/_pP_C7HEy3g)

Move the cursor with arrow keys. Hold z while moving to change up/down slant
Grab and drop coins by pressing x. You can only drop coins where they will have 2 neighbours, and you can't move them through narrow spaces. Try to get from the starting position to an hexagon in 3 moves. Good luck :D

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