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Cart #55442 | 2018-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #55429 | 2018-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Still working on some features but this is a program that draws Hilbert Curves, a type of space filling fractal. This was mostly an exercise to learn how to use recursive functions but I've also wanted to make a program like this for a very long time.

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Try as I might, I just don't have the brainpower to figure out how to compress data from decompressed 8-bits to compressed 8-bits. Now I can neatly do 8-bits to 6-bits, compressed, and back again, but not straight 8 to 8.

The problem I am running into is I want to use one of the bytes # (0-255) to represent a compression mark. I am scanning the entire frame of memory desired to be compressed for the one number in the data this is used least (in many cases, it appears zero times).

The problem is, that particular byte # might also be just data if there is one or more of these bytes occurring.

Now you would think you could simply go through the data and store a zero at the end of that signature byte to tell the computer that this is data, and not a compression mark, but then if you search for multiple instances of patterns for compression later, it is still possible to get that elusive byte as part of your data when it needs to be just a marker - thereby corrupting your compression.

Suggestions ?

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Cart #55413 | 2018-08-20 | Code ▽ | Embed ▽ | No License

Before to start play it is recommended to read the rules menu for a better comprehension

Tiny Tiny Duel is a strategic game and created for the #LOWREZJAM2018. In this card game you should made duels versus the IA to improve your cards and upgrade your stats. The IA has 3 levels of difficulties. All rules are detailed in the rule menu.

This game is composed of 15 cards and stats player

5 x power cards
5 x healing cards
5 x monsters cards
Life player
Attack player

For browse in the game

Use arrows for browsing
X for Validate/Pick
C for going back

Choz.

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Hi everyone! I'm using some functions to animate the player sprite, but they doesn't seem to work properly: the sprite changes just one time and then stay that way
EDIT: the sprite remains the first one and do not change

function player_up()
	player_frame=17
	player_y-=1
	if player_frame>18.9 then
		player_frame=17
	end
	player_frame+=1
end

function player_down()
	player_frame=1
	player_y+=1
	if player_frame>2.9 then
		player_frame=1
	end
	player_frame+=1
end

function _init()
	cls()
	player_frame=0
	player_x=30
	player_y=60
end

function _update()
	if btn(2) then	player_up() end
	if btn(3) then player_down()end
end

function _draw()
	cls()
	spr(player_frame,player_x,player_y)
end
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Hey, I am new to Pico-8 and I was wondering whether I can change the screen size from 128x128 to let's say 64x64? It would be helpful because the map size in Pico-8 is limited. Do I have to adjust the camera so that it only depicts 64x64 instead of 128x128 ?

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Hey all,

Hopefully it doesn't seem too spammy to start a new thread instead of updating the old one, but the old thread got pretty huge (including the original post), so instead of adding more to it, I figured it best to start a new thread.

For those who don't know, PlayPico is my personal curated list of only complete games (see the original thread if you're curious as to how games qualify for the list, why some might not be there, etc.)

WE BROKE 500 GAMES!!!
Finally, after almost 2 years of PlayPico history and 3 years of PICO-8 itself, we've hit 500! Great job to everyone who made these amazing games, and keep 'em coming!

We got a facelift!
This has been a long time coming, as PlayPico needed a facelift for a long time. The old version was pretty much just using Bootstrap 3 in its default state. This is because the site started off as something just for myself that I ran locally on my computer and wasn't public anyway, and also my concern was mostly with developing the server-side aspect, so I tossed together something that would look decent with as little effort as possible. Bootstrap has been [i]completely

[ Continue Reading.. ]

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Cart #55395 | 2018-08-20 | Code ▽ | Embed ▽ | No License
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A game I made for the Extra Credits game jam on Itch.io.

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Cart #55392 | 2018-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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I sent an email to [email protected] requesting support more than a week ago and I haven't heard back. I changed the email address of my account a few weeks ago, and now my download page says that I don't own Voxatron/Pico-8. I'm assuming that my key is still bound to my other email address instead of being bound to my account.

I'm writing here hoping that who ever is in charge of checking the [email protected] will see this.

Thanks.

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Update August 20th, 2018: Slight change to show 15 color rectangles instead of only 7. This is not a song-related change.

Credit to Zep for the code base.

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Hey, I am new to Pico 8, but I have previously used GameMaker. What I would like to ask is if there is an option to draw one sprite over another in map editor of Pico 8. Meaning that the transparent color actually becomes visible as color that is underneath the sprite. Something like layering.
Sorry if it sounds confusing..

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Cart #55376 | 2018-08-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The cart is quite self explanatory, I think. If you want to have some saved data, you can se the source code to see how this was made!

This works in:

  • The PICO-8 editor (tested on windows & PocketCHIP's Linux)
  • The BBS webplayer
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Cart #55372 | 2018-08-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi all!

I put together a small Sokoban Framework which (hopefully) allows pico-8 devs of any skill level to quickly and easily make their own Sokoban games. If you're interested you can find it here! The cart in this post is a game I quickly put together as an example of how to use the framework.

If you end up making a game within it please let me know, I would love to see it!

Also, credit where credit is due. This framework was inspired by Stephen Lavelle's puzzlescript.net

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The Pico-8 is indeed a small resolution for a fantasy console at 128x128 pixels and 16-possible colors per pixel.

But the Microvision is even smaller.

It was the first handheld game console that used interchangeable cartridges and released by the Milton Bradley Company in November 1979. Its resolution is 16x16 pixels with only 2-possible colors, black and white, per pixel, displayed in an LCD square screen. The audio is just tones, beeps, and blurps.

The Microvision was designed by Jay Smith, the engineer who would later design the Vectrex gaming console. The Microvision's combination of portability and a cartridge-based system led to moderate success, with Smith Engineering grossing $15 million in the first year of the system's release.

However, very few cartridges, a small screen, and a lack of support from established home video game companies led to its demise in 1981.

According to Satoru Okada, the former head of Nintendo's R&D1 Department, the Microvision gave birth to the Game & Watch after Nintendo designed around Microvision's limitations.

Challenge !

Do you think you can write a Microvision emulator that can take either the original .bin files or custom small clipboard tokenized data and work them into fully playable PICO-8 cartridges ?

Here is the source for everything you need:

https://en.wikipedia.org/wiki/Microvision

https://youtu.be/WGQiUR4UShU

https://www.raphkoster.com/2017/05/07/microvision-emulator-release/

And yes, the Microvision emulator for Windows does indeed work. I was just trying out a few of the games as it includes the ".bin" to all of them. :)

Good luck !!

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Not much to this, mockup for a touhou-like

-Player sprite
-Bullet tracking and generation w/ a few spiral patterns
-Hold X to slow movement and view hitbox

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Noticed this when posting code to generate a gfx../gfx clipboard string.

If there's an actual gfx tag (with square brackets) inside a code block on the BBS, it will get interpreted instead of ignored. It should be ignored inside a code block.

Really, no tag inside a code block should work, except for the /code tag.

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Cart #55337 | 2018-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This was my entry for #LOWRESJAM2018.

I am posting it here to share it with the pico8 community, and effectively "open source" the result. Feel free to remix and poke around. I've had to remove most of the comments to make it fit in the cart limits. But most of the code should be pretty self explanatory, there's nothing super fancy besides the generator and some efficient reuse of "render object" functions under the hood. The cart is nearly full, so you might need to do some serious memory hacking or make some code somehow more efficient in token use to make new AI/features. But graphics and tile layouts are all your playground too.

Since the chunk generators are based on parts of the tileset map data, even a newbie can have fun changing those and playing the results.

Let me know if you remix it into anything awesome, and enjoy! :)

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I've been plucking away, a function or two a day, or a SFX, or a handful of sprites, etc. Still just mashing on my days off and lunch breaks. Starting to see some little tidbits of going somewhere, at least.

Anyways, I ran into a thing I could use someone with a little deeper expertise in dealing with.

I'm devising a kind of proc-gen DDR game/song generator, using four hex-character seeds to implement 12 randomizable sequencers*, which are then used to pull table data and plant music data structurally (and then apply stepchart logic to that). The part in particular I'm needing help with is making a few functions that can universally change the speed, octave, and instrument choice of a selection of SFX (32-62, in fact - 00-31 only need speed adjusted since they're bass/percussion layers), maybe one to change the speed of one SFX in particular (for multiplied-speed layering after that).

I'm not 100% sure where the "poke" ranges I need to target for that kind of thing are.

[ Continue Reading.. ]

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Cart #55321 | 2018-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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