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I'm working on "LINE stickers"

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2 comments


Cart #57632 | 2018-10-07 | Code ▽ | Embed ▽ | No License
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Made a Pseudo-3D using map tiles strips technique.
Update: Added movementation and map loading.

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As you know, Pico-8 is capable of creating an executable from any cart via:

export (cartname).bin

What you DIDN'T know is that you are put ... well ... I'm not sure exactly where. Try out this program to see for yourself:

t=dir()
cls()
for i in all(t) do
  print(i)
end

Now convert that to EXE. Then run the EXE. Notice the directory.

Just where the heck are we ??

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A small side-project to help distract myself. There are 8 distinct endings, some of which are achievable!


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Made this for a friend, its probably the most annoying pico8 cart ever made :P

Cart #57071 | 2018-09-25 | Code ▽ | Embed ▽ | No License

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Cart #57053 | 2018-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Short story of the sherpa Sydney after a snowstorm blew her off the trail.

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Cart #57029 | 2018-09-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

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So I'm relatively new to coding, so I thought Pico-8 would be good to fiddle around with.
So after playing a few games and messing with a few of the demo's code, I found a problem.
Sometimes, in the bounce demo which I modified, when you bounce the velocity y of the ball
would suddenly stay at 0 mid-air. I don't know why can anyone help?

-- bouncy ball demo
-- by zep
-- modified by help_plz

size  = 10
ballx = 64	
bally = 80
floor_y = 100
bounce_per_sec = 0	
-- starting velocity
velx =0
vely =0	
frame=0
lag=0
offset=3
bounce=false
collision=false

function _draw()
 cls(1)
 map(0,0,0,100,16,1)
 print("press ❎ to bump",
       32,10, 6)

 --rectfill(0,floor_y,2227,127,8)
 --circfill(ballx,bally,size,clr)

 if vely < 5.5 and vely > -4 then
  lag=vely
 end

 spr(1,ballx-offset-velx, 
       bally-4-lag)
 spr(17,ballx-10,bally-10,2.75,2.75)

       print("x:"..ballx, 20,26)
       print("y:"..bally, 20,32)
       print("b_p/s"..bounce_per_sec, 20,38)
       print("vx:"..velx, 20,44)
       print("vy:"..vely, 20,50)
       print("col:"..(collision and 'true' or 'false'),20,56)
     --print("cx:"..camerax, 20+ballx,56,1)
     --print("cy:"..cameray, 20+ballx,62)
end

function _update60()

 offset=4

 collision=false

 if bally < 0 then
  cameray=flr(bally)-64-flr(vely)
 end

 if bally	 > 10 then
  cameray=0
 end

 camera(camerax, cameray)

 frame+=1

 if frame==60 then
  bounce_per_sec = 0
 end

 if frame==60 then
  frame = 0
 end

 if ballx+velx < 0+size or
    ballx+velx > 128-size

 then
  -- bounce on side!
  sfx(1)
  velx *= -0.8
 else

  ballx += velx
 end
--==================--

 -- move ball up/down
 if bally+vely >= floor_y-size
  then
  -- bounce on floor
   bounce_per_sec+=1
   vely = vely * -0.8
   collision = true
   sfx(0)

  else
   bally += vely
 end

 --so the ball doesn't bounce forever, and instead stops 
 if bounce_per_sec >= 5.5 then
  vely = 0
 end

 -- gravity
 if vely > 0 or vely < 0 then
  vely += 0.2
 end

--====================--
 if btn(0) then
  offset=8
 end

 if btn(1) then
  offset=-1
 end

 if (btnp(5)) then
  vely = 5
  sfx(2)

  if btn(0) then
   velx=-4
  end

  if btn(1) then
   velx=4	
  end
 end
end
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I am working on a node based particle effect editor, and things are starting to come together. There is still a lot missing to use this to make sensible effects, but I thought I'd share it early to get feedback. Thanks to @Goldfsh who has helped me out with some painful HTML.

try it out!
Source

The idea is to have an editor that allows you to be very flexible with particle generation (for example, chaining and layering particle effects) without having to write code. Green sockets pass numbers, while Purple sockets get "Triggered". For example, the emitter node will trigger at the given interval. You can then chain this to a Linear Emitter node, that will trigger CNT times, at different offsets. You can then feed this into a particle system to actually generate particles with speed, weight, lifetimes. ANother example would be to take a sine wave generator, scale it with MultAdd, but use a MouseInput to trigger the particle systems. You can then use the Die output of particle generators to add more particles when the first set dies. There is currently a very limited set of nodes. Future plans include many more nodes (math nodes, event handling nodes, and of course particle system types), more controls (for example, loading sprites from HTML into pico, palette, bezier curve editors). And of course a way to generate efficient pico8 code out of the graph.

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This is the game I made for the Low Res Jam 2018. Your task is to collect Carbon Credits to heal the melting iceberg and avoid Bad Don who will corrupt you and Doom the planet.

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Hello there,

Is anyone able to tell me why my little bit of code just returns:

[NIL]
[NIL]
[NIL]
[NIL]
...and so on?

I thought maybe I had to manually return something from the function, but I understand all values are global unless declared local - is that right? I thought maybe forcing it into a string with TOSTR might work, but no.

I'm not sure where to go from here.

function _init()
	createtable()
end

function _update()
	pickrandomteam()
end

function _draw()
	print(randteam)
end

-- user functions

function createtable()
	team={"liverpool","welling utd","arsenal","accrington stanley"}
end

function pickrandomteam()
	n=rnd(3)
	randteam=team[n]
end
8 comments


Hey guys! The weekly highscore competition starts today! This week's game will be rez's ZEPTON
https://www.lexaloffle.com/bbs/?tid=28957
https://www.playpico.com/games/play/zepton

Rules for the competition:

  1. You must play the game within the web browser in one of the two links provided above. This is to prevent cheats and anyone changing source code to gain an unfair advantage.
  2. You must have an account in lexaloffle.com in order to post your score in this thread. You can make an account for free to my knowledge, so this shouldn't be a problem. This is to make checking and tallying scores easier as it's all in one place.
  3. When posting your score, you must both write your score in your post and also post a screenshot of your score.
  4. You can submit your score as much as you want, in case you manage to beat your previous high score.
  5. Only highscores achieved within the week count, you cannot submit highscores from the past.

Example:
0079 (I know, I suck)

[ Continue Reading.. ]

2 comments


Cart #57104 | 2018-09-26 | Code ▽ | Embed ▽ | No License

[8x8]

Since copyright was a concern earlier, I would like to state that this code and any other code I have or may produce in the future is licensed for use only under PICO-8. That is, my code is free for anyone and everyone to use entirely as they like for whatever freeware project they have in mind, yet its use is to remain strictly in this programming language PICO-8, and no other languages or derivations are allowed unless permission otherwise is granted from the author.

[ Continue Reading.. ]

7 comments


Cart #57097 | 2018-09-25 | Code ▽ | Embed ▽ | No License
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STANDARD PICO-8 COPYRIGHT
Details: https://www.lexaloffle.com/bbs/?tid=31927


UPDATED 09-24-18
WHAT'S NEW ??
09-25-18 (final)

  • Decrease chance cars will back up when in a jam

09-24-18

  • Allow traffic to back up if it gets clogged.
  • Traffic level now set default at =3=

Cart #56995 | 2018-09-22 | Code ▽ | Embed ▽ | No License
1

[ Continue Reading.. ]

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Hey guys!
The PICO-8 fanzine is still underway, don't fret, it's just that @e6host, who's doing the layout has been busy. Between today and tomorrow I'll give more specifics as to what percentage the magazine is done.

Another thing I want to announce is a highscore competition for the PICO-8! The PICO-8 community has a very strong maker culture, which is great, as that was @zep's original intention, however, no (fantasy) console is complete without a strong player-base, and I think that a highscore competition is a great way to foster that. It'll be a weekly thing, every week (or every week I possibly can) and the game will be chosen by me from playpico.com 's selection of curated games, though there maybe the occasional non-listed game if I feel it's good enough to my standards. The winners of these competitions receives honor and glory, and a shoutout. Once we're done with this current issue, however, there is a possibility that we might put on the next upcoming issues the winners of each weekly competition (hence, honor and glory, and the shoutout). With that said, the game will be announced tomorrow, Saturday. Just giving everyone a heads up. The competition will be run in Twitter, Facebook's PICO-8 group, Discord's PICO-8 server, and here. Therefore, the person with highest score, regardless of where he posted his score, will be the overall winner of the competition, and will have a shoutout across all platforms.

1 comment


presence is precious

bird hanging sweing

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Cart #57431 | 2018-10-03 | Code ▽ | Embed ▽ | No License
6

Ninja Edit: 4.1 release because I accidentally left in some stuff from testing that made the only event that ever occurred Orbital Strike.

I've hit the token limit, so this seems to be as far as I go, unfortunately. I think it's pretty nice, and dw817's image compression code is to thank for the title screen (thank you!). I may try to optimize this a bit before I release it for real, with the proper title image, since I'd like to add more.

Cart #57185 | 2018-09-27 | Code ▽ | Embed ▽ | No License
6

[ Continue Reading.. ]

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Cart #56943 | 2018-09-20 | Code ▽ | Embed ▽ | No License
17

Coffee Bug loves coffee mugs! That's why the critter built a coffee shop in the forest, where creatures of all shapes and sizes can come to kick back, sip a hot cup a' joe, and relax. There's a field of genetically modified crops outside, growing coffee straight into the cup without the need for beans, roasting or brewing!

Harvest as much coffee as possible, for the love of the bean, and for the love of your patrons! But keep in mind, the sweet aroma of your rich blend has reached the nostrils of some hooligans!

Instructions:
Touch coffee mugs to pick them up! Take them to your cafe for points.
Throw coffee mugs with [Z]! Hit baddies to stun them!
Baddies can also be thrown into the shop, to be turned into paying customers. Basically, if you can grab it, toss it or knock it over, try throwing it into the cafe!

[ Continue Reading.. ]

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I've read somewhere that you can show a flipped sprite using TRUE like in spr(1,x,y,TRUE) but it doesn't seem to work for me.

Is it possible? what i'm i doing wrong?

thank you!!! :)

1 comment


Cart #57082 | 2018-09-25 | Code ▽ | Embed ▽ | No License
3

Updated version with better music, and quite a few bugfixes. Bomb collision still is a weird ass collection of hacks.


In the finishing phases, new music coming.

2-4 player local multiplayer brawler. Kill each other by jumping on their heads. Physics very much informed by celeste and advanced microplatformer kit, with added tweaks for that snappy looney tunes feel.

Controls -

Player 1: arrow keys - move, X - jump, C - throw
Player 2: ESDF - move, W - jump, Q - throw

More players using gamepads, not sure if the HTML on the bbs allows for gamepad input.

Graphics by bloodqwen, music by nkue, code by me and mxmstr.

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