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Cart #59057 | 2018-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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An entry for TweetTweetJam @ https://itch.io/jam/tweettweetjam
The game was required to be made in 560 bytes or less (fit within two tweets), without using the spritesheet.

The cart has a few additional characters for the name and attribution, but really the code is only 542 characters.

Use Left and Right to move. Try to keep the ball from reaching the bottom. You get points for hitting the ball and hitting the objects that are falling. Objects will change the trajectory of the ball.

NOTE: There wasn't enough room in the code for a reset button. Sorry!!

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An entry for TweetTweetJam - a weeklong gamejam where everyone makes a game in 560 bytes or less.

Arrow keys to move, X to reset if you die. Your score is based on your forward distance.

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pixel animals and characters

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the classic playground game of stoplight.

you are only visible when moving.

get to the blue area, avoiding the spotlights, and only moving when the light is green or yellow.

how fast can you be?

submission to #TweetTweetJam 2018

code:

q=64z=circfill
camera(-q,0)c={8,10,11}o={2,4,3}::r::s=1x=rnd(64)-32y=120t=0
e=time()cls()for i=1,10 do
z(rnd(127)-q,rnd(q)+32,5,9)end::l::
t+=1
if t>20 and rnd(1)>.95then
t=0
if(s==1)s=3 else s-=1
end
v=pget(x,y)
if(v==9)goto d
if(v==1)goto w
rectfill(-q,0,q,32,1)
for i=1,3 do
z(0,i8,4,o[i])end
z(0,s
8,4,c[s])
?flr(time()-e),-q,0,7
?"웃",x,y,0
if btn()!=0 then
if(btn(⬆️))y-=1

[ Continue Reading.. ]

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Cart #59039 | 2018-11-16 | Code ▽ | Embed ▽ | No License

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The classic Lights Out puzzle game for the TweetTweetJam. The source code fits in two tweets (560 characters).

Your goal is to turn all the lights off. However, each light toggles all four adjacent lights as well.

I didn't have room for different levels, but there's two modes:

  • Lights Out Classic: Lights toggle between off and on (red). Best solution is 15 moves.
  • Lights Out 2000: Lights toggle between off, red and green. Best solution is 18 moves.
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Hello:

I was having this strange error I couldn't find for hours occurring in PICO. I finally isolated it in new code where I created an array that was sized 64 and when I typed in to test the length of the array:

print(#xfer)

I got back 63, not 64, despite there being 64 elements ! Where is the missing element ??

array="1234567890123456789012345678901234567890123456789012345678901234"
xfer={}
for i=0,63 do
  xfer[i]=sub(array,i+1,i+1)
end
cls()
print(#array)
print(#xfer)
9 comments


Cart #59022 | 2018-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Here is my final version of the "Breakout" game designed for my Getting Started with Video Game Programming class at Bellevue University. I submitted a simpler version for my midterm, and I decided to keep going with this game for my final project. It is designed to run at 60FPS, and it plays the best in the console, so hopefully it doesn't feel too bad in the browser. I am pleased with the results, and I hope everyone enjoys my game!

For anyone who cares, I have only been working with Pico-8 for about 12 weeks now. My only previous experience was trying to code a game on my TI-83 Plus in high school. My code is probably not the most efficient, and I know my collision detection isn't perfect, but I think the game runs well despite this. I have adjusted the audio to (hopefully) sound good with headphones or through basic laptop speakers. Hopefully it isn't terrible. Feel free to leave feedback.

In version 1.1, I fixed a glitch with the power-up that reduced the paddle to half the size when starting a new level when the power-up was active and the level was completed.

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Cart #59018 | 2018-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A simple little game that fits in a single tweet, coming in at 271 characters. For the itch.io #TweetTweetJam (which actually allowed two tweets' worth of characters but what the hell, eh?).

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I'm not hearing any sound when running PICO-8 on the newest Windows 10 version. What's strange is that I can see the volume bar moving in the control panel, but I still can't hear anything.

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Cart #59004 | 2018-11-14 | Code ▽ | Embed ▽ | No License
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Cart #58991 | 2018-11-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This creates a random map by drawing boxes and checking that everything is connected. It's not great, but it does work well enough for my current project. Feel free to do whatever with it.

Press left or right to change the coverage.

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Hi!,

I recently started making an open-world adventure game, and thought I'd record myself making it.

Here's a link to the playlist.

The game makes use of the Entity-Component-System pattern, mainly because I wanted to learn how it works. I'm not quite sure how the game will end up looking, but it'll probably draw heavily from games like Zelda, Don't Starve, Stardew Valley and Moonlighter.

The rules I've imposed on myself are:

  • I won't think too much about what I'll be doing before recording
  • Videos should be between 15 and 30 minutes in length
  • I'll aim to record at least 1 video a week

I won't edit the videos, so that others can see my thought process / mistakes

The above rules might mean the video series is of questionable quality, but I'm enjoying making them anyway, and am learning a lot myself.

Thanks!

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Hi there all!
I'm fairly new to the engine, and for now, i just have one question, that could be helpful for me.
Is it possible, to export an .html file, in which your games are exported like in the BSS section, only multiple of them. If i'm not clear, i'm looking for a vertical column of playable games in one .html file sou you can just press the play button and play. Is it possible? How can someone do it?
My main goal is to set up my github page in a way, that you can play all the pushed games in the repo. Not necessarily automated, little hand editing is fine with me.
Thanks in advance!

2 comments


Cart #58966 | 2018-11-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A 1-hour cartridge, so don't expect too much from this, but at least the code is relatively clean...

Balloons float through the screen in four different directions; each one is mapped to one arrow key (red left, green up, yellow right, and blue down). When all four colors are present, press the arrow key for the color that has the most bubbles and one of the bubbles of that color pops for one point. But if you get it wrong, your score is halved.

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I don't know if any of you have experience in this, but i think this would be a good fit for the pico8. It's about a 40 game device that looks like a game boy.

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Cart #58961 | 2018-11-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Darkest Moon is an arcade-style game where the goal is to get the highest score possible before inevitably succumbing to the relentless progression of the game. The player controls a nameless farmer in the Dark Ages whose only goal in life is to plant and harvest wheat in order to survive and make it to the next day. An average play session lasts between five and fifteen minutes before the marauder becomes too fast and overtakes the player.

I made this game as the final project for a creativity class when I was still in college.

Lighting and object-oriented code modified from Jakub Wasilewski's Dank Tombs Tech Demo.

Also available on itch.io.

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Just a little test to draw a set of tesselating sprites in the sprite sheet and then randomly generate a constantly changing landscape.

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I have an if statement with two lines in the code block. One changes the value of the sprite property on my player object. The second changes the movement speed property for the player object. The former always works when the condition is triggered. The latter works unreliably. This is pretty strange to me.

Essentially, I am detecting terrain via grass sprites on the map. When I collide, I want the player to slow down. This only works when I hit what I assume to be the first grass sprite in the array. I added the sprite swap line for debug purposes. The sprite will always change when I collide, but the movement speed change only works on one grass sprite out of all of them.

I don't get how my condition can be met, and one line always executes while the other may or may not. I've also printed the player speed to verify this. It doesn't seem performance related, even though it is inside of a pretty hefty series of loops.

Any ideas? Is this a weird bug?

Edit: this has been resolved, thanks samhocevar!

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I'm kinda new to Pico-8, so I developed a cartridge using the really basics.
The code itself isn't 100% polished, so there are some confusing lines, since I had to upload it now.

ALERT: If you're here for fun - well this is just an ATM, not your favourite shooter.

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