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Cart #blockrupt-1 | 2019-01-19 | Code ▽ | Embed ▽ | No License

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So, next thing Co is dead. But, is there a way to update Pico-8 to the latest version?

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Cart #comets_game-8 | 2019-03-02 | Code ▽ | Embed ▽ | No License

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It's just a litle game for my firends

I know there are still bugs in this game, but it was a good experience to play with this tool :D

Cart #modacles-0 | 2019-01-19 | Code ▽ | Embed ▽ | No License

press c to destroy the the fireworks
press x to jump

uses <- && -> to move

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New version fixes random spawns; mooks will only spawn outside the screen bounds now.

New version (2/6/19) adds levels and backgrounds (shoddy, not-final-product backgrounds)

New version (2/25/19) adds directional sprites to the player and mooks, as well as heart pickups. Additionally, minions will now fire ammo from a distance instead of their previous behavior of standing there... menacingly.

New version (2/25/19) adds a score tracker to end screen and makes minion fire actually, well, visible.

New version (3/2/19) implements a boss at 9000 score, but be careful - he's not exactly balanced.

  • Also changes text color in areas for readability.

Cart #sejuferete-7 | 2019-03-03 | Code ▽ | Embed ▽ | No License

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Just wanted to cross-post this here -- Voxajam is happening all through February, and to announce it @Eiyeron and I put together over a dozen little demos to help pico-8 devs wade into the waters of Voxatron.

These all ignore Voxatron's built-in actor/physics systems, and work by overriding _init, _update, and _draw to create games in a fashion that isn't all that different from making a pico-8 title.

If you already have Voxatron (or are a pico-8 owner looking to take advantage of the $5 'upgrade' to it -- https://www.lexaloffle.com/purchase.php?product=add_voxatron ), I think this could definitely help bridge the gap and let you hit the ground running.

Announcement cart is here:

https://www.lexaloffle.com/bbs/?tid=32932

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Cart #paidxp-0 | 2019-01-18 | Code ▽ | Embed ▽ | No License

OK now have a studyfile.I'll working on it!

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Cart #voxajam2019-2 | 2019-01-18 | Embed ▽ | No License
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Voxajam 2019 is LIVE!! Al February long!!

Details are in the cart, along with some demos and helper functions of varying type/depth made by myself and @Eiyeron -- feel free to take a look and use any of them to help get you started! They should be organized so that you can just:

  1. copy an asset directory
  2. change the names of the name_i, name_u, and name_d functions to _init, _update60, and _draw, respectively

Here are the details again for convenience:

"welcome to voxajam 2019!

  • what: a voxatron jam
    theme: "so much more
    than 'voxatron'"
    there are no official
    limitations
    ..but why not make something
    outside the default
    'robotron' style?
    (a neat effect, a toy, a tool
    a tweetcart, a full game--
    anything!)

    • when: all february 2019
    • where: voxatron forums!
      (lexaloffle.com/bbs)
      and itch.io/jam/voxajam
      use '#voxajam' on twitter
      press ❎ to view some demos
      and examples!"

If you have questions or suggestions, please post here in the thread or hit me up on twitter ( @enargy)
(helping spread the word by RTing this tweet would be appreciated also -- https://twitter.com/Enargy/status/1086287474127720449 )

Oh yeah if you have any questions let me know -- there's also an easter egg (or two) hidden in the announcement cart if anyone cares to look :p

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It's new here.
Start to learn..
and GLHF.

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Despite experience programming for over a decade, this is my first real completed game, ever. I did it basically just as a learning project before tackling something bigger in PICO-8. It's a very simple top-down shooter involving what looks to be robots. Enemies spawn faster and faster, and have random health. The gimmick (and thing that made implementation easier) is that you can only shoot while moving unless you're pushing against a rock. See how high of a score you can get! I got to 47. If an enemy touches you its game over.

Cart #fedofawahe-0 | 2019-01-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I watched @zep talk about PICO-8 and cozy design spaces again today, and it really resonates with me. I work as a developer, and I really hate all the cruft we have to deal with. Like the web! God, I hate the web and what it has turned into.

I really like stuff like Zen of Python, programming aphorisms, principles like DRY, POLA, KISS, etc. I watched through the video and tried to write down some nuggets of wisdom. Apologies to @zep if he feels misrepresented in any of these quotes.

Manifesto

  • Small things matter
  • Discard and move on (the "license to abandon")
  • Inhabit boundaries
  • Follow a new path
  • Ignore the real world
  • Work in a cosy place

The Zen of PICO-8

  • When you type cls() you're not just clearing the screen, you're clearing your mind and your soul, preparing for something new.
  • You're among friends.
  • Value design over content.

[ Continue Reading.. ]

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Cart #breakoutjbh-0 | 2019-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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It's VERY much a work in progress still, and there's a lot I have to do with it. Still, I hope you guys like it!

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Cart #gotchimiya-0 | 2019-01-16 | Code ▽ | Embed ▽ | No License

5 comments


Cart #dollarone_thelichruin-0 | 2019-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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For years, the wise Magelords ruled Harberia in peace.
But now, everything is in danger.
The evil lich lord Afgorkon has taken up residence
in the old ruin on the island of Funeris.
A young magelord (you!) sets off on a journey to
challenge the lich and banish it from Harberia.

The Lich Ruin is a turn-based, real-time strategy game where you must challenge Magelords and other creatures to win spells and other rewards, in order to build up an arsenal powerful enough to take on the lich lord Afgorkon and restore peace to Harberia!

In these challenges, there are three lanes. You can spawn creatures from your spells in these lanes (using the arrow keys), but each spell costs a certain number of crystals. You gain one crystal each turn (every 2 seconds), and there are also two crystal towers that will yield an additional crystal to whoever controls it for 5 turns.

[ Continue Reading.. ]

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I've created a two-cart application that uses two carts, and has two options:

  1. Use cstore to store data from the main cart into the 2nd cart, then finish the program
  2. Use reload to load data from the 2nd cart to the main cart

When I bundle both carts using a binary export, the cstore function creates a file named the same as the filename I passed to the cstore function. E.g. I use "cstore(0,0,4,"exporttest_data.p8")" and in AppData\Roaming\pico-8\cstore a file named that shows up, and it has the correct data in it. But when I restart the program and reload from the cart, it only shows the data of the cart as it was when it was bundled into a binary export.

When I don't bundle the 2nd cart, a file called "__(null).p8" appears in the cstore folder, with the correct data, although the program still doesn't appear to be able to read it.

Since there is a cstore folder and p8 carts are being created there I assume cstore is supposed to work in binary exports, but I'm pretty sure given the malformed "__(null).p8" file that there's a bug with it. I've added the main cartridge for testing.

[ Continue Reading.. ]

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Introduction

I'm trying to implement my "map to table" conversion as proposed in my previous forum post. To this end I created two functions: one for iterating over the map and storing it in a multi-dimensional table (generate_world()) and one for iterating over that table and placing the sprites (build_world()).

Problem

I get it to nicely iterate through the map, print out the tiles it finds and (presumably) store it in a table. However, when iterating over the table things get awry. I do get it to iterate over the first dimension (when printing it returns [table]), but when iterating over the second dimension it's empty (doesn't print anything).

All help would be greatly appreciated!

Code

function generate_world()
	world={}

	t_x=0
	t_y=0
	max_x=48
	max_y=16

	print "generating world ..."
	for x=0,max_x do
		world[x]={}
		for y=0,max_y do

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=60896#p)
6 comments


Hey all,

Introduction

I haven't done any development for many years and in general hardly did any game development. Now I'm getting back into it with the awesome Pico-8 and to get familiar with the engine and game dev I'm working on a platformer.

Current progress

The current status is that I have a player character, physics, a (very) basic map and some sound effects. It all works nicely and I'm currently working on items that the player can pick up (power-ups and such). Before moving forward I was hoping to learn some best practices from you all and get some feedback on my current approach.

Approach or implementing items

As I want to have rather large maps with many items I want to place items using the map editor, not by defining them manually in the code (as tweaking during play-testing would be a pita). At the same time I want the items to have some animation before they're picked up and of course an animation when they're picked up as well.

My current idea is to scan the map during _init() using mget() for these items and then add them to an array which would be scanned and updated during the game loop. The idea is to iterate over the elements in the array and use mset() to change the tiles to do the animation before they're picked up.

[ Continue Reading.. ]

5 comments


Cart #maw-0 | 2019-01-16 | Code ▽ | Embed ▽ | No License
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Based on a dream I had when I was a kid. Walk left.

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Cart #mizojirifu-0 | 2019-01-16 | Code ▽ | Embed ▽ | No License
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I did it!!!!

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