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Cart #hokandowa-0 | 2019-01-21 | Code ▽ | Embed ▽ | No License

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@zep

I'm trying to write a tool that has text editing, and I find that the devkit keyboard doesn't return a lot of the special keys that it easily could.

You're returning a string, so there's no reason why it has to be just one character. So pressing the Home key could simply return the string "home". No need for special characters, escape sequences, etc., since these verbose names would all be distinct from any single regular typed character.

I'm mainly thinking of the standard navigation cluster: up, down, left, right, ins, del, home, end, pgup, pgdn.

It'd also be nice if there were a second stat() value that had a bitmask of the modifier keys that are currently pressed, if the host has them. Like, left/right shift, left/right alt/cmd, maybe left/right win/opt, altgr, maybe capslock. Not crucial, but definitely helpful. It'd be nice to be able to support things like ^Z for undo in my tool.

I say all this because one of the things I love about PICO-8 is working entirely within PICO-8, so it's nice to write tools that work inside of the platform, but the devkit functionality is a little limited in this department.

[ Continue Reading.. ]

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Cart #dasohitoda-2 | 2019-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

You're just chillin' in your lawn chair, sipping a cold lemonade outside your sweet new trailer home when suddenly, HOLY CRAP! A wall of fire blasts out of nowhere! Can you escape this fiery blitz with your life? Run, flap, and flip your way to safety in this short and sweet platformer. You'll dodge spikes and walls and maybe even discover a couple secrets along your way. Good luck and don't end up as a BBQ!

This is my first time utilizing a collision system with floating point values. Let me know if you enjoyed this adventure! I sure loved making it!

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Cart #staticbrick-2 | 2019-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Z - Start Game
X - Make the ball go a little faster

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Cart #kaylasbreakout-1 | 2019-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #yorofojiso-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Beginning of a version.

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Cart #betayumewa-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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I don't know if this is a bug or a debug feature? But when pressing the number 6 while in the designer, it zooms in super huge on the mouse. This is really distracting when coding because it'll flash up huge on the screen if you happen to hit a 6 while you type! 😆 Maybe an option to disable that feature while editing code?

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Cart #breakoutgame-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License

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I'm learning to make hitbox collisions (instead of flags collisions).
Vertical collisions seem to work just fine but horizontals don't.
How can this be done?
Maybe hitbox collisions are just to complicated and shouldn't be used?
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Cart #hermo-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


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function _init()
    pad_x=45
    pad_y=45
    pad_width=30
    pad_height=30
    pad_color=7
    pad_speed=3

    ball_x=80
    ball_y=10
    ball_radius=4
    ball_color=8
    ball_speed_x=2
    ball_speed_y=2
end

function _update60()
    btnprss=false
    cls(1)

   --ball movement
    ball_x+=ball_speed_x
    ball_y+=ball_speed_y 

    --ball-screen collision
    if ball_x<0 or ball_x>128 then
        ball_speed_x=-ball_speed_x
    end

    if ball_y<0 or ball_y>128 then
        ball_speed_y=-ball_speed_y
    end
    --pad movement
    if btn(0) then
        btnprss=true
        pad_speed=-5
    end

    if btn(1) then
        btnprss=true
        pad_speed=5
    end

    pad_x+=pad_speed

    if btnprss==false then
        pad_speed=pad_speed/2
    end

    if pad_x<1 or pad_x>126-pad_width then
        pad_x=mid(1,pad_x,126-pad_width)
    end

    pad_color=7
    if ball_box(pad_x,pad_y,pad_width,pad_height) then
        pad_color=8
        ball_speed_y=-ball_speed_y
    end
end

function _draw()
    rectfill(pad_x,pad_y,pad_x+pad_width,pad_y+pad_height,pad_color)
    circfill(ball_x,ball_y,ball_radius,ball_color)
end

function ball_box(box_x,box_y,box_w,box_h)
    --conditions where there are no collisions
    if ball_y-ball_radius>box_y+box_h then
        return false
    end
    if ball_y+ball_radius<box_y then
        return false
    end
    if ball_x-ball_radius>box_x+box_w then
        return false
    end
    if ball_x+ball_radius<box_x then
        return false
    end
    return true
end
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Cart #fahidajegu-2 | 2019-03-03 | Code ▽ | Embed ▽ | No License
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Cart #fahidajegu-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License
1

1
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Cart #mumodoyuye-1 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #zosohatoko-0 | 2019-01-20 | Code ▽ | Embed ▽ | No License

This is a work in progress for a midterm. The basics are all there, but the goal, in the end, is to have a single player "snake" like mode, add in some power-ups, work on better hit detection collision when sprites are added, and general cleanup to look more like a SNES game than a basic Atari game.

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Cart #jekifuyida-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Testing for a class

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Cart #kuhetiwozo-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #nususituya-0 | 2019-01-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #zombies-2 | 2019-07-27 | Embed ▽ | License: CC4-BY-NC-SA
4

Doors were braking the game play. hopefully fixed.
Added couple of new rooms


Hopefully fixed weapons not working
Updated version, with more updates coming in future.

Added boss battle, rooms should all play through.
Added a cart label

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3 comments


Cart #castlesofcake-1 | 2019-01-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
23

One of my favorite hobbies of late is trying to transcribe/approximate existing music into PICO-8's tiny tracker, so here is my attempt at "Castles of Cake" from my favorite kirby game, Kirby's Dream Course :D

Technically Interesting Note: I am doing some slightly sneaky swapping of SFX after the intro so I can use a couple of different SFX instruments that are only in the intro and not used in the rest of the song

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