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Hey, everyone! I'm a hobbyist developer who finds the concept of a "fantasy console" pretty interesting, so I made a little demo based on this game I made for a programming competition for CodeWalrus, which I also remade into an Atari 2600 game. I hope it looks and plays alright!

Cart #dishibitu-0 | 2019-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

3 comments


a commanche like voxel renderer

Cart #voxel8-1 | 2019-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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fix minor bugs

usage:

use arrow keys to move
press x to generate a new terrain

Cart #voxel8-0 | 2019-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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previous version

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Hi guys,

There's an Alakajam! event scheduled for the 22-24th February week-end!

The event is an online gamedev competition where people make a game from scratch over 48 hours. Start/end times are suited to European timezones (7pm UTC), also both the theme and the winners are decided by the community! As I write the theme submission phase in ongoing, and you can suggest your own ideas.

You can discover the winners from the last jam here</a>, for which we had 79 games aounrd the theme Falling. For the record the very first jam was actually won by a PICO-8 entry :)

More than the thrill of the competition, a cool thing is that all games are getting valuable feedback their games thanks to our voting/comment system.

If you're interested feel free to check in, we also

[ Continue Reading.. ]

0 comments


Cart #adelie-0 | 2019-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A metroidvania mod of Celeste Classic. :)

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22 comments


So I've started working on a pico8 U.I today. I'll be re-installing linux (switching to fedora) soon so I'm not only using this post as a backup, but also using this post as a sort of preview of things to come.

I wouldn't bother using this just yet, though. Its quite un-optimized so far and not yet finished, and its also not documented and the sample code used for the gif I generated was a bit sloppily thrown together, but if you want to take the code and tweak it to your own needs then by all means do so.
running code:

--s★ui
--shooting★

function s★ui_init()
	s★ui={frame={},mse={0,0}}
	--configure here
		--[1]=bg, [2]=border,
		--[3]=content color
		--[4] = scrollbar back color
		--[5] = scrollbar btn color
		--[6] = scrollbar btn hover
		--      color
		--[7] = content btn bg color
		--[8] = content btn border
		--      color
		--[9] = content btn fg color

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=61854#p)
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7 comments


Cart #nidomkuko-4 | 2019-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a simple sudoku game.

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5 comments


Cart #mandelbrot-1 | 2019-02-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Tiny Mandelbrot renderer which allows you to pan and zoom around the Mandelbrot set in real-time. It renders at a low resolution and then slowly refines the image the longer you stay in the same place/zoom.

Controls:

  • Pan around with the directional buttons
  • Zoom in with button 4 (Z on kbd)
  • Zoom out with button 5 (X on kbd)
  • Toggle between two shading modes with second player's button 4 (LShift on kbd)
  • Cycle through five different color palettes with second player's button 5 (A on kbd)

My first PICO-8 Cart! Now updated with color schemes and bugfixes! Maybe someday I'll add Julia sets.

Source is on Github at https://github.com/mbh95/mandelbrot-pico-8

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8 comments


Cart #rabegawt-0 | 2019-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my first experiment with platformer physics and collision detection.

(Arrow keys for movement)

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2 comments


Was looking through the api on https://neko250.github.io/pico8-api/ and I noticed the command gui_theme. It seemed to be something I enter in the splore console but does't work. Is there a correct way to use this? Has it been deprecated?

5 comments


Cart #dirt_racing-2 | 2019-02-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

This is the standalone version of

DIRT*RACING

The tiny racing game in 425 tokens for #17in1jam by @p01 and @Gruber

For the purpose of the jam trying to fit 17 games in one cart, the game had very tight constraint.
The whole game takes 425 tokens, 16 sprites, 16 map cells, 4 sfx and 4 music patterns.

Features

  • 3 in game sfx for the engine noises and transition between tracks.
  • 4 music patterns mixing 3 unique sfx
  • 5 tracks
  • Ghost of your previous laps
  • A nice trophy at the end and a sweet Easter egg

Hope you like it, and will soon try the whole #17in1jam cart!
Curious to read any feedback, good, and especially bad.

It was really fun to make my first game on PICO8

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3 comments


Cart #loz8-1 | 2019-02-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a Legend of Zelda game (In progress) that I am making. I hope you like it!

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3 comments


Cart #heartthegame-1 | 2019-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A little game that I made for Valentine's day , it's a multplayer game where you have to cooperate to build as much hearts as you can.

Controls :
Player 1 D-Pad/Arrow Keys : Move the right half
Player 2 D-PAd / "E" and "D" : Move the left half

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Cart #utf8code_converter-0 | 2019-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's just a cart that converts string to utf8 code.

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Ran the same cartridge on high-end PC and low-end PC.
I found that stat(1) returns almost same value.

I suspected PICO-8 limits "cycle" of execution, e,g, rectfill() consumes XXX cycles or so. Is this guess correct? If so, is that specification public?

Thanks.

2 comments


Cart #nugemuretu-5 | 2019-02-15 | Code ▽ | Embed ▽ | No License
2

A lot of stuff, but mostly background. I'm trying some new stuff with entity processing.

Cart #nugemuretu-4 | 2019-02-12 | Code ▽ | Embed ▽ | No License
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UI improvements. Hold the down key to access items.

Cart #nugemuretu-2 | 2019-02-12 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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7 comments


154 tokens

Still being somewhat new to pico8, I managed to make this neat water reflect effect.

I'm sure it can be optimized a great deal, but for now its the best I can come up with, though I'm always improving.

--s★_tool -> rflc

--[[
	configuring
	to configure this tool,
	in your _init() or when ever
	you see a need to change 
	the waters settings, you can
	use this code 

	 ◆ s★_rf_sy = 105

	the sample code above
	sets the start-y position of
	the water. 

	 ◆ s★_rf_data = value

	data: 
		◆ sy - start y
	 ◆ bg - background color
	 ◆ ic - ignore color (for cls
	         background colors so it
	         doesn't draw a color that
	         it doesn't need to.

	         if you're using cls(1) then
	         set ic to 1, for example.)
	 ◆ rq - reflection quality
	 ◆ wa - wave amp (how large 
	         it waves left/right)
	 ◆ ws - wave speed (how fast
	         it waves left/right)

]]--
--defaults

s★_rf_sy=104
s★_rf_bg=1
s★_rf_ic=0
s★_rf_rq=13
s★_rf_wa=2
s★_rf_ws=0.02
--wave value, don't mod this
--unless you need to.
s★_rf_wv=0

--reflection effects
s★_rflc = function(mode, data, val)
		--if not configuring, then draw

		rectfill(0, s★_rf_sy, 127, 127, s★_rf_bg)
		local _scl=(s★_rf_rq/127)
		local _ht=127-s★_rf_sy
	 local _flc_col = 0

		for i=0,s★_rf_rq do
			for j=0, _ht do

				local _x=((i/s★_rf_rq)*127)+(cos(s★_rf_wv+(j/6))*(s★_rf_wa+j/8))
				local _s=(s★_rf_rq/128)*10
				local c=pget(_x,s★_rf_sy-j)
				if c!= s★_rf_bg and c!= s★_rf_ic and c != 0 then
 				local _y=(j/2)
   		line(_x-_s-_y-j/14, 1+j+s★_rf_sy, _x+_s+_y+j/14, j+s★_rf_sy, c)
   	end
			end
		end
	s★_rf_wv+=s★_rf_ws
end

to use this, just put this code in your draw code under everything you want to reflect.s★_rflc()

compressed code:

s★_rf_sy=104
s★_rf_bg=1
s★_rf_ic=0
s★_rf_rq=13
s★_rf_wa=2
s★_rf_ws=0.02
s★_rf_wv=0
s★_rflc = function(mode, data, val) rectfill(0, s★_rf_sy, 127, 127, s★_rf_bg) local _scl=(s★_rf_rq/127) local _ht=127-s★_rf_sy local _flc_col = 0 for i=0,s★_rf_rq do for j=0, _ht do local _x=((i/s★_rf_rq)*127)+(cos(s★_rf_wv+(j/6))*(s★_rf_wa+j/8)) local _s=(s★_rf_rq/128)*10 local c=pget(_x,s★_rf_sy-j) if c!= s★_rf_bg and c!= s★_rf_ic and c != 0 then local _y=(j/2) line(_x-_s-_y-j/14, 1+j+s★_rf_sy, _x+_s+_y+j/14, j+s★_rf_sy, c) end end end s★_rf_wv+=s★_rf_ws end
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4 comments


I'm trying some math things to learn pico8 and programming in general.

After a few days and realizing that the square root in lua (and in every language?) only gives positive numbers, I’ve come to this monster to draw a simple circle haha

function _init()
end

function _update60()
cls(1)
end

function _draw()
--coordinates
line(64,0,64,128,2)
line(0,64,128,64,2)
manual_circle()
circ(64,64,63)
end

function manual_circle()
for x=0,50 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,y+64,11)
end
for x=-50,0 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,y+64,11)
end
for x=0,50 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,-y+64,11)
end
for x=-50,0 do
radius=50
local y=-sqrt((radius^2)-(x^2))
pset(x+64,-y+64,11)
end
end

And it looks like this:

as you can see the function doesn't print the pixels continuosly as the circ function, probably because of the square root giving decimals.

What is the correct way of drawing a circle “manually”???

[ Continue Reading.. ]

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5 comments


A game inspired by Zookeeper.

Cart #sawujibetu-2 | 2019-02-18 | Code ▽ | Embed ▽ | No License
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Cart #sawujibetu-1 | 2019-02-13 | Code ▽ | Embed ▽ | No License
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Cart #sawujibetu-0 | 2019-02-11 | Code ▽ | Embed ▽ | No License
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AlienHunter Alpha 0.5 Alpha

[ Continue Reading.. ]

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2 comments


Cart #rainy_day-2 | 2019-02-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Inspired in part by the cartridge "Snow" by ikeikeeng, as may be obvious from some visuals, but I figured it would be a good coding exercise for me nonetheless.

Let the rain soothe you, and put you at ease.

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7 comments


Interspace II

Cart #shmup2jfire45-1 | 2019-03-02 | Code ▽ | Embed ▽ | No License
10

Put down a group of space invaders with your tiny blaster.

  • Three types of enemies
  • Three bosses
  • Three stages + an endless highscore mode after
  • Two different upgrades
  • Red can be swapped with Blue and Green

[Also on itch.io: https://justfire45.itch.io/interspace-ii]

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