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Cart #yekuwihope-0 | 2019-03-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Here are the final results of my juicing and upgrading of the game! I might come back to this in a few months and redesign it again, but am unsure at this point.

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Cart #rahekegidi-0 | 2019-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #dugigobeme-0 | 2019-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello.

I'm making my own portable console based on Raspberry Pi Zero W and Pico-8 because ... everyone is doing it ... but also as a learning project.

I'm using PicoPI as OS because it's much lighter and faster than running on RetroPI. I tested the OS on Raspberry Pi Zero W and it ran fine. My next step is to run the project on a display. And this is where I have a doubt:

I was wondering how can I configure a 128x160 STI TFT LCD Display (this guy https://www.filipeflop.com/produto/display-lcd-tft-1-8-128x160/#tab-description) on the PicoPI's configuration.

I've looked everywhere, but informations about PicoPI is very scarce. Can someone help me?

ps.: Sorry my bad english.

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using google translate

I received a lot of feedback from the previous project, regarding whether it is possible to add a joystick so I got down to work to see if we can do this and not die trying.

What do we need:

Now a quick lesson of what we are doing:

  • 1) Adding the buttons (I add the info on .js of the game):

YOUR_GAME.js

CanvasGamepad.setup({
	start:false,
	buttons:[
		{name:"jump"}
	]
});
  • 2) Mapping our controller detection on the game.js (you can found the complete code at the end of this article).
    This is the line that make the magic:

game.js

//buttons

                if(map["a"] == 1){SimulateKey(90);}
		if(map["b"] == 1){SimulateKey(88);}

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=62249#p)
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Cart #jadozipeja-0 | 2019-02-25 | Code ▽ | Embed ▽ | No License

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Cart #ca_starwars-1 | 2019-02-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

So slow to compute.

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Hi there! I've fallen in love with Pico8 over the past few weeks. This is my first post here on the forums, and I thought I would share my Pico Pi project with you all :)

I am in the planning phase of this project, the purpose of which is to create a dedicated Pico8 machine in the style of the Commodore 64, using only keys that the Pico8 software utilises.

Planned Features:

  • Ortholinear DVORAK key layout (can make key template file for QWERTY version available)
  • Primary and Shift characters printed on each key
  • Side-loading floppy disk drive and SD card reader for loading physical game carts
  • Two front usb ports for controllers
  • Rear ports: HDMI, Ethernet, USB, Power, (and RCA, for old TVs, if I can manage it)
  • PICO8 logo key is actually the PAUSE key

I'm planning to hand-wire the key switches to an Arduino Pro-Micro inside the case, which will connect internally to the Raspberry Pi via USB. I also want to create custom controllers that can plug into the front of the unit via USB.

[ Continue Reading.. ]

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Cart #ridefosaje-1 | 2019-02-19 | Code ▽ | Embed ▽ | No License

Made for my wonderful partner and queen as a gift for Valentine's Day 2019. <3

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using google translate

At the beginning of the year I started using PICO-8 when I found out that Celeste was born from such a simple concept.
The first thing I could discover using PICO is that you can export to html...

if you can use HTML you can visualize it directly on Android using a tool called WebView.

This is a step-by-step tutorial to use your PICO-8 cartridges on your Android phone, let's begin shall we?

What do we need:

Now we need to understand what we are going to do:

1) create an application on Android (the classic helloworld: https://developer.android.com/training/basics/firstapp/).
2) Add the WebView tool to your app (https://jgvcodigo.blogspot.com/2017/12/webview-android.html).
3) Add the controls on the html file of your cartridge.
You can use the following template and call your .js file:

[ Continue Reading.. ]

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I didn't find any way to change it,is it even possible?

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Cart #yuparebodo-0 | 2019-01-31 | Code ▽ | Embed ▽ | No License
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Hey everyone, I have a 3d printer now. I'm currently one step closer to being able to release a final product to the public now that I can actually manufacture the console myself, I still have a bit of work to do on the cartridge system but that's for a later update. Anyways I'll be posting print pictures in a couple days (assuming I have time to put this thing together). Side tangent here, I am so incredibly happy that I finally got my own 3d printer. I've been wanting one for 3 years and now that it is currently sitting right next to me its such a surreal moment.

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Cart #domobiwonu-0 | 2019-01-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'm a big fan of Seth Macfarlane's The Orville so I decided to make a retro-style space shooter loosely based on the show. Thanks to PICO-8 for a great development environment :)

You pilot The Orville to fight one Krill ship after another, each one shooting faster at you than the one before. X or Z to fire, up and down to move your ship. Try to see how many levels you can make it through.


Note: This is very much a fan made game. I don't own the rights to The Orville which is why I have the "purchase" set to none at all. I just want to share a game I made and that I've also had fun playing. Hope you all enjoy it as well. :)

Also on itch: https://howtophil.itch.io/the-orville-arcade-game

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

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

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

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