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Cart #fiwayemeso-0 | 2019-03-29 | Code ▽ | Embed ▽ | No License

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Cart #yokuhmoyu-0 | 2019-03-25 | Embed ▽ | No License

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I have figured out a very effective and token-saving method of creating scenes.

First, create a scene array called scnr(scene-running) and a variable called scn(for scene id). start it at 1

scnr={}
scn=1

inside of that array we create functions with comments to tell which is what

--[[_init]]--
scnr={
 --scene splash
 function() 
  --some stuff here
 end,

 --scene title
 function()
  --some title stuff here
 end
}

then inside _draw() we simply do:

--[[_draw]]--
scnr[scn]()

Let me know if you guys know of another method thats more efficient.

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Cart #gabinopiya-0 | 2019-03-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


My first attempt to do a card game in pico8.
Entirely done on my pocket chip device during my two week vacation in egypt sitting by the pool watching the blue sky.
Sounds crazy? Yes, i guess.

Have fun!

3
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My first Pico 8 game - simple vertical "scrolling" space shooter.

Cart #rajnrig-0 | 2019-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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I back now

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Cart #truchet-0 | 2019-03-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

First demo with Pico-8 and Truchet tiles using a table of functions to emulate a switch/case statment. Just some simple algorithmic drawing based on some webGL stuff Ive done.

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I spent some time today updating and streamlining my hardware concept for a Pico-8 console. I have a couple of people helping me make a 3D-Printable model for the case and plate, so this project might take shape fairly soon.

Once complete, I intend to share the files, along with a QWERTY version of the keycap template.

Here's a view of the sides:

6
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Cart #morotijigi-0 | 2019-03-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #hex_wip_currin-1 | 2019-03-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This game is something I have changed many of time through out the CIS 102 course, I will be updating this in the future. I want to be able to complete this for my friends to play and that I am proud of what they are playing.

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Cart #tufonekuja-0 | 2019-03-02 | Code ▽ | Embed ▽ | No License

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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
1

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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);}

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