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Cart #snerf-0 | 2019-08-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #cratesncrushers-1 | 2021-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Version 0.2

Pros

  • Ledges (top only).
  • Moving platforms.
  • Crates that can push crates on moving platforms whilst you stand on top.
  • Reads the map as level geometry.
  • The above features can be removed to retrieve tokens.
  • Can probably be optimised.

Cons

  • No slopes.
  • 2618 tokens (the raw engine is 1711 but you still need to make a player, enemies, update, etc).
  • First come, first served resolution: You only get 1 collision contact (you have to be creative to get more).

Updates

Updated this page and rewrote the engine to use less tokens and be more extendable. Only saved 252 tokens sadly but every little helps.

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Hi everyone! I'm new to the pico-8 community and getting back into the best hobby on the planet (gamedev, of course) after a long break. I just wanted to share my very early work in progress - a top down golf game. I had a funny bug where I set the spin force a bit too high o_0

Would love to hear your thoughts!

sf

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Cart #hisebbeno-0 | 2019-08-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Triangular version of a twister bar, a popular demoscene effect. Made this while figuring out how to do this for the Atari ST (both have annoying video memory layouts :P) and after this helped me figure out how to do it in M68k assembler, I decided to post it just for shits and giggles.

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Cart #puzl-0 | 2019-08-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A simple match-3 game.

Controls:

  • Left, Right, Down: move blocks
  • Up: drop block
  • X, C: rotate left and right

Blue, green, red, and orange blocks of the same color match horizontally and vertically. Black blocks are "locked," and randomly take on a color once a block touching them clears.

itch.io version

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Starting to make a game based on Conway's Game of Life.

Cart #conway-0 | 2019-08-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Z to place cells
X to bring them to life!

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While starting work on my little deflektor project I decided to have classic 7 segment led style numbers, my first iteration (the one currently in the game...) is based on sprites but I wanted something a bit more versatile. This is a basic line drawing small library to handle 7 segment led like any digit length display. It should be fairly easy to define a text set and draw 7 segment text desplays (just need a table with the segment mapping for every letter and put up a wrapping function that receives a text and not a number)

It supports background displaying of segments ("off" segments), color configuration and segment width configuration. The cart includes the library and a very basic demo on what it can do

I might be working on reducing token size a bit (library itself is around 300 tokens) and I think there's some salvageable space there, but don't count on it for now

Hope it helps someone out needing a 7 segment style display

Cart #led7segment-0 | 2019-08-14 | Code ▽ | Embed ▽ | No License

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Cart #bahemumizi-0 | 2019-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi PICO-8 community! My name is Jay and I've been a PICO-8 fan for a long time and I wanted to gauge interest in a book I'm writing. The book takes you through the journey of creating a whole game using PICO-8. I start you from scratch and not only shows you the code, but I walk you through it with explanations and pictures. I also discuss design, game development process, offer insights and take you through the journey of making a game. I've attached a 3 page excerpt from my book so far and wanted to get thoughts from everyone. My goal is to teach you to make a game by walking you through one. I hope to give you an appreciation for game creation and in the process you learn something about design, art and code.

A year ago I wanted to clone one of my favorite arcade games Defender. Except that I had the idea of documenting what I did the whole time. It took a while but I have a stack of notes of not only the creation of it, but the design exercises of why things are they way they are and justifying the order of each feature. After I finished, I realized that I could write a book that walks you through the whole thing. I've written 5 chapters so far and I'm estimating how much work it would be to finish and thinking about if anyone would find it useful or interesting.

[ Continue Reading.. ]

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Cart #sudaduzafa-0 | 2019-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I am undertaking a project to port Super Mario Bros to the PICO-8! (Yes, I know a few people have tried to do this before, but this one is mine, so I want to make it extra special, and extra accurate.)

So far, I've gotten the level renderer to work (almost! missing a few items and functionalities, but the general idea is here). It takes hex data just like you'd see in the original game, and renders it exactly like the game would. I give an example of World 1-1 here, but I've tested this with the entirety of the first two worlds and a few of the bonus areas. If anyone has any questions about this project, please let me know!

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Cart #hakegefiso-0 | 2019-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A clone of mine sweeper! Arrows to move the selection, Z to flip a square, X to plant a flag!

First flip is never a bomb, so have fun!

I'm actually proud of these sprites:

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[ Continue Reading.. ]

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A quick implementation of the 10 times tic tac toe! Arrows select the grid, Z to place a piece. Player 1 and player 2 alternate.

Missing stuff:

  • You always start from the middle game
  • Nothing happens if you win/lose the game
  • There is no real enforcement of the rules, apart from the "you can only play in this grid".

Rules (from boardgamegeek):

Each cell of the 3x3 grid of the master-game is broken into a 3x3 grid for a mini-game of Tic-Tac-Toe. You play each mini-game of Tic-Tac-Toe normally to try and win that cell in the Master grid.

There is a twist to normal Tic-Tac-Toe play however. The first player can place their piece in any of the 91 min-board squares on the board. After that each player must move to the mini-game which their opponent sends them.

  • So if the first player plays in the top right square of one of the 9 mini-games, then the opponent must play their move in the minigame in the top right Master cell. Subsequent play follows the same rule.

[ Continue Reading.. ]

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Cart #paziwerize-0 | 2019-08-13 | Code ▽ | Embed ▽ | No License

While there is no true PCOPY() command yet for Pico-8, you can certainly simulate having 3-extra virtual pages that will cost you no tiles, no mapper, and even no array space - if you are content to use the resolution of 64x64. In this two new commands are introduced. PCOPY() which will copy a page number from 0 to 3 back to a different page number 0 to 3 where zero is the display page.

It uses MEMCPY() so it should be fast enough.
Changed to use PGET() as apparently memcpy() does not work incrementally.

Doing so you can create images on the other three pages and recall them anytime you want.

You plot pixels using the PST() command where the first argument is page # (0-3), then x-coordinate, then y-coordinate, then color.

[ Continue Reading.. ]

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Cart #terrain_test_thing-0 | 2019-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Some kind of terrain editor. Place blocks with LMB, delete them with RMB, and cycle between blocks with the mouse wheel.

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Cart #astrostorm-0 | 2019-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First game, simple space dodger. Happy to receive feedback on gameplay and implementation!

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It looks like the "counter" of tokens and characters only looks in the main .p8 file; I'm using an external editor and my main just pulls in the external files but the character count seems to only account for the contents of the main file.

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Cart #depozewye-0 | 2019-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #pebebiyihi-0 | 2019-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #tribuduta-0 | 2019-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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