Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #ball_effects-0 | 2019-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
30

Made this cart to test some distortion effects for future projects.

A lot of people got interested in a tweet I made with it so I'm posting here in case anyone wants to see the code or use it on a project.

Move with the mouse;
Z/X (O/X) to change size;
Left mouse click to switch effect.

30
4 comments


Cart #avoition-0 | 2019-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A TweetTweetJam inspired 560 char game. Inspired by the flash game Avoision. But that name was already taken on Pico8. Everything is under 560 chars including the metadata and high score save system (If you want to delete the high score just delete or rename vsn.p8d.txt). Make the square avoid the swirlies. the square will always follow your mouse (marked by a semicolon) but will lag behind it.

If you last for 18 minutes and 30 seconds you will find a hidden Easter Egg. Which may or may not be an integer overflow. Pro tip, the red circle doesn't hurt you.

Licensed under Unlicense, the CC-BY-NC-SA is just for the label.

0 comments


Hunger is a short game about greed.

It's my first game and will only take you a minute or two – would love for you to give it a try!

Cart #hunger-1 | 2021-06-20 | Code ▽ | Embed ▽ | No License
5

--

Itch: http://ghostronaut.itch.io/hunger

5
5 comments


I'm still staying pretty busy here working on something else, but thought I would give this a go using the speed of the mapper to swap pages. See what you think:

Cart #yaaa256-0 | 2019-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

4
3 comments


At first, I saw a demo where a student implement a voxelspace algorithm with compute shaders. Voxelspace is a tech invented in the '90s by Kyle Freeman at Novalogic to render landscape. Games like Comanche, Deltaforce used it. It was based on heightmap and voxels, not polygon. I don't know much about shaders, but I know it is better at rendering polygons. So... I try to understand how all this work and here is the result: my voxelspace implementation on Pico 8

With freds72 optimization

Cart #voxelspace_ykk-2 | 2019-10-15 | Code ▽ | Embed ▽ | No License
18


first release
Cart #voxelspace_ykk-1 | 2019-10-13 | Code ▽ | Embed ▽ | No License
18

[ Continue Reading.. ]

18
8 comments


Cart #super_cold-0 | 2019-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

For Mix and Game Jam

3
2 comments


Cart #yeboyugusa-0 | 2019-10-13 | Code ▽ | Embed ▽ | No License

1 comment


Cart #nevertell_odds-2 | 2019-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Super short game made for TriJam - an endless shooter in which you have to dodge a lot of asteroids with a spaceship with inertial dynamics!

1
8 comments


Hey @zep!

Can you please add a feature to PICO-8's WAV export function, so that each of the four channels have one WAV file each? I've been wanting to do oscilloscope views of PICO-8 chiptune music, but the "oscilloscope view" format requires one WAV file for each channel (so that each channel is seen as a separate waveform).

I've already mentioned you on Twitter about this, but you never replied:
https://twitter.com/StinkerB06/status/1182348172548399104
https://twitter.com/StinkerB06/status/1174923908128002048

1
9 comments


Cart #tipaheduyi-2 | 2019-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is my first cart for the Pico-8. It's not much, just me getting used to Lua and the Pico-8 API. There are a few rough edges and the cart doesn't do much. It's not a game, just a bouncing orange that gives off sparks.

I hope to be able to spend time making this a bit better and learning some tricks on how to make the graphics and physics better. Then I'll progress onto something more interactive, perhaps.

Enjoy the hypnotic dance of the electric orange.

Version 0.1 was the original upload [https://www.lexaloffle.com/bbs/cart_info.php?cid=tipaheduyi-0]

Version 0.2 has better orange physics [https://www.lexaloffle.com/bbs/cart_info.php?cid=tipaheduyi-1]

Version 0.3 has better re-draw

[ Continue Reading.. ]

2
6 comments


Hello !

I am excited to say that apparently it is indeed possible to copy and paste music from Pico-8 to the Lexaloffle BBS and it creates an awesome jukebox interface besides. Here for instance is an example from @zep's own Hello demo.

[sfx]

So how is it done ? Well, it's tricky and I'm surprised anyone managed to figure it out. To the best of my knowledge, @Gruber is one of the first.

https://www.lexaloffle.com/bbs/?tid=35640

So how can you do it ? First bring up Pico-8 that has the music you want to paste Online. Make sure you are in the MUSIC editor, not the SFX. Now click HERE on the zero zero:

Now click this pink arrow HERE until you can no longer see colored dots above the numbers:

[ Continue Reading.. ]

6
2 comments


Cart #nothing-1 | 2019-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

This is the game @Niarkou and I made for Ludum Dare 45 in 72 hours.

Ludum Dare entry page · GitHub source code

A few warnings about this version:

  • the ball does nothing
  • the cave is not implemented
  • there is no reward for watering the plants
  • there is no reward for the riddle
  • there is a large empty area at the east

We want to work on the game and improve the story when the Ludum Dare voting period is over. Hope you already enjoy it as it is now, though!

12
2 comments


DOWN FOR MAINTENANCE

Hi! I present my first PICO-8 project. It's called CGA, and is an adaptation of John Langan's short story, Technicolor.

The limitation of 4 colors on screen at a time, but the freedom to change palettes immediately implanted the idea of using this story, for reasons that become apparent as the story goes on. It's really more of a visual novel in the most limiting sense, rather than a game per se. But I'm pretty happy with how it turned out, as a way of getting my feet wet with PICO-8 development.

I have to add an extra special thanks to @dddaaannn for his text compression tool – un-abridged, I think the story would have been too long to fit on the cart without any code. I was able to use his tool to eke out the last bit of space necessary to make a cart. @Oli414's dialogue text box and @johanp's lowercase font was essential in making the long text easier to read.

5
11 comments


[sfx]

Prologue from the Celeste soundtrack!

I remade the entire soundtrack in Pico8. You can hear it all on YouTube. I'll upload a few of the single cart tracks here on the forums over the next couple days.

(artwork by castpixel)

Also, I was able to use some corruption in one of the songs (Confronting Myself). Big thanks to @JWinslow23 and @twotwos for helping me with the code. I admit, my coding wasn't pretty, but it made the sounds I wanted!

27
8 comments


Cart #polarity_puzzler-0 | 2019-10-11 | Code ▽ | Embed ▽ | No License
2

Prototype Puzzle Pattern Game

READ ME
Title: Polarity Puzzler
Created in: Pico-8
Author: Ryan Wilson

Controls:
Use the arrow keys to navigate the field
Z button to shoot a block
X button to retract a block

Objective:
Cover all of the purple blocks with player shot blocks

Rules:
The player can only shoot/retract blocks in a straight line where nothing is blocking the block
Blue blocks (walls) will prevent blocks from moving further
Blue blocks will also prevent blocks from being retracted
The player must have stock remaining to fire blocks
Retracting a block returns 1 stock to the player

Out of Engine Resources/Assets used:
None

2
3 comments


Hi there! I made a demo for the Pico-8. 1st place at the Flashparty 2019.

Cart #splosh-1 | 2019-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
17

see

https://www.youtube.com/watch?v=_KIFP_j2cZo

17
10 comments


Since working on compressing text in a simple bookreader:

https://www.lexaloffle.com/bbs/?tid=35608

I got curious and wanted to know if it was possible to recreate simple text that is chosen from random letters via the walking distance between the points when a match is made.

While I don't think this is at all useful for compression, it is interesting perhaps for use in encryption, secret messages, and your classic magic super decoder ring.

Actual code is really small, but it's chock full of helpful remarks.

Here it is:

-- secret decoder with random
-- written by dw817

-- simple wait for (o) key
function key()
  repeat
    flip()
  until btnp(4)
end

-- character set to use
char=" .abcdefghijklmnopqrstuvwxyz"

-- secret text, change to
-- your liking
t="the key is under the tree."

-- store the encrypted lookup
-- table here.
decod={}

cls()

-- force all random numbers to
-- follow this seed.
srand(1)

-- get length of string char.
-- we ask for it twice in the
-- code so this is convenient.
l=#char

-- starting position for lookup
-- table.
p=0

-- go through each character of
-- the secret string.
for i=1,#t do

-- pull out a single character.
  c=sub(t,i,i)

-- reset iterations needed to
-- find a match.
  n=0

  repeat

-- retrieve a random number to
-- use in finding a matching
-- character with our secret
-- string.
    r=flr(rnd()*l)+1

-- count the number of times it
-- takes.
    n+=1

-- keep looping until we get a
-- match.
  until c==sub(char,r,r)

-- match ? output the results.
  print("char="..c.." index="..i.." iterations="..n)

-- simple delay.
  flip()

-- record the time it took in
-- our lookup array.
  decod[p]=n

-- reset time.
  n=0

-- increase index for lookup
-- table.
  p+=1

-- do every single character
-- from secret string.
end

-- wait for (o) key.
key()

cls()
?"ready to decode:"

-- reseed our random number.
-- important !
srand(1)

-- reset position in lookup
-- table.
p=0

repeat

-- loop for length of lookup
-- table in elements.
  for i=1,decod[p] do

-- get a random number the
-- length of the chars used.  
    r=flr(rnd()*l)+1

-- keep looping the same number
-- of times it took to find
-- each character matching
-- initially.
  end

-- print out each newly
-- randomly generated
-- character.
  print(sub(char,r,r),p*4,64)

-- bit of a pause.
  flip()

-- increase position in lookup
-- table.
  p+=1

-- keep looping until we have
-- covered every character.
until p==#t

-- neat, print at bottom.
print("",0,120)

-- loop forever
repeat
  key()
until forever

[ Continue Reading.. ]

1
0 comments


Cart #bejsasoru-0 | 2019-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


just a try of my first game

press X to change the space

press C then press direction button to change your direction

eat the sugar to get the power of C button

you have no way to eat all of the sugars,Don't try it.

3
1 comment


Cart #bjk_rays-3 | 2019-10-11 | Code ▽ | Embed ▽ | No License
7

Playing with raycasting. By default: top down flashlight simulator. Hit Z to go 3D instead!

X will loop through FOV settings, toggle between top down and 3D to visualise what's going on.

UPDATE: Now with zooming effect

7
3 comments


Cart #spacesh-8 | 2019-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

I started this tutorial from doc_robs
https://www.youtube.com/watch?v=zIEusgLoO5A
with no program skills. Very happy with what I made so far.

V1.58

  • Cleaned up the code a bit
  • New powerup (speedup)
  • Powerups are bouncing up and down!
  • No more waves
  • After 1250 points nothing happens but we get a platform.
    Gonna change the sprites from that so that it looks like a nice solid ground.

V1.68

  • Name for the Shooter is now PIOC!
  • New foreground that looks like the game IO from the C64.
  • Still only rocks but i'm planning on making enemies.

V1.71

  • New spaceship
  • Music (thanks to ScrubSandwich)
  • New bullets

V1.75

  • Enemies
  • No more rocks

V1.80

  • Bigger enemy
6
6 comments




Top    Load More Posts ->