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Cart #koyayanuhe-0 | 2019-10-18 | Code ▽ | Embed ▽ | No License

This is my work in progress for my Bricks program!

0 comments


Sometimes you just can't get what you want by plotting sprites cause they may not be there or you've put a bunch of binary code on top of 'em. Sometimes you just MUST pixel.

Well, that's all good and well, and there's a few ways to go about it.

[1] Record every pixel in the area ahead of time and later plot it all out again.

[2] As above but only plot select pixels. In this case, do not plot black pixels.

[3] Unique method caching pixels. Explained later below.

[4] NEW ! Shoxidizer's Serializer.

[5] NEW ! Using PEEK and POKE.

Try this program I wrote:

by dw817
Cart #iymp-0 | 2019-10-18 | Code ▽ | Embed ▽ | No License


Use LEFT and RIGHT arrow keys to change drawing method.
Lots of moving and colorful sprites. It starts out in MODE 0, which is the 1st above.

[ Continue Reading.. ]

2 comments


Cart #skelegame_wip-0 | 2019-10-18 | Code ▽ | Embed ▽ | No License
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A demo of my upcoming project, featuring zero ideas for a final title and a quarter of the tokens already. Jump with Z and fire with X, you can figure out the details.

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3 comments


Waterside (LOWREZJAM 2019)

Cart #waterside_jfire-1 | 2019-10-18 | Code ▽ | Embed ▽ | No License
12

Visit 4 different locations and vanquish foes. Each stage should take about 1 to 2 minutes.

  • 4 unique bosses and a built-in speedrun timer.
  • Choose between increasing your max life or your attack power after clearing a stage.

Game created for LOWREZJAM 2019, a game jam where you have to make a game fit within a 64 by 64 pixel resolution.

NOTE: Enemies come in waves, and their placements will always be the same. If you failed a stage, just keep replaying it and memorize the enemy positions.

Also on itch.io: https://justfire45.itch.io/waterside

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8 comments


What games have you had your eye on that you the most ?

This is by no means a complete list or in any any particular order, but these are definitely some games I thoroughly enjoy playing and playing again and will play again even after I have won them.


Wandering Magic - by @Overkill
Carmina - by @makz
A Messenger's Tale - by @JustFire45
Dungeo The Lich Queen - by @nephilim
Of Ineffable Nature - by @Jimmu
Jack Of Spades - by @BoneVolt
Dusk Child - by @SophieHoulden
Mai-Chan's Sweet Buns - by @Krystman
Celeste v0.1.2 - by @noel
Upward - by @matthias
Feed The Ducks - by @kittenm4ster
Just One Boss - by @bridgs
Minima 1.1.1 - by @Feneric
Dank Tomb - by @krajzeg
Alone In Pico - by @NuSan
Swordfish - by @chowyunbrent
Santa's Christmas Run - by @Tassilo
Charge! (LD39) 1.0 - by @DragonXVI
Kelin's Delivery - Rain v1.2.1 - by @NeithR
The Legend Of Bobby 0.7 - by @AbsolutRenal
The Green Legion v1.03 - by @guerragames
Buzzkill 1.4 - by @morningtoast
Eigengrau 0.1 - by @LeDjinn
Puzzle Cave I and II - by @hackefuffel
Tower Noire I - by @Cow

[size=16] [ Continue Reading.. ]

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Hi,

I recently published my first game on the BBS.

1) Is there currently any way to see stats on how many times it's been played?
2) How does a game become "featured?"

Thanks!

9 comments


Cart #loose_gravel-4 | 2020-05-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
43

This is Loose Gravel! A pseudo-3d racer that started as a proof of concept, and gradually grew into something of a game.
If you're curious, you can view the progress here.

Pretty self explanatory. Choose a course and try to overtake the other cars in 3 laps to win.
Courses are randomly generated but have their own unique parameters and feel.
I was planning to add a tournament mode (and some more tracks), but I ran out of cart space (so that means it's finished! :) )

Tip: If you tap the up arrow you will keep accelerating until you hit something or drive off the road. You don't need to hold it down.

[ Continue Reading.. ]

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14 comments


by dw817
Cart #sots-2 | 2019-10-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


update: put helpful remarks in ALL of code now.

This is not a very complex cart, or perhaps it is.

The classic SNAKE game has been around for many years and during that time some innovative programmers have figured out unique, interesting, and compact ways of handling it.

It's not simply drawing a line, it creates a trail that disappears behind the player according to how far in the game they are.

There are many approaches to writing this. As for me, I have always opted to ID the entire screen, in this case, all 15x15 tiles and use a number to represent a part of the snake.

The higher the number the longer it will be in play. Albeit a lower number means it will vanish more quickly.

[ Continue Reading.. ]

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7 comments


Does print() in _update() work?

Hi there! Just purchased PICO-8 and Voxatron last week and I'm trying to recreate some classic pong action as a way of getting familiar with the ins and outs of the scripting environment (this is my first time ever interacting with anything related to Lua). Right now I've got a paddle that responds to up/down keyboard presses and a ball that bounces around the screen and collides with the paddle.

I'm trying to print some debug text at the moment of paddle + ball collision, but my print function appears to be doing nothing.

Here's what my current gameplay looks like:

And here's the code:
(the print function that appears to not be working is in line 53 - i.e. the 3rd line from the bottom)
(unrelated: sure would be nice to have line numbers on code snippets here in the forums!)

ball_x = 64
ball_y = 64
ballspeed_x = 3
ballspeed_y = 2
pad_x = 20
pad_y = 50
pad_w = 4
pad_h = 20

function _draw()
	rectfill(0,0,127,127,5)
	circfill(ball_x,ball_y,2,14)
	rectfill(pad_x, pad_y, pad_x + pad_w, pad_y + pad_h, 10)
end

function _update() 
	moveball()
	updateballcollisions()
	movepaddle()
	updatepaddlecollisions()
end

function moveball()
	ball_x += ballspeed_x
	ball_y += ballspeed_y
end

function updateballcollisions()
	if (ball_x < 0 or ball_x > 127) then
		ballspeed_x *= -1;
	end
	if (ball_y < 0 or ball_y > 127) then
		ballspeed_y *= -1;
	end
end

function movepaddle()
	if btn(2) and pad_y+(pad_h/2) > 0 then
		pad_y -= 4
	end
	if btn(3) and pad_y+(pad_h/2) < 127 then
		pad_y += 4
	end
end

function updatepaddlecollisions()
	pad_top_y = pad_y
	pad_bot_y = pad_top_y + pad_h
	pad_left_x = pad_x
    pad_right_x = pad_left_x + pad_w
	if ((ball_x > pad_left_x) and (ball_x < pad_right_x) and (ball_y > pad_top_y) and (ball_y < pad_bot_y)) then
		ballspeed_x *= -1
		print("paddle collision", 6, 6, 11)
	end
end

[ Continue Reading.. ]

6 comments


Cart #twotwos_weird_snake-1 | 2019-10-26 | Code ▽ | Embed ▽ | No License
4


I made this game ages ago but just didn't publish it at the time. I think that's because I thought that it just wasn't polished enough, and besides, the world doesn't really need another snake game anyway. I... still think that, but my standards are now lower. So, yeah, this is just another snake game. It's got some different modes, at least! They're all pretty good (except maybe Janky mode, I don't know what I was thinking), but versus mode is the coolest in my opinion. It's a hardcore 1v1 snake battle to the death.

EDIT: You can now hit X instead of Y to start Versus mode with a grey snake instead of a blue one, in case you have tritanopia or just really dislike the colour blue.

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3 comments


stars in the galaxy.
Whoops, sorry, not that. No, something BETTER. Millions and billions of VALUES you can now use in Pico-8.

mib
by dw817
Cart #mib-0 | 2019-10-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


load this in Pico-8 immediate mode with:

load #mib-0

I understand there was a library made sometime ago that could increase a value to trillions, but it could not decrease, let alone go beyond 0 to negative numbers.

Well, I sat down and thought about it. Realized that getting past 0 is a tricky thing indeed. Especially going from 0 to a negative number and found at least for me a fairly simple solution to get around it.

So what do you have here ?

Well, in the demo hit LEFT and RIGHT to choose a positive or negative number to add or subtract to your total. And calculate the result every time you hit (O).

[ Continue Reading.. ]

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2 comments


Cart #nexcidium-0 | 2019-10-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

About

This game is a vertical shooter with a story. It’s not designed to be very hard - the whole game can be completed in ~5 minutes or so. It was build for Ludum Dare 44, with the theme of "your life is currency".

Story

The year is 2098. Earth’s human population has reached 15.2 billion. Under pressure of dwindling resources, the government passes the ‘greater good’ act. Under this act, families are paid to voluntarily terminate a loved one. As a government worker, your job is to carry out these terminations. The method of choice: 100mg ‘nexcidium’ injection.

Posted this on itch.io, but I want to get it up on the BBS. Hope you enjoy!

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7 comments


Cart #break_practice_cc-0 | 2019-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #blackdeath-1 | 2019-10-17 | Code ▽ | Embed ▽ | No License
13

Hello!

I'd like to present a little game I made called Black Death. It's an action game in which you play as The Plague. You have infected a rat and your goal is to kill all of the villagers with your putrid bite.

However your rat only has limited health. You must maintain your ability to infect the villagers by transferring yourself to other rats.

Beware the attacks of the villagers. They will try to kill you. Use the rat holes if you must.

Watch out for The Doctor. Though he will not harm you, his goal is to heal infected villagers. Ensure that he cannot reach them before the infection has had time to kill them.

Control your rat with the arrow keys. Bite by touching a villager or rat with your nose. If a villager touches you on any other side then you will be hit.

[ Continue Reading.. ]

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6 comments


Cart #footloose-0 | 2019-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

A Pico-8 version of Footloose by Kenny Loggins. Hope you enjoy!

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1 comment


Updated to fix a design error that prevented accessing all the computers following certain paths. Added map transitions

Cart #space_engineer-6 | 2023-12-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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10 comments


Here is the latest, 10-18-19

brw
by dw817
Cart #brw-3 | 2019-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7


To load this in Pico-8, in the console immediate mode type:

load #brw-3

. . .

brw
by dw817
Cart #brw-2 | 2019-10-15 | Code ▽ | Embed ▽ | No License
7


(older version)

Hope you don't mind me starting a new thread. I literally had to rewrite more than half the code here so I think it's deserving of it.

And yes, it now has a proportionally spaced font.

[ Continue Reading.. ]

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16 comments


Cart #adventuremaze-0 | 2019-10-15 | Code ▽ | Embed ▽ | No License
2

I created this as part of a tutorial, and I ended up making my own maze. There is a way to speed run this if you can figure it out. Have Fun!

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3 comments


Pico Lib

After making some games in pico8 I found I was copy and pasting some functions, code designs. With the new(ish) "#include" functionality, I decided to pull those things out into a cart to use as a library. Its still a WIP but right now includes

  • Vector obj with some functions
  • screenshake manager
  • gamestate manager
  • Actor class with optional..
    • animation (multiple sprites per frame)
    • collision (with map flag 1 and other actors)

Cart #pico_lib-1 | 2019-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Examples

Cart #pico_lib_actors_example-0 | 2019-10-15 | Code ▽ | Embed ▽ | No License

[ Continue Reading.. ]

0 comments


Now that I'm mixing and matching my metaphors in programming, metaphorically speaking of course, I'm running into some curious behavior by Pico-8.

For instance, take this code:

a="1"
b=2
?a+b

Which gives you 3, and that's fine.

But if you do this:

a="1"
b={1}
?b[a]

The result is NIL. Now I already know why it is because it's a string, but wouldn't it be easier for Pico (and possibly other programmers) to remove the number "type" completely and instead treat all variables as strings, only doing calculations when desired, and even then the results while visually appearing numerically are still just in truth a string ?

We already have ".." to show linking two strings together so there would be no difficulty with getting the "+" chosen correctly for calculations in determining whether or not it needs to be added to or appended to.

What problems would typecasting everything as a string cause ?

[ Continue Reading.. ]

10 comments




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