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Cart #dufrasago-1 | 2020-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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==Balls to the Wall==

This is a game I made over the Christmas break and am just now finally publishing on bbs. I'm not really satisfied with how it turned out, but I figured it'd be good to post it to get some criticism. Unfortunately, there is no audio on this cart :( The code is pretty embarassing, but it was definitely a good learning experience for my next projects. Let me know what you think!

The controls are:

Z - change orientation
X - create wall
arrow keys - move cursor around screen

Buttons:
Put your cursor over the 'start' button to release the balls from their cage
Put your cursor over the 'eraser' to change your wall creator into an eraser. Touch the button again to revert it back to wall creator mode

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a snippet at the end of a line renders fine: [this is code]

however, a snippet in the middle of a line never terminates: [this is code] [this is not code]

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Cart #hahazidowo-1 | 2020-02-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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fixed choice issue (only left button would progress, everything else made the screen blank)
{2/6/2020}

fixed upload, forgot about that (misnamed the embed/cart code)
{2/7/2020}

Check code for how it was done! Heavily Commented on!

Hope you all enjoy, feel free to modify it to your hearts content! Add stuff, or make your own text adventure!

Press P, then Reset Cart to reload to the first page!

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Cart #cake_monsters-8 | 2023-11-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This game is a clone with some changes of a game I saw originally made in Puzzlescript by @MattRix. The site where I saw it is not working at the moment. Updated to include logo.

11/2023 - Updated to include particle effects and transitions, as well a save system that stores last level played and the ability to undo movements until the beginning of a level.

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Centipede

Cart #centipede-3 | 2020-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is my Version of Atari's arcade classic shooter Centipede.

In 1980 Dona Bailey developed the arcade game Centipede for Atari.
It was the first arcade game designed by a woman and became one of the most successful
arcade video games (see: Killer List of Video Games).

My kids and I already had a lot of fun with this Pico8-Centipede-Version and we are working
on an update! Wait and see!!...

[0x0]

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Cart #picochem-6 | 2021-01-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Playable work in progress demake I've been working on, first for a week last January, now for a week again in the hopes of getting it playable for https://itch.io/jam/zachlike-jam

The original game is http://www.zachtronics.com/spacechem/ and I highly recommend every game they have produced.

Controls: arrows move the cursor. X to open a dialog to create/replace/delete instructions and arrows, arrows to move THAT cursor, X to confirm or O to cancel, optionally then arrows to set the direction/settings of the new instruction. O to open a dialog to run/pause/reset the simulation, or to grab and drop the sense and bond targets, or to change levels.

What works here:
arrows
start (1)

[ Continue Reading.. ]

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Hi guys,

Im giving it a go making a game on pico 8, after working on Godot and C3. Im wanting to build a platform engine because I tend to use that style of movement in a ton of my games. Ive tried a few different tutorials and they all have issues. I tried the one from Nerdy Teachers and if I change the movement speed to be quick the whole system fails, and the sprites get stuck etc. Plus Ive always been taught that changing a sprites hitbox size is a no no in game dev. So I guess what Im getting at is, is there a good/easyish way to code platform collisions. Or what is the best way to handle this? I have the movement down and all that, no problem. But the collisions always have glitches. Any thoughts/help would be greatly appreciated.

Thanks so much
mintpixel

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Is there any method to map and use the additional buttons on a single controller to the player two buttons without the use of additional software like joytokey?

Is there a peek function or something I'm missing?

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Alchemy Deluxe

Cart #alchemy_deluxe-2 | 2020-03-18 | Code ▽ | Embed ▽ | No License
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A PICO-8 remake of Alchemy Deluxe, PopCap's 2001 game for PC (and later Mac).

Controls

  • Arrow keys to move cursor
  • (X) to place tile
  • (O) to discard tile

Version History

0.2.1 - Fixed: missing tile on game start
0.2 - Tutorial; game music by @gruber_music
0.1 - Initial public version

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Cart #hedazofesu-0 | 2020-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's a WIP of a top down adventure - searching for the Pharoah's treasure - by Indy, aged 7

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Cart #spaz48_tetyis-2 | 2020-02-06 | Code ▽ | Embed ▽ | No License
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(Update 1.01: Fixed a bug that caused an out of memory error with particles disabled. Thanks to @dw817 for finding it!)

So, here it is, my first ever fully completed cart. I have a real bad habit of starting lots of things and never finishing them, and this was destined to be just another one of those things. I started work on this about a month or two ago, and did most of the work back then. I decided I needed a bit of a break from my current project and thought, hey, why don't I go back and finish this?

I've learned a lot since then, and generally improved a bunch, so most of this code is a mess, and doesn't use things it really should like objects, but, everything functions well enough at least. It's super unoptimized though, mostly because I was under the assumption there was no CPU limitations in Pico-8, and going back to finish it up, I didn't really bother fixing that. The particle system is my own, written for the main cart I've been working on, but the background previously was a stolen tweetcart (the function was even called "stolentweetcart()") I was using as a placeholder. It was distracting anyway, so I replaced it with the particles and used them to make a few other things nicer as well.

The main goal here was to make it compliant to the 2009 Tetris guideline (a big document the Tetris company uses that says exactly how a Tetris game should be made) though I disregarded that going back to it, so it's halfway or so there. Also, SRS isn't implemented properly, it's good enough but it's not perfect, and the title is a typo I thought was funny so I rolled with it.

Anyway, enough of my rambling, hope you enjoy!

Controls:

  • Z, X: Rotate
  • Z+X: Hold
  • Up: Hard drop
  • Down: Soft drop
  • Left, Right: Move
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Cart #xenophobia-4 | 2020-03-02 | Code ▽ | Embed ▽ | No License
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Updated build of this shooter game I've been working on. Pretty new to Pico and I'm still learning. :)

There are 3 levels, bosses, upgrades to your ship, and a special shot if you fill up the special bar.

There is some music, more tunes to come!

Enjoy!!!

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Cart #pico_sector-3 | 2020-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi! I just started using Pico 8 recently (only used Gamemaker before) and re-made one of my games with some changes. Pico 8 is really cool and I'm learning a lot. Hope you like my little game!

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Hi there, I installed pico 8 on my raspberry pi 3 and it seems to be
working okay, except that when I go to play a cart I get an "can't
connect to BBS" error. I'm connected to the internet and it updates
the cart lists. It's only when j try to play the games. I used this
setup video. https://youtu.be/DrC_n_Y18aM .Any idea how to fix this?

Thanks for any help!
Adam

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I have always had difficulty with hardware acceleration on my computer. Just last night my computer fritzed out as I was working in Pico-8. Fortunately I had saved my work.

What I would like to know is, is there a way to run Pico-8 IDE without using hardware acceleration ?

Now I tried this argument in running it:

-software_blit n         use software blitting mode off (0) or on (1)

Which is listed in the Pico-8 HELP file but it does not seem to make a difference one way or another that it is on.

I'm using SPEEDFAN to monitor my GPU and it's up to 70 when running Pico-8 which according to its reading is, "hot."

Now I don't have this problem with other applications I'm using as I've managed to configure them all for software acceleration.

Windows 10 Home.
OS Build 17763.805
AMD Ryzen 3 2300X Quad-Core Processor
3.50 GHz
64-bit operating system, X64-based processor

Any ideas on how to configure Pico-8 for software acceleration only ?

4 comments


Just thought I'd throw this on the BBS in case it'd be of any use to anyone. Sorry if this is the wrong category, I wasn't too sure on where to put it.

Cart #spaz48_tiledconvert-0 | 2020-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Since the Tiled to Pico-8 map converter by @sta64 was taken down and is seemingly lost, I threw together my own. I'm sure it's a lot less nice than his was, plus this only imports and can't export, and it also can't support a full 128x64 map because of the token limit, and it's really barebones all around, but it works, and hey, that's good enough for me.

The default is 31 wide and 16 tall, and is 1-based. It's just a simple little map with the Jelpi tileset I threw together as an example. Anyway, here's how to use the thing. I highly recommend an external text editor.

First off, export your tileset to .png in Pico-8 by typing "export tileset.png" or whatever else you want to name it so long as it ends in ".png". Next, open up Tiled and create a new tileset, and open the file you exported. Set the tile width and height to 8, leave everything default, then name it and save it somewhere.

Then create a new map in Tiled, set it to whatever size you want, though note that there isn't enough tokens to fit a 128x64 table into a Pico-8 cart, so you'll either have to settle for something around 128x60 or 122x64, or make the full map and fill in the rest of the tiles yourself. If I make a second version of this, I'll definitely try and find some way to get around that, but for the time being it's good enough for me, so sorry.

Once you're done making your map, in Tiled click File > Export As... then select "Lua files (*.lua)" in the dropdown menu, and save it somewhere. Then open it up in a text editor, and scroll down until you see a table that looks somewhat like this:

data = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 4, 4, 4, 4, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 35, 33, 33, 33, 33, 34, 1, 1, 1, 1, 1, 8, 9, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 8, 9, 10, 8, 9, 10, 1, 1, 37, 36, 36, 36, 36, 37, 7, 7, 7, 8, 9, 10, 8, 9, 10, 1, 1, 1, 1, 1, 1, 1, 1, 10, 1, 1, 1, 1, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10, 1, 1, 1, 1, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 8, 9, 10, 8, 9, 10, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 25, 4, 4, 4, 4, 4, 4, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 55, 42, 42, 56, 1, 1, 1, 1, 1, 1, 1, 25, 25, 41, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 81, 1, 1, 41, 41, 40, 41, 1, 1, 1, 1, 1, 1, 25, 41, 41, 40, 3, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 7, 7, 7, 1, 41, 39, 41, 41, 1, 1, 1, 1, 1, 1, 41, 40, 41, 4, 3, 3, 3, 3, 3, 3, 3, 1, 22, 1, 1, 1, 1, 1, 1, 1, 1, 57, 57, 57, 57, 1, 1, 1, 6, 1, 1, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 1, 21, 1, 49, 1, 6, 1, 1, 1, 1, 1, 19, 20, 1, 1, 1, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0 }

Copy that whole thing, then open tiledconvert.p8.png in Pico-8, and you can either save it as a regular .p8 and open it in a text editor, or just open the code editor in Pico-8 and do things that way. Then find the "data" table in the tiledconvert cart and replace it with the one from the Lua file you made in Tiled. Then run the program, type in the width and height of the map in tiles, when it asks, and press Z to confirm. If you didn't modify the tileset png, it should be 1 based. Then, to import the map into another cart, load up that cartridge, move the tiledexport.p8 to the same folder, and in the terminal, to copy just the top 128x32 of the map enter

reload(0x2000, 0x2000, 0x1000, "tiledexport.p8")

then

cstore(0x2000, 0x2000, 0x1000)

Or to copy the whole 128x64 map (which will overwrite the bottom half of your spritesheet) enter

reload(0x1000, 0x1000, 0x2000, "tiledexport.p8")

then

cstore(0x1000, 0x1000, 0x2000)

And there you go, you should be set. I know it's a bit of a process but hopefully someone finds it useful. I figured it was better than nothing, at least. Feel free to use this however you want, no credit is necessary.

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Cart #cwwcggj2020-0 | 2020-02-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Created for GGJ 2020

Your cat is destroying everything in your house. You must repair the destroyed items, or you will be left with nothing.

An endless runner.

To repair object press UP, FWD, or DOWN on the arrow keys depending on where the broken item is. Miss three items and it's GAME OVER.

--

Team

Justin Acker - Programming, Sounds, Sage advice

Chris Bonilla - Programming, Debug, Cleanup crew

Corinne Cohen - Art, Animation, Sounding board

Christina Goefron - Programming, Backgrounds, Sympathetic noises

Veronica Grijalva - Art, Animation, Craft Services

Nougat the Cat, PhD - Catting, Inspiration, Party healer

[ Continue Reading.. ]

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Cart #gramjam-19 | 2020-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made for Global Game Jam 2020
https://globalgamejam.org/2020/games/global-jam-game-7

Repair your Grans busted old Jam business.

Left and Right move from screen to screen
Up and Down move through menus on a screen
X selects and sells
Z harvests and cooks

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Cart #hammerteam-0 | 2020-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #kemotodiba-0 | 2020-02-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A simple boids implementation in pico 8 based on http://www.vergenet.net/~conrad/boids/pseudocode.html
Comes with a menu which allows you to change some parameters and toggle the different flocking rules to see how each one affects the simulation

Controls:
X - Resets the flock
Z - Opens the menu
Arrow Keys(Menu Closed) - Move the flocking target
Arrow Keys(Menu Open) - Navigate the menus

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