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Cart #infectedsys-6 | 2020-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Itch.io:

https://pixbits.itch.io/infected-system

Submission for the 3rd Gameshell game jam

Rules and other info:

Refer to the itch.io page

Controls:

(Save or Delete game data from the pause menu)
(The inventory menu toggle is also in the pause menu)

X = Shoot

C, RIGHT-ARROW, LEFT-ARROW = Navigation

DOWN-ARROW = Teleport or place antivirus

(Feedbacks are welcome)

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Cart #ukasw_sinusoidal_intro-0 | 2020-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Sines everywhere.. (;

0 comments


Cart #burgershack-0 | 2020-03-29 | Code ▽ | Embed ▽ | No License
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Cart #vandermonde-9 | 2020-04-08 | Code ▽ | Embed ▽ | No License
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Escape from Vandermonde by finding your way through the passages to the teleporter. Avoid the robots that patrol the passages or program them to help you.

There are 14 levels of exploring, puzzle solving and action, all intertwined on the one large map.

Gameplay is introduced within the game. You can choose any level to play at the title screen. However, to beat the game you have to play all the way through from level 1.

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Cart #the_getaway_wip_1_2-3 | 2021-03-09 | Code ▽ | Embed ▽ | No License
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You owe money to the wrong people and you only have a few minutes to pay it back. Grab the money bags and drop them at the safe house. Don't get caught. Don't run out of fuel.

Inspired by Getaway!, a crime-themed game designed by Mark Reid and published for Atari 8-bit computers in 1982.

Screenshots

Controls

  • up/down/left/right: drive/steer
  • x : speed boost

Changelog

1.3

  • minor UI and help text adjustments.

1.2

  • easy level debt reduced to $2000, with a due date of 2 minutes.

[ Continue Reading.. ]

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Cart #picosnipe-0 | 2020-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello!
I'm trying to make an endless speedrunner game. I have it almost finished but I can't figure out what I should use for the jump power, speed, and gravity.
Mabey if you have made a speedrunner you could help me with this.

Thanks!

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Cart #nutsandbolts-0 | 2020-03-27 | Code ▽ | Embed ▽ | No License
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2
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Cart #enter_the_goongeon-0 | 2020-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #tawupadasi-2 | 2020-04-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The first pico-8 game is coming back!

update:

-increase difficulty and change ufo moves! (29-03-2020)
-rewriten
-new graphics
-arcade attract mode
-intro
-better graphics
-random level background.

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3 comments


Cart #fogigerifa-0 | 2020-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #ukasw_corona_intro-3 | 2020-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is another small intro (no game - sorry!) from ukasw.

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Cart #mrschickenzdozen-0 | 2020-03-26 | Code ▽ | Embed ▽ | No License
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Hello this is a small game. Tried a few basic concepts. Glitches around randomization and collision detection.

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I have a tile object which contains the sprite number and other properties. I want to update different properties at different times, instead of passing all properties all the time.

First I tried this approach:

function update_tile(values)

	tile = values

end

but of course that unsets anything that you don't pass in values

Then I settled on the following approach:

function update_tile(values)

	for k,v in pairs(values) do
		tile[k] = v
	end

end

Am I correct that this is the right way to do it, or is there a better (code readability or less tokens) way to do this?

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3 comments


Cart #pongap-3 | 2020-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #pongap-2 | 2020-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Cart #pongap-1 | 2020-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Cart #pongap-0 | 2020-03-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[ Continue Reading.. ]

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EDIT: I just realized run already takes an argument to serve as the breadcrumb from another cart. So this isn't an option. Never mind, nothing to see here.


Presently, to load+run you literally have to load blahblah.p8 and then run.

Would it be a bother to run the "run" code through the same line parsing that handles "load", and then auto-run it afterward?

I ask because I was running a bunch of local carts from the command line and it was a tiny bother to have to do two steps each time.

...YES, I realize this is a very minor thing, but hey, why not mention it? The worst that happens is that it doesn't get implemented, right? XD

... uh... r—right...?

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Cart #multimarshmallow-1 | 2020-03-25 | Code ▽ | Embed ▽ | No License
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Multi Marshmallow

Marshmallow Infinity with split-screen multiplayer.

=-=-=

New Version

The full version is now on the Marshmallow Infinity thread.

=-=-=

Press Z/O on up to 5 controllers to play with that many people. (4-5 might be a bit slow)

Collect coins to increase your score. The marshmallow with the most coins after everyone is burnt wins.
Blue coins will give you a coin or a life-up randomly.

Controls:

  • Use the left and right arrow keys to move and Z to charge a jump.
  • Release Z when the marshmallow stops flashing to jump high.
  • Release Z while it is still flashing to do a small jump.

[ Continue Reading.. ]

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5 comments


Cart #fightcoronavirus-2 | 2020-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #ukasw_snackys_intro-0 | 2020-03-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my version of c64 crack intro from 1989 (https://csdb.dk/release/?id=53915).

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I keep getting the same syntax error when trying to run my game. I don't know if I'm missing something or not.
the code is:
if btn(x button) and p1.landed=true then
p1.y-p1.boost
p1.landed=false
p1.jumping=true
end

It kept giving me the error 'then' expected near '='

4 comments




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