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Cart #zayodibayo-0 | 2020-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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We see here a solidarity of two neighbours. In hard times they must strive to equip themselves in all goods they need. One of which is... toilet paper.

It is so hard to get, that people would kill for it. Thats why one must take great caution not to show up with some on streets. So what should our two neighbours do? They only have one roll left and it is not safe to cross the street. Well, I'll tell you something, they've got a plan.

Itch.io's game page: https://commodor.itch.io/paper-pass

Cart #paper_pass-0 | 2020-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This game, made in 48 hours from scratch participated in Stay Safe! Jam

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Pogo
Traverse the great desert, avoid it’s obstacles and get a high score!
All this while jumping on a pogo stick!

itch.io game page: https://commodor.itch.io/pogo

Cart #pogo-5 | 2020-04-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The game participates in Ludum Dare 46

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Changelog for version 0.2.0 lists, among other new operators, these three: "@ @@ $". However, I cannot find and mention or description of them in the pico-8.txt user manual, including manuals up to version 0.2.0c. Consider this a documentation "bug".

P.S. I cannot get single backticks to work here on BBS. Instead of formatting in-line code, they format the whole block (so act as if they were triple backticks).

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I've found out that stop(nil) crashes PICO-8. Not that it's a particularly useful call, but it definitely must not crash the console.

Version: 0.2.0c
Platform: Linux 64bit
Example cart:

$ cat stop-nil-segv.p8
pico-8 cartridge // http://www.pico-8.com
version 21
__lua__

--this segfaults:
stop(nil)
$ pico8 -run stop-nil-segv.p8 
Segmentation fault (core dumped)
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Cart #zerold46-0 | 2020-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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https://ldjam.com/events/ludum-dare/46/zero

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Cart #budonetuno-5 | 2020-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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By Thor, Mario and Jonas

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I've just seen from the Pico 8 wiki that there's a new while shorthand:
while (cond) actions

And yeah - it works.
But it's not documented anywhere in the manual - not in the shorthand section and not even in the changelog!

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Cart #byjoveludum46-1 | 2020-04-20 | Code ▽ | Embed ▽ | No License

By Jove

My Ludum 46 Compo Entry

Concept

Travel the jovian moons trading to make a profit

Notes

Unfinished, but technically playable. Was right up to the finish line 0_o

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Cart #johekijeda-0 | 2020-04-20 | Code ▽ | Embed ▽ | No License
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Cart #ninja_and_mouse-0 | 2020-04-20 | Code ▽ | Embed ▽ | No License
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Ninja and Mouse was designed for Ludum Dare 46!
Theme: Keep it Alive

Enjoy!

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Cart #ld46_station_alpha_v1-8 | 2021-02-16 | Code ▽ | Embed ▽ | No License
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Got my entry sorted out for Ludum Dare 46, first time in a while since I've posted a game.
Also my first cartridge I've posted here since I picked up Pico-8 a week ago.

Hope you enjoy.

Update: Spent the past month revising the game into v1.2, tutorial and additional feedback are provided in game, as well as 3x3 and 4x4 map so you can choose your difficulty. Removed the rest of the post so as not to clutter things up. Should be final update unless bugs are found I missed.

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Cart #bafenenuki-0 | 2020-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my submission for Ludum Dare 46: Keep it Alive!

For those wondering why my name is different I don't know how to change my lexaloffle name (if it's possible) so not need to be confused.

Anyway, Enjoy!

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Cart #jidobumano-0 | 2020-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's not critical since its only real use is in debugging, but I think tostr(f, true) should probably emit hex addresses with standard PICO-8 uppercase hex digits, not smallcaps:

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Cart #d16solais-0 | 2020-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My entry for LD46 (Compo)! Created in 48 hours from scratch, mostly as an excuse to mess about with tline and the new pico8 version!

Delve into some ancient ruins following a mysterious voice, but watch out for the encroaching darkness! Keep your torch lit via passing flames and reaching checkpoints as you descend deeper. Avoid spikes, watch out for dowsing waterfalls, master difficult platforming and discover the ancient secret within!

Fairly tricky platforming, so congratulations if you manage to reach the end! Your time will be displayed on completion too if y'fancy speedrunning it!

Controls:

  • Arrow keys: Movement
  • Z: Jump, Start game

[ Continue Reading.. ]

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I was tinkering with the custom key repeat settings in 0x5f5c and 0x5f5d and I realized that they always seem to be expressed in 30ths of a second. Shouldn't this depend on whether or not the game has _update60(), or for games with custom loops, whether or not they've called _set_fps(60)?

I guess it's not a critical problem if it stays this way, it just seems like it ought to track the fps setting.

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Cart #tline_rotation_demo-0 | 2020-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I was excited by the new tline function in 0.2.0, immediately tried to plug it into my project and ran into problems.

I made this demo to break down rotating the map to a fairly minimal program. I've added comments to explain the different data points and what they achieve when plugged into tline.

The demo shows a rotated 2D view into the map.

Left and right keys move the view. X toggles the unrotated map to show the direction of the rotated view relative to the map.

I hope this is useful to you! :)

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Hey @zep, me again. ;)

I looked through the rather comprehensive list at https://rosettacode.org/wiki/Bitwise_operations and couldn't spot anyone at all who had an operator for rotation, let alone find some kind of standard for it. Most languages use either a function or a textual operator (e.g. a ror b), but those end up making your expressions a lot larger and/or filled with whitespace.

WE COULD BE THE ONES TO SET THE STANDARD! :D

I'll just propose a few ideas. Note that I bring the "|" operator into some of them because normally people have to do rotates by or'ing together two shifted values.

   rotl         rotr
----------   ----------
 a <<<< b     a >>>> b
  a <<> b     a <>> b    -- I like these best, personally
  a >|> b     a <|< b
  a |>> b     a <<| b
  a >>| b     a |<< b

I like <<> and <>> because they imply that part of the shift wraps back around. I also find them aesthetically pleasing.

[ Continue Reading.. ]

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