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Cart #beachcomber-3 | 2020-05-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
19

Stranded on a mysterious beach, you must explore and battle with evil monsters to escape!

This is my first PICO-8 game and I had great experience working with PICO-8 for the first time. Hope you enjoy.

Thanks!

Controls

[←][→][↑][↓] move
[Z] attack
[X] place bomb



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7 comments


Cart #fehibemihu-0 | 2020-05-05 | Embed ▽ | License: CC4-BY-NC-SA
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This is created in response to the following questions:

An enemy gets defeated. How do I make it drop, say, a laser powerup?
The player steps on a button. How do I change the floor from water to jelly?
The player defeats an actor. How do I make chocolate appear?

Have fun

/DigitalMonkey

link to video tutorial #14

link to video tutorial #15

link to video tutorial #16

link to video tutorial #17

link to video tutorial #18

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2 comments


Cart #cat_runner-0 | 2020-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first programing game!

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0 comments


The new shift operator behaviour where a>>n returns a<<-n when n is negative causes an infinite loop and freezes PICO-8 when shifting by -32768:

?1<<-32768
?1>>-32768
?1>>>-32768
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1 comment


I'm working on a project where I want to relegate some of the simpler sprites to being generated by the code, rather than occupying valuable space in the sprite sheet and map areas. However, it just dawned on me that I am running many loops of line(), rect(), etc. every single _draw() call, which I have a gut feeling isn't a very efficient way of doing things. Aside from the obvious "just use the sprite sheet" solution, is there a way in which I can continue to generate images from code BUT only run this one time (eg. during _init()), and then load the buffered images during _draw() somehow?

Even if the answer is just simply that this isn't possible, knowing so would at least put my mind at rest!


EDIT: Misremembered my implementation somewhat!
-"single _update() call" => "single _draw() call";
-"to use this image generation code BUT only call it one time" => "to generate images from code BUT only run this one time".

8 comments


Lowwwww-priority:

I often have several instances of PICO-8 running. It would be nice if their window titles reflected what was running, at least to some extent, so I could select the right minimized app from the taskbar.

Seems like "documentname - appname" is the de facto standard for this kind of thing, so it'd be nice to click on the taskbar and see this list:

  • UNTITLED - PICO-8 (or maybe just PICO-8 when nothing's been saved)
  • TIMER.P8 - PICO-8
  • CELESTE.P8.PNG - PICO-8
  • BUGREPRO.P8 - PICO-8

I converted the filenames to uppercase here because it feels on-brand, so to speak, and also because making uppercase the default would interact nicely with this optional upgrade:

You could extend the titling algorithm so it uses the same method a .p8.png image uses, where if the first line is a comment, it treats it as the cart's title.

For instance, when running/editing this infloop.p8 cart:

The window would be titled "Infinite Loop - PICO-8", rather than "INFLOOP.P8 - PICO-8", because I used a comment (with mixed case) to make a nice, elegant title for my cart.

[ Continue Reading.. ]

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1 comment


Cart #tedoporuye-0 | 2020-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1 comment


When I try to save a 10-second gif of the wonderful game Tera, it simply saves a blank file to the desktop rather than a .gif

Using 0.2.0f on Windows 10 Home Edition

Steps to reproduce

  1. Open Pico-8
  2. Open the Splore interface
  3. Search Tera: Mind Over Matter
  4. Run the game
  5. Play the game for at least 10 seconds
  6. Press F4 to save a gif

I expect to find a .gif file on my desktop called tera_0.gif
Instead I find an empty file (0 bytes) with no extension called "tera"

I have not tried this for very many other games, but the games I have tried do not have this issue.

"|I'd show you a gif of the bug happening, but...y'know...
-- you, probably "
--JWinslow23

EDIT:

I found the problem. It's the title of the game. The ":" character messes it up. I found another game in splore with a ":" and it does the same thing. Games with "/" in the title refuse to save gifs (as they probably should), though it would probably be beneficial to truncate the name of a game if it has problematic characters in the title for the purpose of generating .gif files. You can try with "Valdi: Shadows" and "Snek: Turrets and Powerups".

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1 comment


I was thinking that a really neat feature would be that the primitive shape drawing functions accept tables as arguments. I'm not sure whether that conflicts with Zep's ideals of what the PICO8 environment should be like but I'll list a few pros. First of all, an example of what I mean.

rec={60,60,68,68,14}

--basic way to pass
rect(rec[1],rec[2],rec[3],rec[4],rec[5])

--proposed syntax
rect(rec)

--traditional Lua; achievable in PICO8 at the cost of the tokens
--required to define unpack
--see: https://gist.github.com/josefnpat/bfe4aaa5bbb44f572cd0#unpack
rect(unpack(rec))

As you can see, this requires far less tokens/characters which is great for tweetcarts and code golf - things that PICO8 really shines at. It would also be useful in larger projects where the bottleneck is usually compressed size/char counts rather than token counts (defining objects is still kinda costly).

It would also be useful for functions like


[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=75873#p)
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2 comments


As the subject says, it'd be nice if ~1 simply became 0xfffe at parse time and thus cost only one token, the same as the recent change where -1 simply becomes 0xffff.

Purty please? :)

3 comments


This template enables mouse pointer locking thanks to the JavaScript Pointer Lock API & Pico-8's GPIO system. The mouse pointer will get locked inside the pico-8 frame, while still providing movement deltas from your mouse. Now you can do a proper Marble Madness or Quake remake!

here's a demo cart (also included in the zip below):

Cart #fotubigibu-0 | 2020-05-05 | Code ▽ | Embed ▽ | No License
11

Of course it doesn't work as advertised here on the bbs, nor within the pico-8 binary. You'll get stuck when the pointer quits the frame.

  1. unzip ubmlock.zip in your template dir:
    Windows: C:/Users/{Yourname}/AppData/Roaming/pico-8/plates
    OSX: /Users/{Yourname}/Library/Application Support/pico-8/plates

[ Continue Reading.. ]

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5 comments


I'm going to post my entries for TweetTweetJam 4 in this thread.

Let's start with something easy:

1. Avoid the worms

Cart #avoid_the_worms-0 | 2020-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

A game in 560 characters of code​ for TweetTweetJam 4
Avoid the hungry worms and collect as many hearts as you can. Your score is the number of hearts you get.

_set_fps(60)h=0
::s::s,l,p,t=0,0,{{1,1.9}},0
x,y,c,d=64,32,32,32
::_::cls()t+=.003
if(l<flr(t))p[l+2]={.2+rnd(1.2),.2+rnd(1.5)}l+=1
for j=1,#p do
color(2+j%10)q=p[j]
for i=0,.1,.01 do
k=t+i
a,b=q[1]*k,q

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=75857#p)
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9 comments


Cart #drawing-3 | 2020-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Yay! This is my second game. I'm a new programmer, so I'm looking for feedback. Thanks!
EDIT: P.S. If the lines variable down below is bigger than 4800, then it will get slow. If it does that, reset the cart
EDIT: Ok the mouse is freakin awesome

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they're clamped to color 15 it seems.
not a big deal, but maybe it's an easy fix?

2 comments


Cart #nest2-10 | 2021-12-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
117

NEST 2 is a simple, but intense arcade game for our fantasy console. Rotate and dash all around the grid, nullifying enemies quickly to increase your CHAIN while avoiding spikes on a mission as old as time itself: beating your high score!

Update (v1.1):

As a result of the recent API changes, I was able to shave off a few tokens and add some Quality of Life changes (bless split()). For example:

  • Added a line to the first timer guide
  • Made the chain timer more visible/obvious

[ Continue Reading.. ]

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65 comments


Cart #imis_dungeon_100-0 | 2020-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello, Everyone!
This is my second game... in PICO-8.
It's been several years since my first game in PICO-8.

The game is about two adventurers went into a dungeon seeking for a treasure.
Help those two adventurers solve the dungeon floor and go to the next floor together.
Both adventurers also move to the same direction and if even one adventure is down, the level restarts so move carefully.
Game also unlocks gallery whenever player finishes certain levels.

Feedbacks are welcome and appreciated!

--

==Changelog==


v1 (May 5th, 2020)
*First Release

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18 comments


Cart #bubblebobble-1 | 2020-05-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
169

90 levels of 1 or 2 player 80s-style arcade fun.

Windows executable: https://pahammond.itch.io/bubble-bobble

Controls

To prevent [Up] from jumping when using controllers, press either [A] on the controller or the PICO-8 [O] button (Z on the keyboard) to start.

Player 1

[←] and [→] to move
[↑] jump
[X] fire

Player 2

[S] and [F] to move
[E] jump
[A] fire

Thanks To

  • Finn and Lucas for testing
  • Many low-res graphics thanks to dwedit.org & @justin_cyr
  • PICO-8 for creating an awesome "fantasy console"
  • https://lostcave.wordpress.com/ for providing inspiration and a few level layouts

Minified using the GEM Minifier:
https://pahammond.itch.io/gem-minify

Unminified code can be downloaded from:
https://pahammond.itch.io/bubble-bobble

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26 comments


I just bought PICO-8 and I'm excited to get to learning how it works, but after experimenting for a little bit in the editor, there were a few things that were really bothering me -- I'm asking here to see if I'm just doing something wrong, or if there are devkit mods/hacks to fix these things.

  1. Is it possible to enable stereo audio somehow? I'm guessing no, but is there a hack/mod that adds this in? I like the limitations of the music editor as it is for the most part, but for some reason the lack of panning bothers me. I really want to get some nice ping-pongy waterfall stereo arpeggios!

  2. Is there some way I can somehow force Lua to act like arrays are 0-indexed instead of 1-indexed? Some kind of macro or precompiler?

  3. Is there a way to delete notes in the tracker "in-place" -- without everything after that moving backwards? It really messes with the rhythms, and as far as I can tell there's no way to insert a blank space back in to push things back where they belong. So every time I want to delete a note, I have to either move to the volume section, enter a zero, and move back, or press backspace and then copy-paste everything back where it should be

[ Continue Reading.. ]

4 comments


Cart #retrowave_demo-0 | 2020-05-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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5 comments


Cart #picobus-1 | 2020-05-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Now you can have the entire thrilling experience of Desert Bus on your Pico-8! 216 lines of code! 9 sprites! 8 hours of driving!

Move left and right to stay on the road as you fight against your bus' troublesome drift! With exciting features such as: a honkable horn! A stunning view of cacti and rocks! The comforting rumble of your engine!

Can you survive the journey!?!


Updated Version:

  • Added an Easter Egg
  • Added the fly on the windshield (4 Hours In)
  • Added a Restart option on Game Over
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