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Hey all,

Pico Midnight is a tiny game that takes place on a virtual pub called Midnight. It's my first game with pico-8; and what we can do is very limited, but it's been a fun learning opportunity for me. You can hang around in the Midnight and talk to patrons, and what they say are quotes from real messages. I'm hoping to make it episodic and add more rooms and characters in the future.

Cart #picomidnight-0 | 2020-08-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Thanks for reading!

PS: The intro music has been taken from this youtube video

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0 comments


I am working on a project for URL LOWREZJAM 2020 and I think it is time to present it here to get some comments maybe.

The cart is quite far from being playable but as there's been some expectation around it I've dediced to keep the wip cart here so ppl can comment and try it. Don't expect too much out of it, still very early

CART UPDATED
Updated with a bugfix... using potions broke unit release

Cart #fantasytactics-8 | 2020-08-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's going to be a "tactics" like game (tactics ogre, final fantasy tactics...). Still plenty of work to do and not sure if I will be able to put everything up for the Jam but for sure I am gonna keep working on this to a point it becomes a playable game. For now working on 2 carts... the game itself and the editor and probably I will release the editor/isometric renderer on it's own cart in case someone wants to experiment with it once it's kind of "complete"

Project is in MODE 3 as the jam is 64x64 and I am using some odd sizes around (my general sprite/object box is 10x16) even though I am adding full support to custom sprite sizes for the renderer itself.

[ Continue Reading.. ]

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24 comments


Cart #sadnessandsorrow-0 | 2020-08-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A cover of Sadness and Sorrow, originally composed by Toshio Masuda for the Naruto OST.
Initially, I wanted to also include the shamisen solo, but it was way too complicated and I ran out of SFX slots to use. Perhaps I'll revisit this in the future and try to include it.

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This is a simple game I made with my (now 4-year-old) son. Perhaps influenced by Lexaloffle's BBS icon, its protagonist is a giraffe. It eats falling leaves.

Cart #giraffeeatingleaves-0 | 2020-08-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It has no victory or defeat conditions (my son still doesn't demand them, so I keep not including those).

I wanted my son to start getting used to a mouse, so this game has mouse support! It was fun having to activate it via POKEs. (I was reminded of the Sinclair Spectrum 48k of my youth). The game also works with the default "button-based" control scheme.

  • Arrows: Move head
  • X: Eat

The code, as usual, has been heavily cleaned up before posting.

Notes about the graphical design:

  • I only programmed the giraffe head and the leaves with my son. The telescopic neck and body at the bottom was added as a surprise, later on.

[ Continue Reading.. ]

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2 comments


Cart #mb_topdown_vox-0 | 2020-08-06 | Embed ▽ | License: CC4-BY-NC-SA
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I had a lot of fun making this. This is the top-down adventure game tutorial I made for PICO-8, but re-written to work in Voxatron.

I had to make a few changes to how things worked, since it's in 3D, of course, and there are things that Voxatron doesn't have, like a map editor or its associated functions like mget() or mset(), or other functions like btnp() and so forth. But other than those few changes, it's basically the same code as from the tutorial.

Feel free to take it and make your own games with it. :)

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hi all,

i'm new to pico8 and coding largely, and i'd appreciate some help. i'm working on a super simple file just to familiarize myself with different aspects of what i'd like to eventually make for real.

what i'm trying to do is cause a specific set of sprites to animate whenever the player presses btn(4).

so far, i've got it set up so that when the player presses z, the function draw_attack() is called (below).

the problem i'm running into is that the animation ceases after one frame. i have no idea why. here's my code that seems to be the problem:

function draw_attack()
	if player.flip then
		spr(atkanim.spr,player.x-6,player.y)
		for i=0,3 do
			if atkanim.spr<=52 then
				atkanim.spr+=0.5
				sfx(0)
			else
				atkanim.spr=48
			end
		end
	else
		spr(48,player.x+6,player.y)
		sfx(0)
	end
end

what i would expect to happen with this when the function is called: the sprites are drawn in sequence based on the for loop.

[ Continue Reading.. ]

1 comment


I'm using the code below, but it's quite a lot of tokens when converted to Lua. Does anyone have a more compact routine for use with Pico-8?

http://www.jeffreythompson.org/collision-detection/line-rect.php

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14 comments


Cart #ananas-1 | 2020-08-06 | Code ▽ | Embed ▽ | No License
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hello world 🐳

ananas is our first pico-8 cartridge 💙 it's a small game where you follow the ancient ways of mother nature from the roof of your urban apartment.

we (studio ld <3) made it for the jamuslala (a jam by make games jlm + muslala)

code & game design: idan kimel 🥑
art & music+sfx & code & game design: rona manor 🌾
opening theme melody: yaeli greenblatt 🐈

[ Continue Reading.. ]

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2 comments


Cart #wadingan-0 | 2020-08-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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test water effect, use arrow to mess with speed\amp of effect and press z to change modes

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This is a simple Pico-8 slideshow cart project.

I was inspired by @zep ‘s Practice 2018 talk presentation done with Pico-8 https://www.youtube.com/watch?v=87jfTIWosBw

So I thought this would be a great project for me to practice and learn coding with Pico-8.

List items are almost working, just need to figure out how to make them appear in one at a time (fade in on btn(3))

How to use:

  • left and right arrow keys to navigate the slides
  • x to fast forward
  • z to rewind

Cart #slides2020080710-1 | 2020-08-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How to edit

Change the slides table with your own content

For title pages:

{text="pico-8 slidshow\n\nby 2358",
   bgcol=13,col=7,
   tx=12,ty=35},

For animated/slide in topics list:

{text="sections",
   bgcol=0,col=7,
   tx=20,ty=20,
   alist={text={
         "topic 1",
         "topic 2",
         "topic 3",
         "topic 4",
         "topic 5"},
         lx=128*2,ly=40,
         ldx=20,
         col={2,13,12,11,10}}},

For list items: (todo: fade in one at a time)

{text="list items 1",
   marker=2,
   bgcol=0,col=7,
   tx=20,ty=20,
   mlist={text={
         "",
         "this is a",
         " ★ pico-8 ★ ",
         " slideshow",
         " awsome!",
         " thank you!"},
         lx=20,ly=20}},

To show slide page numbers (change false to true)

show_slide_numbers=false
show_slide_numbers=true

Would love to see @zep ‘s original cart on this for comparison

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You find yourself in the woods completely alone and hungry. Who or what is trying to hunt you? Collect blueberries and hunt squirrels while you avoid being hunted.

Controls PC:

Arrows - Run

X - Search in bushes

Z - Knife Attack

*Gamepad recommended.

Cart #wander_kid-2 | 2020-08-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi friends,

My next project is likely going to need to rotate sprites, so I've been looking at the various methods posted on the bbs. Something I'm wondering about while I've been looking at everyone's examples is, how does one approach collision detection for when a sprite is rotated?

I'm currently capable of AABB and bitmasking per row of pixels, but it seems I'm going to have to write some new methods to integrate either of these into a rotation algorithm, and I'm not sure where to start. I'd appreciate any links to any carts or non-p8 articles or anything, really!

CPU is also a concern for me, as I think I'm going to need a lot of it dedicated to drawing the backgrounds I need which would be rendered via something like spellcaster's rle library.

Thanks in advance! :)

8 comments


Cart #terajuhiwa-0 | 2020-08-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A simple but addictive card game. Enjoy!

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When I run my program it outputs "out of memory"
what does that mean? because I have like 4000 tokens left?

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Recently, I completed make a game which made by pico-8. And released!
But since then, there has been no reaction from overseas people.
I've been trying my best to translate English, but I'm sad that perhaps English player no one plays.
Is there anything wrong?
I would be happy if you could get any comments.

"Dungeon Witches" is a tiny 8bit Rogue-lite RPG of the cute girls with magic of the "Home".
https://1oogames.itch.io/dungeon-witches

Trial Beta (Free, html5)
http://doc1oo.lsv.jp/app/homes_witches_shibuya2020/

*Note that my cartridge capacity is too large to add to the cartverse...

Thanks!

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9 comments


Cart #bigchungus-0 | 2020-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Now, the best game of all time is also on Pico-8!
Jokes aside, this is just a simple cover of the Big Chungus Main Theme, by Endigo.
Feel free to use it if you make a real Big Chungus game!

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I'm having a problem scrolling a repeating tile. Here's how I setup my tiles:

for i=1,500 do
 add(bgtiles,{
  alive=false,
  x=0,
  y=0,
  vel=0.52
 })
end

local y=-8
for i=1,17 do
 bg_spawn(0,y)
 y+=8
end

function bg_spawn(x,y)
 for _,t in pairs(bgtiles) do
  if not t.alive then
   t.alive=true
   t.x=x
   t.y=y
   return
  end
 end
end

And here's how I update:

for _,t in pairs(bgtiles) do
 if t.alive then
  t.y+=t.vel
  if(t.y>128) t.y=-8
 end
end

But during the scroll I get this:

Here's the tile:

It doesn't matter if vel is an int or a float, I still get the misalignment. I'm guessing this is a common noob mistake! Can anyone help?

4 comments


I saw this mentioned on Discord, so I tested it, and found it to be true. I can't think of a reason for it to be this way, so I figured it should be written up as a bug.

This code:

local c=x+y

is faster than this code:

local c=0

Here's a dead-simple test cart. Hold a button down to switch from running the first assignment per pixel to running the second. I get stat(1) = 0.7709 for c=x+y and 0.8296 for c=0, when at best they ought to be at least identical.

Cart #rutesujaju-0 | 2020-08-03 | Code ▽ | Embed ▽ | No License
4

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Cart #pic0_el8_trader-1 | 2020-08-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a pico-8 implementation of the trading system from Elite. This allows you to travel the galaxy and buy/sell goods.

Navigation between screens is done using the pause menu. If you can jump to a new planet a prompt will be displayed. Currently this is restricted to a single galaxy.

Intro screen - the option to load a previous game only shows if you have a previous save. Games are saved automatically when docking in a new station.

Commander status - shows all information about the current game, including cash, fuel, inventory and equipment.

[ Continue Reading.. ]

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4 comments


Trying to use shifts instead of multiplication, I noticed an odd thing:

work_ram = 0x4300

printh(work_ram +  2*32) -- result: 17216
printh(work_ram +  2<<5) -- result: 24640  + has higher precedence than shift, is this correct? 
printh(work_ram + (2<<5))-- result: 17216
printh(work_ram |  2*32) -- result: 17216
printh(work_ram |  2<<5) -- result: 17216
printh(work_ram | (2<<5))-- result: 17216

pico-8 version: pico-8_0.2.1b_windows

Am I missing something and this is an intended behavior or there's an operator precedence inconsistency?

4 comments




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