Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #careful_blob-6 | 2021-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

What you see here is a physics engine test of a game that I'm working on, where you can only move Mr. Careful, the purple blob, by way of precise jumping. It's rough around the edges, and I haven't gotten to implementing the other big mechanic of the game, but feel free to test the jumping system all you want! I also haven't implemented death yet apart from the panic button, but those spikes and spike-like balls? They will be much deadlier when the time comes.

2
4 comments


Octopus Game

Cart #ranekuwema-0 | 2020-09-01 | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #nijutipako-0 | 2020-08-31 | Code ▽ | Embed ▽ | No License

0 comments


by Mot
Cart #mot_pool-22 | 2020-10-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
30

A work-in-progress 3D pool table simulation.

30
15 comments


Cart #eyn_fade_gen-1 | 2020-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

I'm making a small tool to quickly generate fill pattern for making fades. As I'm working on a game using those, I hastily threw together this small program to quickly visualize and tweak a fade based on the base pattern and to export it.

Each case in the grid represents a pixel in the fill pattern. The generator is creating a fill pattern gradient from 0x0000 to 0xFFFF while each pixel can turn off in a different frame. The pixel's value will indicate to the generator how many frames the bit must be kept at 0, with zero meaning that it'll stay down for 1 frame, one for two 2 frames and so on. Up to 17 frames worth of fill pattern can be created this way.

The default setting is the fade with the classic dithering 2x2 Bayer pattern, the one that inspired me to do this tool.

[ Continue Reading.. ]

9
1 comment


Cart #escalatorworld-0 | 2020-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Welcome to Escalator World! You can only go up from here!

Controls:

  • up/down/X to menu. (the rest is explained in the tutorial)

A tribute to one of my favorite games from the old yoyogames forums.

non-keyboard users: press up 10 times to skip the name entry screen. (when it says "use the keyboard" just keep pressing up; you're halfway done)

7
4 comments


Bullseye

Cart #noba_bullseye-0 | 2020-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Bullseye is a fast paced strategic arcade shooter where you don't shoot! Instead, enemy bullets damage each other, and you can weave your way between their attacks to make them shoot each other.

It's relatively small, but I made it with the intention of making something fun, challenging and replayable. It features 3 enemies and 3 powerups. Each enemy has an upside and downside for the player, as well as a bomb, which of course can be triggered by enemies too which will make it damage your ship.

Took about 2 days to make and I'm proud of it for my first actually finished and playable project.

Music by the ever talented Gruber. Sound effects by me.

5
3 comments


Previously when making games in LOVE2D, I made use of a simple 2D axis-aligned physics library called bump.lua. I especially enjoyed the versatility (e.g. different collision types and outcomes based on custom filtering) and the simple, intuitive API. I wanted to see how effectively it could work in PICO-8, so I forked it.

pico8-bump.lua

The main obstacle to running bump was that PICO-8 has no access to the math lua module and uses 16-bit ints, so all math.floor etc. calls were replaced with their PICO-8 equivalents. math.huge did not have a standard PICO-8 analog, so the 16 bit int max (32767) was hardcoded instead. Likewise, PICO-8 lua does not parse 10e-10 style numbers, so DELTA was changed to a regular decimal value. In addition, PICO-8 does not have access to the table module, so a separate sort function was added to replace table.sort.

[ Continue Reading.. ]

10
0 comments


Cart #endlessrunner_tweet-0 | 2020-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

An endless runner made in <280 characters. Post your best scores!

x=9y=0v=0t=0p={}r=rectfill::_::cls()
?flr(t/10),2,2,7
r(0,90,200,200,3)v+=.2t+=1
if(t%60==0)add(p,{x=128,y=rnd(40)+50})
for l in all(p)do l.x-=1r(l.x,l.y,l.x+30,l.y+99)end
while pget(x+4,y+4+v)==3do v-=sgn(v)*.2end
if(btn(4)and pget(x,y+5)==3)v=-4
y+=v
?"웃",x,y,7
flip()goto _
9
4 comments


Cart #dupararodi-1 | 2020-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Controls:
Z/C to jump and let go of the rope
X/V to attach the rope (only works if the connecting line is white, otherwise you're too far away)
Left/Right to swing on the rope (and run on the ground)

To disable music, press X/V on the title screen.

Update 01.09.2020:

Uploaded a new version, now with two game modes and three difficulty settings for each mode. Highscores are saved individually for each mode and difficulty combination.

Game Modes:

Normal

The failure line is locked to the score line and always a fixed distance away. The harder the difficutly, the closer the failure line to the score line

Speed

[ Continue Reading.. ]

10
1 comment


A happy-birthday "card"-ridge for my sister back in South Africa who is turning 30 today.

Cart #veelsgeluklida202-0 | 2020-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
0 comments


PICO-RAY

Brought to you by the same productivity-focused team as Hypercolor Paint, PICO-RAY offers state of the art 3D modeling and rendering capabilities for the Pico-8 computer system.

Cart #pico_ray_v1_0-0 | 2020-08-30 | Code ▽ | Embed ▽ | No License
71

Features:

--Ray marched, photo-realistic 3D graphics
--Soft shadows, ambient occlusion, reflection, refraction
--Materials properties, including: color, gloss, reflection, refraction, patterns
--Primitives including: box, sphere, torus, cone, plane, sponge, and landscape
--Realtime wireframe box previews
--Quick render modes for preview
--2x2 anti-aliased high-quality mode

Instructions:

PICO-RAY requires the pico-mouse to operate. Click on menus and increment widgets to create and edit geometric primitives.

Menus:

-REND- Control rendering options
1x1:No skipped pixels
2x2:Render 2x2 blocks
4x4:Render 4x4 blocks (faster)
QUICK: Render in fast grayscale with no shadows/materials (only 2X2 and 4X4)
NORMAL: Render with shadows, materials
HIGH: Render with anti-aliasing on (slowest)
OUTLINE: Show bounding boxes for all objects (selected object highlighted in blue)
HIDE MENUS: Hide menus for saving screenshots (click to turn menus on

-PARAM- Create new objects and change the dimensional properties and shape of objects.
[OBJECT TYPE] Type of the selected object primitive. Click left/right to change type.

[ Continue Reading.. ]

71
11 comments


Credit @JadeLombax for level compression.

Credit @Sascha217 for some sprites.

Credit @Czarlo for Koopa sprites and Level 2

Credit @Gabe_8_bit for the other aspects.

Newest versions (Beta Version/Demo):

Cart #smr_beta-0 | 2021-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16


The first demo of the game is below.
Cart #jasufabuhu-0 | 2020-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16


Some art I came up with:

Possible features:

[ Continue Reading.. ]

16
12 comments


As per title. I don't have enough space in my sprite sheet to recreate the fonts, which I could just scale using something like sspr. Any other way to do it?

2 comments


Cart #flyingpig-1 | 2020-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Your mom is sick. You must save her!

3
1 comment




This is a simple brute force raytracer based on the excellent book "Ray Tracing in One Weekend" It will take approximately 2 hours to render the image in the preview! The slowness is mostly caused by there being no form of object hierarchy so every single sphere is being test for every single ray generated. There's a lot of sphere's so that's a lot of calculations.

The ray tracer produced by following Ray Tracing in One Weekend is really simple and straightfoward, as a result I think this is a great cart to look at if you want to get a handle on Ray Tracing. You probably don't want to run the cart as is but nick the code and play around with a scene yourself.

Cart #yizokigaga-0 | 2020-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

If you look at the end of the code it should be pretty clear how the scene is described (simply adding sphere's to the things table). There is also the "fast" option. If you set that to TRUE then the pico8 will switch to 64x64 mode and only do 1 sample per pixel. It's a great way of making sure you have setup a scene correctly before doing a longer render.

[ Continue Reading.. ]

10
0 comments


I ordered Voxatron here, and got a receipt from Humble Bundle, but I did not receive a download link for it. I also tried putting in the order ID into the add products to accounts page but I had no success. Any reasons?

1 comment


Cart #woruyudutu-0 | 2020-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I think I've found a bug with how music and sfx channels are used; I've attached a cartridge that shows off the issue. Basically, if you call sfx() and then call music() afterward, the music won't be heard until the sfx() finishes, even though there are 3 available unused sound channels for the music to play on.

Am I misunderstanding how this is supposed to work? it seems like the music() command should figure out that it has 3 free channel slots to play in... I do see the channelmask parameter (https://pico-8.fandom.com/wiki/Music) but calling music(4,0,0b1111) instead of music(4) doesn't fix the issue. Even if it did, sometimes you want to start playing music after sound is already playing, so how are you supposed to set up in advance which channels the music has priority to play on?

[ Continue Reading.. ]

2 comments


16 Greens

A bog standard minigolf game with 4-player pass-and-play multiplayer

Cart #sixteengreens-0 | 2020-08-28 | Code ▽ | Embed ▽ | No License
24

I heard about PICO-8 literally years ago and completely forgot about it until last weekend. Downloaded it and spent the week having a great time getting to grips with it. 16 Greens is the first 'proper' game I've made so far.

Source

Lessons Learned

  • I tried to lean into the 'PICO-8 way' as much as possible; usually I'd make maps in Tiled and import them into whatever game I'm making, but since PICO-8 has a specific cart block for map data, I figured it was best to use that instead (I still used Tiled, I just wrote a python script to convert tmx files into PICO-8 map data). For this game, since I wanted each hole to be a full screen, this limited me to 16 holes, but I figured this would help me preserve precious tokens and characters. In hindsight, I actually seriously underestimated just how many tokens and characters PICO-8 affords you; I ended up under 50% of the token limit and didn't even use 20% of the character limit (after minifying). I'll try storing map data in code in future (especially since string encoding doesn't eat up many tokens).

[ Continue Reading.. ]

24
4 comments




Top    Load More Posts ->