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Hey everyone!
I have an idea that could benefit a lot of newbies such as myself. The basic premise is to post a growing list of tiny ideas that range in complexity from simple to hard concepts. The reason I thing this is a great idea is for two main reasons. The first is that staring down a whole project while exciting and fun can be intimidating. The second reason is that when I was learning Python I found lists like these that taught me how to program. I always found this extremely useful and I think others will as well. It also teaches thinking like a game developer by breaking things down.

So my suggestions for making tiny ideas:

  • Make statements randomly print (Beginner)
  • Draw a unique sprite and move it around (Beginner)
  • Create an effect in a function (Beginner)
  • Animate one object on repeat (Intermediate)

Looking forward to hearing other tiny ideas!

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Cart #jump_flood-1 | 2020-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made this for practice, to try out the Jump-Flood Algorithm, but it turned into a little interactive click-through thing, so here it is. It might be a little hard to understand at first, but if you're interested in parallel processing, it's an extremely powerful tool.

Jump-Flood is useful for "parallel-fill" operations. For detailed information, this wonderful article by Ben Golus explains why and how you might want to use the Jump-Flood Algorithm for a realtime "perfect thick outline" post-processing shader, by live-generating a 2D distance field from a rasterized silhouette.

In this simpler example, the input is a 1-dimensional sequence of increasing numbers, with an unpredictable number of trailing zeroes after each unique value. The goal is to "fill-forward" each unique value, so it gets copied over all of its immediately-trailing zeroes. This is easy to do in a serial process, "CPU-style" (just one big for-loop through the whole list, remembering the most recent nonzero value and overwriting any zeroes with it) - but it's much more complicated if you want to solve this same problem with a parallel routine - for example, in a GPU program, for a big list! The naive parallel approaches are very wasteful, and they scale very poorly by comparison.

[ Continue Reading.. ]

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found a bug in 0.2.1b (also current bbs version) while using tline() to shear rectangles

see the cart

observe that there's only 2 configurations that get chopped incorrectly (one where the startpoint is below the screen and one where the endpoint is above the screen) (although others also have ugly artifacts)

Cart #dimumayuyi-0 | 2020-09-26 | Code ▽ | Embed ▽ | No License
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Cart #spritesheetgiftest-0 | 2020-09-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I was looking into methods for extending the spritesheet memory of a cartridge, but the only result I could find on google (after an admittedly short search) was a post that was slightly inefficient when it loaded the spritesheet into memory, making it only suitable for use in fullscreen graphics like a title screen. This was noted in the post, but I thought that I could make some improvements.

Limitations

This code is very small when inserted into the cart, other than the actual spritesheet data. The current data is stored in a completely uncompressed binary string, which in the worst case can balloon up to 16-20k characters.
(NOTE: This is only when storing a completely black spritesheet, which should ideally be never. If your spritesheet has large portions of completely black (color 0) space, try replacing it with some other color you're not using, or using palette swapping.) The average spritesheet should be able to be stored in 8-10k characters.

[ Continue Reading.. ]

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Cart #memory_2bc-0 | 2020-09-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Long ago, while working on another game that I never finished, I stopped and made a quick & dirty version of Memory. I only just realized, more than a year later, that I stuck it in Work in Progress unintentionally!

Use the arrow keys to navigate the grid, ❎ to flip a tile, 🅾 to toggle show/hide the time clock (useful if you want to see how close you are to a personal best). When you match two tiles, they'll stay flipped. When you match all 16, the game is over! Try to see how fast you can match all 16 tiles. My personal best is 23 seconds, but I'm sure it can be done faster. I blame my arthritis for my performance :). If you beat 23 seconds, let me know in the comments!

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EUROPICO 88

The unofficial tie-in video game for the 1988 European Championship in West Germany!

Cart #ruairidx_europico88_v110-0 | 2020-09-26 | Code ▽ | Embed ▽ | No License
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EUROPICO 88 is a top-down football game heavily inspired by 90s semi-arcade-style football games like Sensible Soccer and International Superstar Soccer (recognise that menu music...?). Simulation aspects like substitutions, through-balls, slide tackles, teams with different stats and referees were eschewed in favour of speed, simplicity and an AI that won't let you have it easy but is satisfying to outfox. Players can choose any of the 8 teams participating in the EURO 88 finals in West Germany, and can pit themselves against their friends, the computer, or just sack it off and watch the computer play itself!

[ Continue Reading.. ]

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There's been quite a bit of chat on the discord about bitplanes. So:

Cart #somuneyetu-0 | 2020-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Inspiration

Unmangled source:

frame=0

function _init()
 poke(0x5f5f,0x10)
	pal(1,8,1)
	pal(2,11,1)
	pal(3,10,1)
	pal(4,12,1)
	pal(5,128+8,1)
	pal(6,128+11,1)
	pal(7,7,1)
end

function radfunc(off)
	--added 0.1 to avoid an unsightly blip at 1.0
	return cos((off&0xff)/256+0.3)*10+20
end

function xfunc(off)
	return 64+(30+10*sin(frame/600))*cos((off&0xff)/256+0.1)
end

function yfunc(off)
	return 64+(20+5*sin(frame/600))*cos((off&0xff)/256+0.2)
end

function _draw()
	cls()

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=82260#p)
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Cart #some_adventure-1 | 2020-09-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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so this is a game made by a tutorial (here's the link: https://www.youtube.com/watch?v=J1wvvbVQ5zo it's not made by me ), remember this is an alpha, so i'll change the sprites (make original ones) and maybe make some sounds.

press X to open the inventory

thx for testing and have fun!

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Before I knew it, I had made a lot of them...

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Cart #creatumapa-3 | 2020-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #creatumapa-2 | 2020-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Someone was asking about how to encode multiple text images as smaller multicolour images on the discord. Well:

Cart #jogitomoso-0 | 2020-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #asteroidmission200-0 | 2025-06-20 | Code ▽ | Embed ▽ | No License
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You're on a mission to collect asteroids.
Invite invasive species to the sector to inflate the value of the asteroids you collect.
There are also upgrades you can get for your ship, such as a booster system and a barrier.
Watch out for the space squid's deadly ring, the red dwarf's mass ejections, and more!
Collect enough money to enter HARD MODE, which earns you double the money, but you're all alone in a much more aggressive sector.

CONTROLS:
Left/Right/Up/Down : Move ship
(O) : Start Game / Buy upgrade / Boost (if unlocked)
(X) : Open shop menu

Version 2 is out! Enjoy all of the enhancements and new content :D
Note: the game only saves which mode you have reached and your high score record

[ Continue Reading.. ]

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Cart #dialog_box-0 | 2020-09-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Dialog Box Library

For Full Moon Sweet, we created a dialog box inspired by Oli414's Dialog Text Box Lib that could be used for both the intro story and the battles. All of the code for our dialog widget was pretty self-contained, so I thought I could package it up for others to use in their own games.

How to play the demo

Z = Continue Text
X = Skip to the end of the line

How to use in your game

  • Copy the dialog object from this cart and paste into your own game.
  • In your game's _update function, call dialog:update() and in the _draw function, call dialog:draw().

[ Continue Reading.. ]

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Back with my portation of that classic 1982 for Vic-20! Enjoy!

Cart #jufesemeka-4 | 2020-09-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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What if i, instead of doing games, i make mechanics for games?

i feel like this is a good idea.

puzzlescript.

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I present to you my first public cartridge, a simple countdown timer.
I made this to show on my stream while working on the Ludum Dare game jam.

It is currently set to countdown to the Jam deadline in BST time.
To use it for your different time-based or competition deadlines, simply edit the day and hour variables at the top of the code.

Does not work over a month boundary - as the next LD is all in October I didn't spend any time to support it.
The day value will always mean that day in the current month.

Cart #marejatanu-0 | 2020-09-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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how do i target nonlinear values in a table in loops?

values={
 v1=1,
 v2=2,
 v3=3
}

yes i know about

pairs(tbl)

but i don't know how to use it in this context.

any help would be greatly appreciated.

thanks!

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I am very happy to share my very first game in PICO-8.
As I had no experience in programming it took me several hours to create this, simple as it may be.
Hope you can enjoy this little experiment

Paolo

Cart #paolonox1969-0 | 2020-09-23 | Code ▽ | Embed ▽ | No License
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Cart #witchery-1 | 2020-09-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #witchery-0 | 2020-09-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A zelda-like dungeon crawler where a little witch must save the world from an evil sorceress

This project is the first pico-8 game I've made so its a bit buggy in places.

Controls:

Arrow keys - move

C - Shoot (use arrow keys after shooting to change magic direction)

V - Open potion screen (Press C to use potion and press C on 2 ingredients to create a potion)

[ Continue Reading.. ]

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