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I saw a cool post on reddit showing off a handheld pico 8 player using a raspberry pi zero and a tft 1.3" bonnet from adafruit. The bonnet had both input and a tiny screen, and connects with the raspberry pi via pins.

But i also really liked the idea of being able to play games with Friends, so i was thinking if it would be possible to link 2 raspberry pi's, either via bluetooth or wifi or cable. Where the one RPI (raspberry pi) would be in normal mode and be playing pico 8, while the other would be in a "mirroring mode", via the connection it would mirror the display of the 1st RPI, and would send inputs to the 1st RPI (but as player 2)

However i am unsure how to approach this project, and would like some insight and or CC

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Cart #simpleformer-0 | 2020-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A short platformer I made to learn Lua and PICO-8!

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Cart #kakafowuyi-0 | 2020-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Testing if I can make a parallax effect with infinite scrolling

Right arrow to move while held down; Left arrow to move one frame.

Feel free to use the code as you with :)

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Cart #terrain_generation_no_noise-1 | 2020-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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After many months of trying and failing to understand how to implement noise (Perlin or otherwise), I decided to simply try to write terrain generation for myself. Using the basics of noise, I began with a completely random map of numbers which I then iterate through. Each individual number takes the average of those around it. Repeating this a few times gives a relatively terrain-like map. I then simply changed numbers into number 1-16 so they would match Pico's color scheme and assigned certain numbers colors to make it look like mountains and grass.

The main function giving the rounded feel is named Noise(). The second value is roughly equivalent to octaves in Perlin noise (I named it "times"). By increasing or decreasing the number, you end up with a less or more noisy image.

[ Continue Reading.. ]

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Cart #fruitrsi1-0 | 2020-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #cardhanddemo-0 | 2020-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a demo on how to display the cards in a player's hand. Hope you find this useful!

--the amount of room for the cards to be in
hand_width = 96

--the size of the room in pixels
room_width = 128

--number of cards on screen
card_num = 0

--the width of the card in pixels
card_width = 12

--how many cards until they compress
card_fit_num = flr(hand_width/card_width)

function _update()

	--update card_num
	if btnp(❎) then
		card_num += 1
	end
	if btnp(🅾️) and card_num > 0 then
		card_num -= 1
	end
	--update hand_width
	if btn(⬆️) then
		hand_width += 1
	end
	if btn(⬇️) and hand_width > 12 then
		hand_width -= 1
	end
	card_fit_num = flr(hand_width/card_width)

end

function _draw()

	--draw stuff
	cls(1)
	print("card num:"..card_num,43,50,6)
	print("x to add card",37,58)
	print("c to retract card",29,64)
	print("⬆️⬇️ to change hand size",15,70)

	line(room_width/2-hand_width/2-2,98,room_width/2-hand_width/2-2,117)
	line(room_width/2-hand_width/2+hand_width+1,98,room_width/2-hand_width/2+hand_width+1,117)
	line(room_width/2-hand_width/2-2,98,room_width/2-hand_width/2+hand_width+1,98)
	line(room_width/2-hand_width/2-2,117,room_width/2-hand_width/2+hand_width+1,117)

	--where the magic happens
	if card_num > card_fit_num then
		for i=0,card_num-1 do
			spr(1,(room_width/2-hand_width/2)+(hand_width-card_width)*(i/(card_num-1)),100,2,2)
		end
	else
		for i=0,card_num-1 do
			spr(1,(room_width/2-hand_width/2)+hand_width/2-(card_width*(card_num/2))+(i*card_width),100,2,2)
		end
	end

end
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Cart #zzzv_excitebike-0 | 2020-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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left/right to move (coarse movement like an old LCD game)

Just a simple thing I've been working on the last two days. All my projects get so ambitious and so muddled and so lost, so it was time to make something short. I'll be back with updates to extend the music, I got really into making the instruments work together and they deserve to be applied more!

patreon.com/zzzv

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Cart #mazedog-0 | 2020-09-29 | Code ▽ | Embed ▽ | No License
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by https://www.lexaloffle.com/bbs/?pid=44468#p

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Cart #locked-0 | 2020-09-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a simple implementation of a 2 player abstract strategy game.
The idea behind it was: a strategy game where you don't capture pieces.

The instructions and rules are in the cart (and hopefully aren't too confusing) but the general idea is to stop your opponent from being able to take a turn. This is done by locking all their pieces either outside the board or using your pieces. You can strike locked pieces to move them or free them.

Two players are needed (or you can play against yourself), I wanted to write a cpu player but realised that I don't really know what the strategy for this game is yet, so perhaps that is for the future. You can switch on the second controller from the pause menu or just both use the same controls.

[ Continue Reading.. ]

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I'm surprised I haven't noticed this before.

I'm not sure if this is a regression in 0.2.1b or if it got outright broken, but @zep, I swear you fixed it in the past. But in 0.2.1b pack() is always setting the table.n value to 0:

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A simple thank you card!

Made in under an hour, so it's a bit rough, but it works...

Cart #thanks2020-1 | 2020-09-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A falling block/puzzle type thing that I've been making. Can anyone spot the influences?

(edit, added magic forks :)

Cart #fruitrsi-5 | 2020-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #bunrun12-0 | 2020-09-29 | Code ▽ | Embed ▽ | No License
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This cart is still in progress. I just wanted to upload it to show a few people.
So at the moment, tapping Z will increase your run speed ever so slightly, but it returns to normal after a moment.
Later, running faster will be easier for wolves to hear, and attract their attention to you.
X is used to show the path finding grid, but path finding isn't fully implemented yet, though the methodology is commented out in the wolf state system tab in the "RESUME" state. The grid is generated each time you enter a new room, and the wolves will really only use it to investigate sounds, or to find their way back to their regular patrol paths.

Today, I got the bunny to hop, I removed moving backwards (as the down button will be reserved for throwing rocks), and I modified some of the sprites, and commented out the RESUME state.

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---------- Pico 8 on other devices????----------------
Does Anyone think that Pico 8 could be on ios or android or probably some gaming consoles?
This is kinda stupid -_-

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Cart #qpong-0 | 2020-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Today is Game Boy's 30th anniversary in Europe. To celebrate, I ported the first ever game I made, QPong to PICO-8 on GameShell which looks very similar to a Game Boy. This is the closest to making a GB game without doing it the hard way using C or Assembly!

QPong is a quantum version of the classic Pong. In this game, you need to construct a quantum circuit to control the paddle position. Spooky quantum phenomena like superposition and wave function collapse show up in the game if you place H gates on the circuit.

Controls

  • W, A, S, D: move cursor

  • Z: Place/remove Hadamard gate

  • X: Place/remove X gate

Links

Please read my blog post for details about the game and everything about quantum computers!

[ Continue Reading.. ]

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Hi all!
I'm Elia and this is my first post here.
I'm enjoying a lot PICO-8 but I've stumbled across a mystery.

To get to the point, I was reading the pico8zine#2 as a tutorial, and the first chapter makes u do a game of life program.
The example was not using the _update and _draw function, so I changed a bit my code to use it, and at first I thought something wasn't working with the code, and later discovered I was running at 15fps!

It was a bit weird since I was basically doing just the things the tutorial said, I then tried to switch to not using _draw but drawing with flip and a while(true) as the tutorial, and now all works fine!

I don't know if this is intended, but I used stat(1) to look at the cpu usage, and I had more than 17 with the tutorial version, when I though more than 1 lead you to 15 fps.

This is my version with the _draw and _update functions:

Cart #huhegojuze-0 | 2020-09-28 | Code ▽ | Embed ▽ | No License

[ Continue Reading.. ]

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Cart #helipilot-0 | 2020-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zigesewabe-0 | 2020-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #nanodungeon-1 | 2020-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a simple dungeon game. I made this in a few days of my free time as my first dive into PICO-8. Run into skeletons to kill them, which costs 1 HP. Silver keys to open chests, gold to open the door to the next area. Try to collect all 26 treasures!

v1.1 - Fixes the bug with the door forward. Whoops!

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