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Cart #swingin_woods-0 | 2020-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello again!

Josiah and The Singin' Woods is a relaxing rhythm game.

Press the correct button when it's in the center of the "strike zone" line on the left.

(note: the default for the red "O" buttons is "Z" on your keyboard)

Don't miss the flashing buttons or you'll lose a life!

The game gets a little harder if you're doing well, and goes easy on you if you miss a few notes. The stars in the top right show your current difficulty.

Show me your highest score!

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20 comments


Hi everyone, I'm curious about how do you keep the track of changes made into the code, given the fact that the code, and assets are keept only in cartridges. Do you use any external tool/script to code with git and then import it into a cartridge?

3 comments


Cart #wehneh-0 | 2020-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #city8-0 | 2020-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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City-8

Description:

An 8-bit City Building Simulator based off Sim City 2000 made in Pico-8.

Controls:

Arrow Keys: Move Cursor

Press C to pick menu options + place buildings

Press V to open/close the building menu

How to play:

In City-8 there are many factors to keeping your city healthy and happy:

Cash: Earned through a tax on the population
Population/Housing: The number of people is limited by the number of houses
Happiness: Keep employment with shops and factories and health high with hospitals/ traffic low with roads

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1 comment


Cart #falling_angel-4 | 2020-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I've been trying to make a game where you fall down a shaft and procedural generated obstacles are in the way that you have to jump and move around, but I'm pretty new to pico 8 and I was wondering if anyone could help me out with some tips on how I could go about doing that.

7 comments


Cart #scrap_boy-6 | 2021-11-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
233

This is the new version of Scrap Boy, with different mechanics from the jam version.

Featuring 3 levels, 6 weapons, 3 difficulties, collectibles and a time attack mode!

(you can swap X and O in the pause menu if needed)

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25 comments


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

0 comments


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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0 comments


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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1 comment


Cart #fruitrsi1-0 | 2020-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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2 comments


Cart #cardhanddemo-0 | 2020-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


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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0 comments


Cart #zzzv_excitebike-0 | 2020-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

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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3 comments



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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6 comments


Cart #locked-0 | 2020-09-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

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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0 comments


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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3 comments


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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1 comment


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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5 comments


Cart #bunrun12-0 | 2020-09-29 | Code ▽ | Embed ▽ | No License
4

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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