Log In  

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

Cart #tepigiyaga-1 | 2020-10-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


new version adds enemies, 10 levels to complete.



Cart #sehofebari-0 | 2020-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


Cart #tepigiyaga-0 | 2020-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


[ Continue Reading.. ]

3
9 comments


I was setting up PICO-8 on a raspberry pi on my TV, and I thought to myself, "Wouldn't it be nice if I could use my phone as a controller?". Obviously not ideal for games where tight controls are necessary, but a perfectly valid use case for slower or turned-based games.

Enter in Unified Remote!

At it's core, Unified Remote allows you to turn your phone into a remote, and it comes bundled with a bunch of remotes for various applications. However, I couldn't find anything that worked with PICO-8 out of the box. So I took it upon myself to create a custom remote.

This tutorial will assume you are running PICO-8 on a raspberry pi, and does not go into the setup of that piece.

First, you'll need to install the Unified Remote Server on your raspberry pi:

wget -O urserver.deb http://www.unifiedremote.com/d/rpi-deb
sudo dpkg -i urserver.deb 
rm urserver.deb 

Next, you'll need to setup Unified Remote Server to run as root whenever your pi starts up:

[ Continue Reading.. ]

4
0 comments


Hey all! I'm trying to find a code editor, or code editor extension, that can highlight matching pairs such as function/end, for/end, if/end, etc. - similar to how most code editors will highlight matching parentheses or brackets.

I haven't really gotten the hang of proper indentation yet, and I'm having trouble troubleshooting nested bits of code where I end up with the wrong number of "end"s at the end!

Except for this issue, Brackets and Visual Studio Code have both worked nicely for me so far. Simple/lightweight programs are preferred if possible.

Any suggestions, even of what terms to search for, are greatly appreciated! Thanks for helping me with this total amateur question!

4 comments


Cart #spajukuro-0 | 2020-10-10 | Code ▽ | Embed ▽ | No License
1

made this little test and while you can only set one
cartdata address you can use run() to do it again with breadcrumbs
and such. this is both a stupid way to store data and the biggest
brain way possible. does anyone think this is a bug?

1
6 comments


I love the Pico8, but I have to admit I find the user interface for actually making stuff really hard to use, and the font went too far in trying to be small instead of easy on the eyes and readable.
And I was just wondering, in general, if there were any plans for a "Super" version of the Pico8, with a larger font, larger resolution, expanded colour palette, etc, and maybe some OOP stuff instead of being purely functional.

2 comments


Cart #hayodasuy-0 | 2020-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4


Hi everybody.

This is my first offering. I thought I'd share some of my hacking around making a 3d rotating object. Currently can make a cuboid with length, width, height and rotate around x,y,z axis using the arrow and 'z' 'x' keys.

I've been working at making classes so that I can easily extend the shapes I can create.

Let me know what you think.

4
4 comments


Is there any difference in performance between doing this

player = {
 update = function(self)
  -- do things
 end
}

and

player = {}

function player:update()
 -- do things
end

Thank you!

1 comment


Hey, all. I picked up PICO-8 in the Itch bundle a couple months ago. Finally got around to poking at the PICO-8 and I love what I'm seeing. The idea of the picture being the cartridge is just something that brings back the feels.

Reminds me of the old days, manually typing in games from a book. A whole weekend spent programming Star Trek only to find out that I had the wrong version of BASIC.

Anyway, I hope to get going with game design soon. My history in that field is in the tabletop space, so going digital is a whole new thing for me.

Quick question, but is there a way to make map screens connect to one another to simulate a cube? I am thinking about doing a pseudo-3D space shooter.

2
2 comments


Cart #picuno-1 | 2021-07-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

A simple UNO clone with some AI.

Z/Circle: Play card
X/Cross: Call UNO (on yourself defensively or on others offensively)

Arrows to move the cursor.
Press Up to move the cursor to the deck (so you can draw a card).

Revision 1 Bugfixes:

  • Fixed a bug where debug controls to draw cards without spending your turn were left in.
  • Fixed a bug where the game would crash if more than one AI player attempted to call UNO at the same time.
10
4 comments


*edit 2: 0.2.3 has a built-in way to do this with tostr

edit: see downthread for a better function

I was thinking about high scores in PICO-8 a while ago and it occurred to me that they'd make more sense as unsigned 32 bit integers than 16b.16b fixed point decimals. The easy part in that case is adding points - simply increment in units of 0x0.0001 instead of units of 1 - but if it's a high score, I'd also like to be able to display it.

Thus:

function tostr_u32(n)
	-- return n as a 32-bit uint
	-- 92 tokens, ~1/780 of a 30 FPS CPU per call
	-- " " as thousands divider

	-- calculate ones
	-- (0x.03e8 = 1000 * 0x0.0001)
	local s=tostr(shl(n%0x.03e8,16))
	if n>0 then
		n/=1000
	else
		-- if not-actually-a-sign-bit is set
		-- have to be a little tricksy

		-- splitting in half
		--  n&0x0.ffff lower
		--  lshr(n,16) upper
		-- upper half unit = 65 536
		-- so within thousands:
		local m=536*lshr(n,16)
		m+=n&0x0.ffff
		-- originally used
--		local m=536*lshr(n,16)+n&0x0.ffff
		-- but that returned wrong results
		s=tostr(shl(m%0x.03e8,16))
		-- and doing the division by
		-- 1000 in two steps:
		n=lshr(n,1)
		n/=500
	end

	while n~=0 do
		while #s%4~=3 do
			-- pad with zeros
			s="0"..s
		end
		s=tostr(shl(n%0x.03e8,16))
			.." "..s
		n/=1000
	end

	return s
end

I'm sure this could be minimized further and/or optimized further and/or made more general, but I'd be willing to use it as is so I figured I'd share.

3
15 comments


My game for Ludum Dare 47, a little puzzle game with a tline rotation effect.
I made the effect without any idea what I was doing with it, then scrambled to finish the puzzle part for the jam deadline...

Cart #pcc_ld47_chronometry-0 | 2020-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7



7
5 comments


Cart #rwunsire-0 | 2020-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Cart #wofbifete-0 | 2020-10-09 | Code ▽ | Embed ▽ | No License
1


Cart #yomuzusoti-0 | 2020-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

My 3 cool test things!

1
1 comment


Cart #stridee-1 | 2020-10-09 | Code ▽ | Embed ▽ | No License

1 comment


Cart #crowded_dungeon_crawler-3 | 2021-11-11 | Code ▽ | Embed ▽ | No License
189

Controller/Keyboard

Mouse and Keyboard

Gameplay

Crowded Dungeon Crawler is a mix of puzzle and dungeon crawler. Your goal is to defeat enough enemies to open the door to the next level.

  • The TIME bar depletes as you play. Once it's empty it's game over. Attacking enemies and buying items will stop time for a few seconds.
  • Melee items require HP to be used. When attacking multiple enemies, only the strongest one in the group will damage you.
  • Magic items require MANA. Each item has a specific mana cost. If you don't have enough mana to cast an ability, you can hold the attack button to convert TIME into MANA.

[ Continue Reading.. ]

189
21 comments


Cart #gemdrop-2 | 2020-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Gem Drop (beta)

Please let me know what you think! Feedback welcome.

Thanks!

5
4 comments


Controls:

-Arrow keys to move
-X to open key UI

Cart #theblues-7 | 2020-10-09 | Code ▽ | Embed ▽ | No License
1

1
1 comment


Hallo Pico People,

Loving it here. First post!

So i'm working on a 2D physics based collision engine.

...Imagine a whole bunch of polygons flying around, wrapped in AABBs (axis aligned bounding boxes)...

And I was wondering if this was a legit/efficient way to check if Two Edges/Line-Segments Intersect.

1. Treat them as AABBs and check if those overlap, is so keep the "resulting mini rectangle".
-->otherwise abort

2. Treat them as Linear-Functions (infinite strait lines) and check if they are parallel, if NOT determine the resulting "point of intersection"
--otherwise abort

3. check if the "point of intersection" is inside the "resulting mini rectangle".
--return that point, otherwise abort


--do segments intersect? if so where?

function segments(a,b)

 local r=overlap(to_rect(a),
                 to_rect(b))

 if(not r)return false                

 local pt=intersection(a,b)

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=82711#p)
7 comments


It's that time of year -- Halloween!

And that means... it's time for a spooky jam, pico-8 style!
No color limitations this time -- just monsters!

Monsters Are Cute Jam

What: a pico-8 Halloween jam for 2020

When: NOW through October 29th

How: I uh.. just make a game or pico8 toy?
Ohhh and add monster(s)! Cute or.. not so cute -- just gotta have a monster somewhere, somehow, some...when!

Please use the #macojam tag on twitter to share progress gifs, ideas, requests for collaboration, etc
Or you can post in this thread here on the lexaloffle forums!

10
9 comments


by Mot
Cart #mot_pool-23 | 2020-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
214

This is Mot's 8-Ball Pool, a little pool simulation inspired by 3D pool on the C64 and Amiga.
Shoot a round of pool against a friend, or one of the 7 different AI characters.

UI

The UI at the bottom of the screen shows how each player is progressing.
The player's name flashes when it is their turn.
The color they must sink is displayed next to their name, and the balls already sunk are displayed above.
A white ball indicates they have a free ball.

When player fouls, the reason for the foul is displayed in a scrolling message along the bottom of the screen.

[ Continue Reading.. ]

214
14 comments


How would I go about comparing numbers greater than 32,767?

I'm using @Felice's code from https://www.lexaloffle.com/bbs/?pid=22677:

function get_score_text(val)
	local s = ""
	local v = abs(val)
	while (v!=0) do
		s = shl(v % 0x0.000a, 16)..s
		v /= 10
	end
	if (val<0)  s = "-"..s

	if(s=="") then
		s="0"
	end

	return s 
end 

I'm saving the three highest scores to the cart data. Unfortunately, I'm struggling to solve how to determine if the user's current high score (stored as a string) is greater than one of the other three. I'm looking for a function along these lines:

function check_new_high_score()
    --high_scores = table of tables { 1 => (player_name), 2 => (player score) }
	for i=1,#high_scores do
		local raw_high_score = get_score_text(config.total_score)
		local raw_saved_score = high_scores[i][2]

		if(raw_high_score>raw_saved_score) then

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=82692#p)
4 comments




Top    Load More Posts ->