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Cart #tweet_invaders-0 | 2020-11-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


Most of Space Invaders in exactly 560 chars for TweetTweetJam 5.

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Hey, folks!

I want to build a GitHub Action to automatically export the cartridge as HTML and publish a GitHub Page.

I have two question around this:

  1. Did someone already do this, or attempted to? Any clues for prior art would be appreciated.
  2. I'll need to have the pico8 binary published, but I don't know if I have permission to do that, and I assume I don't. Would it be ok to have a cyphered version that I'd decrypt during the build process with gpg or something?

Cheers!

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abababab eai oioi

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Cart #diwipeboju-0 | 2020-11-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My entry in #TweetTweetJam, in 554 characters.

Cross four levels of increasingly busy traffic, using only the up and down arrow keys!

This was my first time trying a minimal-code jam-- I read various forum tips but I'm sure there's still some compression to be had. Since the jam rules were to use source code only, no spritesheet/map/sfx data, I had the idea of Poke-ing a basic sprite into memory and then using sspr() and palt() to reuse it in different forms... and a little game evolved from that.

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Cart #jumpking-4 | 2020-11-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
20

This is my pico version of the famous Jump King game that has been release in 2019.

You can get it here if you like the concept https://store.steampowered.com/app/1061090/Jump_King/

-Controls-

You just need to press x and release to jump, the longer you press the higher you go

and you can control your jump with the arrow keys.

-Credits-

Idea from Nexile, Ukiyo Publishing Limited

Lucas Dara Blondin

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Cart #zebozanone-0 | 2020-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

My first attempt at a shmup type game. Fairly basic with 3 enemy and weapon types in addition to bombs and life drops.

The code is a mess. I might go through and refactor it one day, but I'm mostly just happy to be done =)

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Cart #evalbug-0 | 2020-11-06 | Code ▽ | Embed ▽ | No License
2

Hi @zep,

Unless I'm missing something obvious, I seem to have stumbled on a weird bug.

It seems that inside an FOR..LOOP (potentially other places too),
if the incrementor is something other than 1 or 0.5 (such as 0.4),
then even though PRINT is "saying" the value is 1.4, it is not comparable with that value
(perhaps a precision/rounding happening in PRINT?)

Code below:

cls()

?"-- works -----"
for z=0,3,.5 do
	print(z)
	if(z==1.5) print("😐")
end

?"-- fails -----"
for z=0,3,.4 do
	print(z)
	if(z==1.6) print("😐")  --<<<< NEVER hits this 
end

[ Continue Reading.. ]

2
2 comments


Cart #loca_conda-1 | 2020-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Inspired by a game on Amstrad CPC this is my attempt make a game in the snake category. This is my first ever pico8 game.

15 Levels
2 Types of enemy, CPU controlled snakes and the vicious seeker.
3 Types of bonus
S to make your snake short
L to gain a new life
Ghost gain one new life every three levels.

I hope you all enjoy this as much as I enjoyed playing the original.

Level music by @SmellyFishstiks

Update v1.1
Minor update to allow input buffering as suggested.

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This is a work-in-progress. You can run around and collide with objects. There is an enemy with which collision is detected however the enemy does not move. More to come in the future.

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Cart #reference-0 | 2020-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Quick and simple suite demonstrating API references from the pico-8 fandom site.

The default setup (in the editor) displays many preconfigured examples.

As a bonus, the output is a neat & tidy guidelined file folder diskette design.

There's some magic numbers and kinks that need to be ironed out but here it is.

Intended to be used as a fast barebones engine or just a learning example kit.

examples from the fandom wikia demonstrated for general purpose

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3D texture mapping with tline (plus some other stuff, like wireframe rendering, and solid color polygon rendering). Did this as a learning project, to study old-school pre-GPU 3D graphics.

Thanks to freds72 and johanp for inspiration & example code.

Cart #texture_map-0 | 2020-11-06 | Code ▽ | Embed ▽ | No License
14

References if you want to learn.
http://www.multi.fi/~mbc/sources/fatmap2.txt
https://chrishecker.com/miscellaneous_technical_articles#perspective_texture_mapping
https://www.cs.cmu.edu/~fp/courses/graphics/pdf-color/14-raster.pdf
https://en.wikipedia.org/wiki/digital_differential_analyzer_(graphics_algorithm)
https://en.wikipedia.org/wiki/selection_sort
https://en.wikipedia.org/wiki/sutherland%e2%80%93hodgman_algorithm

[ Continue Reading.. ]

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Cart #swirltris-0 | 2020-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

2 comments


Cart #rectacatch-1 | 2020-11-06 | Code ▽ | Embed ▽ | No License
11

Try to catch the moving rectangles in the smallest possible space.
When the space is reduced by 50% the next level becomes available, but you can still make the current one smaller.
The smaller the space, the more points you will get.

v1.1

  • Fixed an issue where not all levels could be reduced by 50%

v1.0

  • Initial version
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Cart #invertedcircle-1 | 2020-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4


I noticed that people relatively often ask for a way to draw an inverted circle and don't have an easy way to implement it, since it requires a bit of math that can be difficult to derive without experience. I decided to make a quick cart and standalone function to do that! This isn't amazingly efficient, and it only does circles (not ellipses), but it is a drop in function:
Update: new function utilizing trig, faster and now subpixel!

x=x or 64
	y=y or 64
	r=r or 32
	left=left or 0
	right=right or 128
	top=top or 0
	bottom=bottom or 128
	local p=r*6.28
	if(top<y-r)rectfill(left,top,right,y-r,c)
	if(bottom>y+r)rectfill(left,y+r,right,bottom,c)

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=83816#p)
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Cart #amongthestars560-3 | 2020-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


small game I made for a #TweetTweetJam

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wobdat="1f00514302d06ee1179c8d34a74033b359e834319ba6504fa4690ade340000"
str_to_mem(wobdat, 0x4300)
mywob = wob_load(0x4300)
function _draw()
cls(mywob.back_col)
wob_draw(mywob)
end

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Cart #determination-1 | 2020-11-05 | Code ▽ | Embed ▽ | No License
2


Just a fun little thing.

2
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Cart #bug_anon_inline_func-0 | 2020-11-05 | Code ▽ | Embed ▽ | No License

I'm trying to use anonymous inline functions and I'm finding some weird behavior when they are on tabs.

Putting everything in tab #0 works:

x=1
function _draw()
 cls(1)
 print('x is '..x)
end

(function()
 x=2
end)()

And moving the inline function call to tab #1 works:

x=1
function _draw()
 cls(1)
 print('x is '..x)
end

-->8
(function()
 x=3
end)()

But putting an inline function call on both tab #0 and tab #1 does not work:

x=1
function _draw()
 cls(1)
 print('x is '..x)
end

(function()
 x=2
end)()

-->8
(function()

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=83769#p)
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Cart #ferukojafo-0 | 2020-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

First Cart! I wrote an N queens solver because that was what was in one of my csci classes some time ago.

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