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Cart #edge2-2 | 2021-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

New things:

  • A level editor that doesn't really work well
  • Climbing
  • More bugs
  • My brain hurts

Yeah, i don't really thing i will go on with this project. Well, it depends.

Depends in if my coding skills are enough to continue this thing.

i dont think so

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Cart #class_inherit_example-1 | 2021-01-30 | Code ▽ | Embed ▽ | No License
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Classing Example

While I like lua, it drives me crazy that it does not contain a simple class constructor like python, or newer version of javascript. I find the metatable concept to be very awkward and difficult to adjust to, coming from other scripting languages.

Here, I am demonstrating how I typically handle my actor objects when making games using an object-oriented approach. I like all of my game entities (like the player and NPC characters) to be their own objects with methods that are common to them (update and draw being the main needed items).

The snippet here is my starting templet for most of my games. The "Actor" table is my default object. The method "New" can be used for two things:

[ Continue Reading.. ]

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Cart #enoshima_picnic-1 | 2021-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[0x0]

Controls
X to start, directional keys to move.

[0x0]

[ Continue Reading.. ]

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Cart #hunch001-0 | 2021-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my game release using PICO-8, it's a demake loosely based off the C64 version of Hunchback.
It has most of the key features except the knight that climbs up the wall.
There are 16 levels in this version.

Things to improve:
1 - The level difficulties are a little uneven as you progress. They need balancing.
2 - Colliding with a projectile is simplistic. That is, not effects present.
3 - The game is light on frills.

Let me know what you think in terms of game play.
I would love to tackle other older classic games of a similar nature.

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... stop looking at me

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Something is wrong.

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Cart #maximumball-0 | 2021-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How to Play

Punch the ball at the targets. Hit as many targets as you can within the time limit! The quicker you hit a target, the more points you get.

My high score is 2008. Can you beat it?

Controls

⬅️&➡️: Move
Z/🅾️: Jump
X/❎: Punch

Tips

  • The targets spawn in a specific order. Use this to predict where the next one spawns.
  • Move or jump in the direction you're punching to make the ball go faster.
  • Hold X/❎ after game over to get back into the action quickly!
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4 comments


Cart #fervour-1 | 2023-03-15 | Code ▽ | Embed ▽ | No License
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Slice, swing, shoot and dash your way to victory

Monsters have stolen souls from your land and it is up to you to get them back.
As a dodgy armless creature that uses weapons as substitute to arms, it should not be that difficult, right?

Controls

Keyboard: Arrow keys, Z and X
Controller: D-pad / Joystick, A and B

Balance update

I went back and played this game and realized I could improve it a bit.
It's still not perfect, but I think the changes I made improves the experience a lot!

  • Increased move speed
  • Increased attack speed
  • Reset health between levels
  • Increase stamina recovery when standing still
  • Decrease range and speed on dig enemy
  • Saves between levels
  • Remove weird floor tiles
  • Add splats when enemies are destroyed
  • Better feedback when you hit the boss

Credits

Sebastian Lind

[ Continue Reading.. ]

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4 comments


This was made by my son (7 years). Of course, i helped him the most with coding.
But all assets, sprites, sounds, level design and concept is done by him.
he had a lot of fun with it.

Instructions: Find the exit (green arrow) and don't touch the lava block. The game has 9 levels.
See the block declaration below.

Cart #midijebobo-0 | 2021-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Legend:

See my cart:
https://www.lexaloffle.com/bbs/?tid=41104

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Cart #mot_wolf3d-3 | 2021-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This isn't really a game - unless you consider it a short "Walking simulator" - it's more of a tech demo.

The engine is a basic Wolfenstein-3D like 3D engine. It has floor and ceiling textures and render reasonably sized and complex rooms at 60 frames-per-second, in a 128x96 viewport.

  • Arrow keys = move
  • X = toggle map mode

If anyone feels like something out of it, it's fairly easy to get started with (details below).


Levels are built using the map editor, using the sprites on page 1.

The bottom left sprites are walls, except the left-most one which positions a door.
The next row up is for placing objects.
The numbered circles are for placing triggers that trigger code when the player reaches them.
The gray arrows at the top are for setting the player start position and direction.

You can use the top left 124x32 tiles of the map area.

Wall textures (and door texture) are sprite tabs 2 and 3.

You can define up to 8 (including the door).

Objects are sprite tab 4.

They are always 16x16 pixels. You can define up to 16.

Objects must be defined in the "otyp" array (code tab 1):

otyp={
-- y    h   w  solid flat
 { .33,.4, .5, true},
 {-.36,.25,.25,false},
 {   0, 1, .3, true},
 { .5,.45, .7, false,true},
 {.375,.5, .7, true},
 { -.3,.4, .3, false},
 { .3,.35, .4, true},
 { .5,.45, .8, false,true},
 { .1, .8, .4, true},
 { .2, .6, .6, true}	
}
  • y = y position (-0.5 = ceiling, 0.5 = floor)
  • h = height
  • w = width
  • solid = true if object will obstruct player's movement
  • flat = true to flatten object to floor/ceiling

Floor and ceiling textures are defined at the very right of the map.

Floor and ceiling "plane types" must also be defined in code tab 1:

-- plane types
--       tex  scale height xvel yvel
pl_tile ={ 0, 0.5   }
pl_panel={ 1, 0.5   }
pl_dirt ={ 2, 0.125 }
pl_stone={ 3, 0.25  }
pl_sky  ={ 4, 7,    10,    .007,.003}
  • tex = Which "texture" to use. 0 = topmost.
  • scale = Texture scale factor.
  • height = Optional. Set the plane height, e.g. for sky textures. Otherwise defaults to floor/ceiling height.
  • xvel,yvel = Optional. Creates moving planes.

You then select the floor and ceiling planes by setting the "floor" and "roof" variables.

floor={ typ=pl_dirt,  x=0,y=0 }
roof ={ typ=pl_sky,   x=0,y=0 }

[ Continue Reading.. ]

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Cart #rndpopart-0 | 2021-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So, this cart generates a random pop art picture from pico-8's 32 colors and 4 preset pictures.
This cart's data is really messy, so only use it if you have a lot of spare tokens in your cart.
Re-run the cart whenever you want a new picture.

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Cart #werewolves-2 | 2023-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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And now, the wolf-men crew, performing this little dance just for you!
a song visualizer for a music made by my cousin :)

press C to stop

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Cart #activitiespreview-0 | 2021-01-28 | Code ▽ | Embed ▽ | No License

So, as I said in my previous post, I am working on a game jam game. There is a problem with the cart above. When score, which the game uses to check progression, reaches 35 it should change the lvl variable to 10 to progress the game. However, when it does eventually reach 35 nothing happens. I simply cannot tell what in the world is going on inside that would halt progression like this. The jam ends tomorrow afternoon BST and if this isn't fixed, I might not be able to upload on time.

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Cart #rainbow_compile-0 | 2021-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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RAINBOW

A collection of doodles i've created,
wrapped in a little menu where you select which one you wanna see.
I thought it was too much work to upload ~12 carts separately,
so i cobbled and compiled this together, with little concern for token limits.

CONTROLS

This supports keyboard and mouse controls to navigate...

while on SELECT MENU:

  • UP / DOWN - select option
  • RIGHT-ARROW / LEFT-CLICK - confirm

while viewing a DOODLE:

  • LEFT-ARROW / RIGHT-CLICK - go back to menu

You can also do
ENTER > GO BACK TO MENU
to return to the select menu at any time.

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Cart #pico_aquarium-0 | 2021-01-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(non-interactive aquarium)

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GRiPPY is a hardcore, subversive platformer where you cant walk or jump but you can climb. You play as Grippy, a creature with very, very strong arms, but no legs. You must travel by hurling yourself across the world and latching onto anything you can GRIP, climbing through a mysterious underground complex and overcoming hostile terrain. Find a way out to win!

Cart #grippy-6 | 2021-04-16 | Code ▽ | Embed ▽ | No License
181

CONTROLS

  • O/X (z/x on keyboard): reach out a hand and grab
  • left/right: rotate aim angle
  • down (hold): aiming mode; reach without grabbing
  • up: hop

You can change your control settings in the pause menu.

Check it out on itch.io.

I spent a lot of time and effort making this game. The map, sfx, token limit, and spritesheet are packed. If you like it, you can purchase executables on the itch.io page. If you find any bugs, let me know!

[ Continue Reading.. ]

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Cart #picpots-0 | 2021-01-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Hi!
This is my first game for Pico8, a "remake" of the classic "Crackpots" from Atari 2600.
I'm no professional coder and also my first time using Lua or anything related.
Also, I suck at pixel art. So is a bit influenced by the original game.

Planned features :
Building getting smaller each wave failed
More spider types
More game modes maybe? (random spiders, etc..)

The title font is inspired by Bubble Memories arcade.
And the code for shake effect and collision detection was from Doc Rob [URL here] (gamedev.docrobs.co.uk/screen-shake-in-pico-8)

I hope you like it ;)
Any feedback would be welcome.

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My second game in PICO-8!
Again made mostly by following NerdyTeachers' tutorials

Cart #busudehihi-0 | 2021-01-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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