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Cart #taregomine-0 | 2021-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Decided to make this endless maze generator. That is all. 😊

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Cart #mb_simplefps-0 | 2021-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made a very simple FPS controller as a sort of example cart to build off of. This is just to get you going, as opposed to a full framework around which to build a full game. Hopefully it serves as a good jumping off point for someone to make something fun.

It uses player 2's ESDF controls for moving around and SPACE for jumping.

EDIT: Here's a very heavily commented version! Probably way more comments than usually necessary, but it's intended to help you learn, rather than just briefly annotate what's happening in the code.

Cart #mb_simplefpscomments-1 | 2021-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #fitahinigu-3 | 2021-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

There's something weird going on here; using ..= along with a single-line if-then-end statement causes a syntax error that makes no sense:

syntax error line 16 (tab 0)
if x<2 then bad..="1" end
')' expected near 'end'

I've included 4 similar test cases that don't trigger this bug

My pico-8 version is 0.2.2 (stat(5)==30)

2 comments


Cart #yizizifoho-3 | 2021-02-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #yizizifoho-2 | 2021-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #turtletime-1 | 2021-02-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Turtle Time

A Puzzle Game

You need to bring all of the turtles to their houses. Careful, though: you may only move a turtle once before it hides in its shell.

Controls

Use the left and right arrows to select a turtle, and press Z to select it. Press Z to de-select too.

Once a turtle is selected, press any direction to move the turtle.

Press X to restart the level.

NOTE: ALL LEVELS HAVE BEEN TESTED AND ARE POSSIBLE

Version 1.1 Update

Added a level and moves counter.

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Cart #porcelain_of_sisyphus-0 | 2021-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The Porcelain of Sisyphus is the zen ocd music art germ game of 2021! Enjoy a li'l hell.

Featuring awesome musical stylings of @yeenmachine

Hold down ❎ to bleach the culture, 🅾️ to display the title (and sprinkle more grody pixels on the porcelain).

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Cart #kindahotproto-0 | 2021-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Making my own tiny, tile based version of SuperHot. Here's the prototype!

Arrows for movement
Z/C to use weapon if equiped. Otherwise punches
X to pick up weapon. Later, you will be able to throw them too.
S to skip a turn.

When you go past the top of the screen, you will be sent to the start. Later versions are planned to update the room when you exit it.

Bullets don't do anything yet since I haven't had enough time to do that yet(remote learning. Ughh.) Punching doesn't do anything either. One enemy is at the end of the room, but, once again, does not do anything. You can go through him if you want. I do want to keep working on this. Let me know what you think!

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Current Build!

Cart #rushgame-5 | 2021-02-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I've added music and sound effects!

This is working a lot more how I want it to. Still want to clean some things up and I'll need to get some playtesting in order to nail down a lot of the numbers, but this is a lot more like what I'm hoping the game to be.

Gather fuel before you run out! Fuel drains over time plus rushing uses even more fuel!

Arrow keys to move
X to "rush"

If you do try the game:
How does moving feel?
Did you use the Rush mechanic much? Did the cost feel too much or too little?
Was the fuel a good motivator and did it seem too harsh or too forgiving?
Other thoughts?

old builds:


Cart #rushgame-3 | 2021-02-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is the same as 0.4.1 except without music.

Cart #rushgame-2 | 2021-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Ok I actually went in and cleaned up a lot of the messy code! Also my girlfriend helped me understand the bitwise and vector stuff I've been struggling with. This plays pretty similar to the build I posted a few hours ago, but still needs a lot of tweaking!

Arrow keys to move
X to "rush"

Cart #rushgame-1 | 2021-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Today I spent a couple of hours improving the game. Adding juice, tweaking movement, and stuff like that. The game is a lot more playable but still has a long way to go! If you try it, be sure to let me know what you think!

Arrow keys to move
X to "rush"

Cart #rushgame-0 | 2021-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made this game on stream in a 2-hour time limit (ok I made a few tweaks past the time limit but not more than five minutes after).
It needs a lot of tweaks to be actually fun but it technically exists.
One viewer called it "absolutely a game!"

Arrow keys to move
X to "rush" (aka dash but also it's garbage in this build)

How long can you survive?

I'll be making tweaks to this in later streams!

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Cart #madumazegi-2 | 2021-02-22 | Code ▽ | Embed ▽ | No License
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Description: In this game you play as a thing that must go through a half fire temple, and half a ice mountain.

Controls: (<) and (>) keys to move
(Z) to jump
you can also wall jump with (Z) when next to a wall

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So I am kinda skilled at PICO-8 but I have no clue for ideas for games and I was wondering if anyone had any ideas for games they would be willing to tell, they don't have to be good or complete I really just need some inspiration for games

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Cart #cardinal_menu-1 | 2021-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I wanted a nice simple menu system for pico-8 so I decided to recreate an old UI I made ages ago in Flash (my game Red Rogue uses it).

The Cardinal Menu only uses arrow keys to navigate. The menu is made of branches. Each item in a branch points to either a string (providing a description panel), a function in your code, a new branch, or nothing (disabled).

The purpose of this system is to make it as fast as possible to build a menu and add options.

In the demo you can see what each option does and there's a demonstration of an inventory system.

The menu system alone is 712 tokens.

This is about as basic I could make it without adding too much noise to the code, but I welcome suggestions for improvements and optimisations.

[ Continue Reading.. ]

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I'm working on this small animation library. It adds a straightforward way to animate an object's state.

Usage example:

Let's say there's a game object called "progress", representing a progress bar we want to animate:

progress={value=0}

we could animate the value rising from 0 to 100 by adding this to something that triggers the progress to start:

tween(progress,{value=100})

and in _update() we want to call the animate() function to keep updating the value, until it's duration has elapsed:

if has_animations(progress) then animate(progress) end

Demo

Cart #tweendemo-2 | 2021-02-21 | Code ▽ | Embed ▽ | No License
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Configuration

There are some global variables you can override:

[ Continue Reading.. ]

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Cart #ggaughan_picodefender_1-2 | 2021-08-16 | Code ▽ | Embed ▽ | No License
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Pico Defender

A remake of the Williams classic.

Controls

  • Up/Down
  • Left/Right
  • X to fire
  • Z for smart bomb
  • X+Z for hyperspace

How to play

Blast Alien Ships

Blast landers carrying humanoids before they mutate. Catch falling humanoids - 500 points; Return them to surface - 500 points. Bonus for surviving humanoids after each alien wave. If all the humanoids are successfully abducted, the entire planet will explode in a blinding flash!

Hyperspace - Warp To Another Quadrant - Caution

Smart Bomb - Destroys Enemies On Screen

Bonus Ship and Smart Bomb every 10,000 Points

[ Continue Reading.. ]

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Cart #peng-0 | 2021-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zasizowiji-0 | 2021-02-21 | Code ▽ | Embed ▽ | No License
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EDIT: Ok I finally put the image in, it was in the wrong format for Lexaloffle... if anyone happens to be back on this post after all this time, hello, please enjoy my art :)

Here's a drawing I made of Lani from Celeste Classic 2 (or at least my interpretation of her from the 45 pixels I had to work with lol).

I love this game so much, it marvelously builds off of Celeste Classic's tight controls and tough platforming to create something totally new and exciting. It's simple at first but offers so much depth later on, just like the other two iterations of Celeste. And the music is incredible as well (as expected from Lena Raine). I know I'll be replaying this endlessly to try to speedrun it just like I did with Celeste and Celeste Classic. Congrats on Celeste's 3 year anniversary! @noel

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Hi,

Just wondered if anyone knows how I can calculate the number of days between a date assigned to a variable (or 3 variables actually) and the current date please?

I have googled around and now know that I can use the following to get the current date in Pico8:

year=stat(90)
month=stat(91)
day=stat(92)

And if I set up three variables to hold a date in the past e.g.

appyear=2018
appmonth=7
appday=13

How can I easily work out the number of days between the 2 dates please, or do I need to work up some code to acknowledge the different number of days in various months, and work it out like that? Sounds fiddly!!

Any help much appreciated :-)

Thank you!
Paul.

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It has become very awkward to select text in the PICO-8 editor. Unless you nudge it really carefully it starts rocketing in the direction you're scrolling too fast for it to feel natural, I now have to use the keyboard exclusively for selecting text. Not sure if the speed change was intentional or accidental, but it would be great if it were at least configurable.

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Cart #podofimose-0 | 2021-02-20 | Code ▽ | Embed ▽ | No License
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Just a quick experiment, slightly related to magnetic fields around wires and strange attractors.
10 minutes coding and hours contemplating...

Have fun!

../..

Lorenzo 2! The result might be different but for the same reasons.

Cart #mujazepafo-0 | 2021-04-23 | Code ▽ | Embed ▽ | No License
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(x): reset
(o): toggle trace

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Cart #tankzilla-9 | 2021-03-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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TankZilla is an asymmetric sci-fi wargame, where you have to defend your outpost against the AI controlled megatank "TankZilla".

The red AI and blue player take turns controlling their units in a few phases; first there is a move phase followed by an attack phase, and some units get a secondary move phase. After this the other player goes.

TankZilla (the red megatank) wins if it destroys your outpost and then escapes southward. The blue defence force that you control can win by destroying the TankZilla unit.

Your (blue) defense units:
HOVR - Hover tank. Movement 4. Attack 3. Range 2. Defense 2. Gets a secondary movement of 3.
HVY - Heavy tank. Movement 3. Attack 4. Range 2. Defense 2.

[ Continue Reading.. ]

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