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Cart #hovergulch-10 | 2024-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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You are a futuristic hovercar developed by the trillionaire owner of a stagnant maze-racing circuit. He has loaded you up with special powers so you can embarrass all the league's other cars.

How to Play

  • You must spin out rival cars by ramming them, catching them in your boost trail, or spinning another car into them.

  • Spin out the required number of cars on each level to unlock the checkered flag. Grab the flag to advance.

  • You are invincible while using your powers but vulnerable while you are not. Walls never hurt you, thanks to advanced bouncing science.

  • All your special powers always trigger at the same time. This consumes gel because nothing is truly free.

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I've been playing around with various procedural generation techniques and wrote a little tool for creating generative string grammars. It's 104 tokens and the code is on github under an MIT license.

Demos

This first one generates side-scroller/platformer levels. Each character of the generated string represent a four tile wide column of the map. I didn't add a player because I just wanted to showcase the level generation itself so the map just scrolls automatically from the start to the end. Reload the cart to generate a new level. It's just an example so the levels aren't particularly interesting but you could add a few "post-production" passes over the generated strings to clean things up, generate enemies, add additional rules for pre-made features, etc.

Cart #jdelaat_stringgram_scroller-0 | 2021-06-21 | Code ▽ | Embed ▽ | No License
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Cart #picoterm_v1-12 | 2024-03-21 | Code ▽ | Embed ▽ | No License
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PicoTerm is a PICO-8 CLI template. It can be used as a basis for command-line games and programs.

See tab 3 for the functions that are called whenever a character or line is entered. See tab 2 for functions to call to interact with the terminal.

Pressing ctrl-u or ctrl-l will clear the current line of input or the screen, respectively. The up and down arrows allow you to scroll through input history.

If you use this in a project please follow the license terms at the bottom of the post. I would also appreciate being notified, however that is not mandatory.

If you do not use a feature in your project you can modify this remove it to have more tokens.

Known Issues:

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Cart #space_thread-0 | 2021-06-21 | Code ▽ | Embed ▽ | No License
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This game was made during

Theme: Joined Together

Controls

Left / Right Arrow keys, Z / X

Tip: Burn materials to make the rope longer so you can travel farther

Made by

Sebastian Lind

Follow me on Twitter!

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Cart #poopatrol-0 | 2021-06-21 | Code ▽ | Embed ▽ | No License
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Entry for the MashUp Game Jam 2 - Unconventional means!

Press x to let your dog poop. People that step on poop switch directions. Save the flowers!

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Cart #afterlife_animate-0 | 2021-06-21 | Code ▽ | Embed ▽ | No License
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Overview

Roll around and grab keys to escape the kaiju-infested dungeon, but watch out! One hit and you're dead. If you do meet an untimely demise, you'll take control of The Resurrectionist, and you'll need to drag the body back to an active resurrecting seal.

Background

L3mmy and I made a "Monkey Ball"-inspired game for Mini Jam 81. The limitation for that jam was "death isn't the end". This got me thinking: in all these games where the player respawns, someone or something must be in charge of that process, so let's make that explicit! This gave rise to the two-character approach used here, with their vastly different styles of movement.

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Here's my second and third tweet carts, the first (an animation) coming in at 277 characters, and the second (a full game) coming in at 559 characters.

Here's the non-playable version that only takes 1:

Cart #flappy_tweet-1 | 2021-06-28 | Code ▽ | Embed ▽ | No License
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And here's the playable version that takes up 2 tweets:

Cart #flappy_tweet2-0 | 2021-06-28 | Code ▽ | Embed ▽ | No License
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(C/Z to flap. Reset cart to play again.)

Going to submit this to the Tweet Tweet Jam soon!

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Cart #shootprototype04-0 | 2021-06-29 | Code ▽ | Embed ▽ | No License
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Prototype, using the cave diver tutorial by Dylan Bennet to learn Pico-8.

version 0.1.2 see notes at beginning of cart to see whats been added over time.

newest additions are new regular enemy type, and a boss fight!

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Cart #nosawigure-1 | 2021-06-20 | Code ▽ | Embed ▽ | No License
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A short game about serving ice cream using a catapult-ish mechanic.

My first project that's somewhat complete. It's pretty bare bones at this point but pretty playable.

The list of tweaks and improvements I plan to make include:

-add sound FX and music

-make art and a logo for the title screen

-make background art for the game play. I'm thinking make it appear that you are standing over buckets of
ice cream

-randomize which ice cream scoops are queued up

-streamline a bunch of the code. I need to tweak how the arrays used for tallying numbers at the end are
structured so that I can just use loops to populate them and do the comparisons

-add bonuses. Thinking a full ice cream order gets a completion bonus. Also, maybe a penalty for any

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Cart #pal_theworld-0 | 2021-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Decided to arrange some of the colours from the 32 colour palette, and this was the result. It consists of four gradients. Every colour has been named by yours truly to give some inspiration to the uses, but you can really use it for anything. If you use this for anything, please comment here! I want to see what you create with the colours.

EDIT: Due to SPLORE attempting to preserve explorer colours to keep visibility, it has sacrificed some of the colours in the label preview on native PICO-8. Not a bug, but I'm saying this just so that people don't get confused.

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Cart #picoadventuretest-0 | 2021-06-20 | Code ▽ | Embed ▽ | No License

Just testing the submit option

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Cart #gabuyoniye-2 | 2021-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #fubuki_spacerace-2 | 2021-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a WIP remake/port of the "Space Race" TIC-80 game by Fubuki. I have managed to make a version of the game that, with some compromises, runs at a stable 30fps and provides a simple game experience, in which the ship has to run along an endless tube, avoiding walls.

I have added collision detection and a simple scoring system to the game, as well as made the game use perspective-correct maths for everything.

Version 3: added a rendering hack that simplifies the topmost and bottommost parts of walls hidden by other walls, should make the game run at a stable 30 FPS all the time.

Old versions:

Version 2:

Cart #fubuki_spacerace-1 | 2021-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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made some improvements to the code, added extra code so that obstacles are more visible from afar and turn transparent if behind the ship, optimized drawing so the game almost never falls below 30fps.

Version 1:

Cart #fubuki_spacerace-0 | 2021-06-20 | Code ▽ | Embed ▽ | No License
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See repro cart - unless I am totally wrong on my software tline, pico8 tline ("hw tline") is not correctly rendering lines with arbitrary slopes.

Software version eventually converge toward correct pattern, tline does not.

Cart #rikegukawu-0 | 2021-06-20 | Code ▽ | Embed ▽ | No License
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[ edit: see follow-up post for updated cart ]

For the newest #tweettweetjam I made a very basic space shooter (layout inspired by Gyruss/Tempest) in <560 characters. It even includes a bit of sound via poke-ing to the sfx memory, since the jam rules say "code only" without separate gfx/sfx assets.

Use ⬅️/➡️ to move, ❎ to fire.

Cart #jenubiwara-0 | 2021-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(I may write up a commented / uncompressed version of the code at some point...)

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This started as an experiment to learn PICO-8 music creation, and wound up being one of those projects you can't stop working on.

Happy birthday to Gawr Gura, you silly shark you.

Thanks to
@takeru11275 (twitter) for the original Gura-Roomba
@SBGU_ (twitter) for the Roomba Design inspiration
Whoever made the original Gura BGM

Cart #gurabirthday-0 | 2021-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #kubirozoma-0 | 2021-06-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first officially released PICO-8 game. First week of a challenge to make a complete PICO-8 game every week for 6 weeks. The balance is rather poor, but it works as a game.

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Well well, hello there young padawans!
---habiwan 2021

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Cart #kehuzenoda-0 | 2021-06-19 | Code ▽ | Embed ▽ | No License
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Hi all,

This is a question I asked on discord, but I thought to get some feedback on here.

Stupid question maybe. I'm editing in vscode. I've put rulers at 32 chars to match the in built editor. How the heck do you all make your code fit inside a pico8 editor horizontally.

I don't mind going over every so often but 32 chars is very very little.

ico_zoom_in = create_icon(0x3844.92ba, 0x9244.3a01, 100, 40)

comes to 62 chars.
even if I rename to be

zi = ci(0x3844.92ba, 0x9244.3a01, 100, 40)

it comes to 44 chars but zi is a horrible name for zoom in icon. and ci is a horrible name for create icon.

maybe something like this.

    local top = 0x3844.92ba
    local btm = 0x9244.3a01
    local x,y = 100, 40
    zoom_in_ico=c_ico(top,btm,x,y)

That fits but need to lift a lot of variables out and still c_ico isn't very clear name.

Do you all even consider this?

I find I just can't work with 32 chars.

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