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Cart #noyjejza-0 | 2021-07-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a no-frills port of the game 2048 that I made while my internet was down. There is a bug where the tile combinations sometimes cascade. I might revisit this and hunt it down but I'm going to post what I finished today because it's more or less playable.

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Cart #total_collapse_2-1 | 2021-07-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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thematic companion to total collapse 1

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Cart #birdandbeans-4 | 2021-07-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Back Again And Brand New

Enjoy the fast paced and addiction fun of Pyoro! A minigame, featured on WarioWare, Inc.: Mega Microgame$! and rereleased on the Nintendo DSi as Bird and Beans, has now been remade for you to play for free here on Pico-8. Play as Pyoro, the pint-size parakeet with a penchant for plummeting pintos. Hold Z or X to extend his elastic tongue to catch the beans from midair.

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9 comments


Cart #fcv5-0 | 2021-07-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello! This is my second Celeste Classic mod, this one is a little longer. It includes several screens modeled off of counterparts from newleste's Forsaken City.

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Basically the title.

info([cart])--returns tokens,chars,compressed_size of [cart] or the current cart if given none

This could be useful for people who are creating carts using printh() and such, to detect if the cart is able to be run before load()ing it:

tokens,chars,compressed=info("cart.p8")
if(tokens<8192 and chars<65536)load("cart.p8")

What do you all think?

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Cart #yofarunugo-0 | 2021-07-28 | Code ▽ | Embed ▽ | No License
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Made for the RNDGame Jam 2021

https://geeitsomelaldy.itch.io/unbelievable-accountant-party

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Cart #cavegame-0 | 2021-07-28 | Code ▽ | Embed ▽ | No License
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Hi,

First, I'm a noob regarding Linux and alikes. I've been trying for last 24 hours to make my Picade (a small arcade bartop by Pimoroni, running on Raspberry Pi 4) start into Pico-8 in Splore mode. It boots in the desktop and I usually launch Pico-8 manually in the console with:

~/pico8/pico8 -splore

(my folder is pico8, not pico-8)

Works well, figured I could as well make Raspberry OS do it for me.

How naive.

Followed tens of tutorials, with no success. To the most, it looks like Pico-8 launches for a second then closes. Feels like this because there's a black screen opening that closes 1 sec later. I've made a .sh file with:

echo 'Launching Pico-8...'
/home/pi/pico8/pico8_dyn -splore
echo 'Pico-8 closed'

with 'pico8_dyn' in place of 'pico8' if that matters. If I run it on console it works with the added echos on start and closing of Pico-8.

Then I made a autostart file at .config/lxsession/LXDE-pi/autostart:

@lxpanel --profile LXDE-pi

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=95380#p)
10 comments


Hello! I'm new to PICO-8, and loving it. I'm not new to programming or game dev.

I've collected a list of questions/thoughts, in no particular order...

  1. Sharing: I've uploaded my first game to itch.io, rather than here, so I can customize the HTML around the player. Is it bad BBS etiquette to link to games on itch? It seems popular to directly share games here, not link to self-hosted or third-party.

  2. Single-player: Is there a way to indicate a game is single-player? Maybe a register to Poke()? Ideally it would remove the "Player 2" controls from the Controls screen.

  3. Exporting: I like that you can EXPORT the map, spritesheet, etc. "headlessly" via the commandline. Personally I love build scripts, and automatically exporting things. But is it impossible to export a cartridge (.p8.png) and music (.wav) by headless commandline? I must open the editor and type the commands?

  4. Music: Does the Speed of a SFX correlate to a traditional BPM? Is there a formula? Or, is it not guaranteed to play back at one BPM depending on platform, etc. (I have seen this other thread, about roughly tracking the state of the music player https://www.lexaloffle.com/bbs/?pid=10719#p10719 )

  5. HTML Export: When the p8 file contains a label image, and title (first comments in code), it would be neat to generate OpenGraph meta tags for the HTML (so you get a sleek preview card, when sharing your game)

  6. Binaries: Is there a way in-code to know what platform you're playing on? Windows/Mac/HTML with touch controls, etc. Currently I detect HTML with/without touch by writing GPIO bytes from the HTML page.

  7. Conventions: The "O" and "X" buttons... is the "O" conventionally Action/Confirm and the "X" is Secondary/Cancel? Like a Game Boy layout?

  8. Menus: When you add a custom menu item, such as "TOGGLE MUSIC", and the callback function is triggered, is the game supposed to update/advance one frame? It seems to happen to me, but not 100% of the time, inconsistently. Maybe a bug?

That's all for now. I left out some other questions I've mostly solved.

Thanks for any guidance!

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9 comments


Cart #droller-2 | 2021-07-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is such a big update to my first program (picod20) that I decided it deserves to be its own thing. This has 7 standard RPG dice, as well as a small HP tracker.

INSTRUCTIONS
Z = Reroll
Left/Right = -/+ 1 HP
Up/Down = +/- 10 HP

CURRENT UPDATE
Fixed spacing on single digit results
Fixed unwanted scanlines over edge of HP tracker
Cleaned up some code

OLD UPDATES
Added sound

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9 comments


Cart #darknesspeering-0 | 2021-07-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is a showcase of Darkness Peering! It is programmed by 4 beginners to game dev. I hope you enjoy!

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Cart #yahapizehe-2 | 2021-07-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #picod20-0 | 2021-07-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a simple D20 dice roller for the PICO-8. I made this for two reasons. One, I am completely new to the PICO-8, and wanted a small project to learn how coding works. And two, I could not find an existing D20 roller, at least not through SPLORE. So, here we are!

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Cart #derailed-0 | 2021-07-27 | Code ▽ | Embed ▽ | No License
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DERAILED!

WORK IN PROGRESS

Derailed! is a 2-player demake of Unrailed!, a co-op game where you build tracks to keep a train on its rails. Communication is vital!

How to play

Chop wood and mine stone, and store those into the storage wagon. Use the crafted rails to extend the train track until the next station! Have fun!

Controls

Arrow keys: move
O/X : action (pick up/place items)

Stuff left to implement:

  • More wagons
  • Wagon upgrades
  • Infinite worls! (Roguelite!)
  • Gameplay improvements

Credits

Music remixed by @Gruber:

[ Continue Reading.. ]

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Hi all,

I'm a software engineer, but not a game programmer. I've only played around a little with game engines. I've also dabbled with pixel art and 3D modeling. I'm thinking about buying Voxatron to play around with, but am wondering if I wouldn't be better off spending my time learning something like Godot. So for those who have bought it and made some games in it, is there anything you wished you knew before buying it?

One of the things I'm wondering about is just how limited it is. From what I've seen you have rooms that are a maximum of 256x256x256 voxels to work with. You have to create new rooms and stitch them together (somehow) to create a larger area. Are there limitations on the number of rooms you can stitch together? How feasible it is to create a somewhat large game playing space?

There also doesn't seem to be much in the way of guides for learning how to script, which is something I would want to do. The lack of information makes it hard to know just how much can be done with scripting, as well as how easy or difficult it is to script the ideas I have.

[ Continue Reading.. ]

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In all but one case I can think of, PICO-8 specifies screen rectangles as X1,Y1-X2,Y2 (inclusive).

The case where it doesn't is clip(x,y,w,h).

This has always bugged me. But worse, I noticed recently that the virtual hardware registers for the clip rect are actually set up like the other API calls: X1,Y1-X2,Y2 (inclusive), which means the API is actually translating between the paradigms.

Now I realize clip() can't suddenly change to work the other way, but...

What if we had a new command next to it called clp(x1,y1,x2,y2) that worked the same as everything else, worked like the virtual hardware, returned the same values you'd get by peeking the virtual hardware registers, etc., and simply marked clip() as deprecated, much like mapdraw() is deprecated?

It would hardly be the only abbreviated API call, e.g. sgn().

What do you think, @zep?

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Cart #oath30second-4 | 2021-08-12 | Code ▽ | Embed ▽ | No License
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12th Aug

Changed how drifty the main character is. Made the hitboxes more forgiving.

Okay there is no way I'm finishing this in time for the jam.

Most of the time has been just working on the Character's mechanics and nothing else.

Concept

Dr Evil Lulzs has just killed your master you vow to get your revenge in 30 seconds. This gives you thirty seconds to reach Dr Evil Lulzs and attack or you will explode violently.

01 Aug

Cart #oath30second-1 | 2021-08-01 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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So I decided to go for a platformer... my first in PICO8. Building it on top of my OOP game model (which maybe was not that good an idea...) so it is a code nightmare. Already at version 4 with a few discarded prototypes in the middle and for sure require some cleanup and refactoring... but kind of works and it would be great to start getting feedback.
Torches are an application of an old experiment, it's been a while I wanted to include them in some project (and for sure require fine tunning, as they are map cannot scroll as they are poke'd in place with additive blitting)

Still a very early WIP, no screen boundary control so if you fall off an edge you will fall forever :)

I am parking this for a while but I will come back to it very soon, I relly like where this is going

Cart #crazy_scribes_adventure-5 | 2021-07-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Hello! I'm a research student at the New Mexico State University, and I've been analyzing the usage of different IDE's used in game-development related classes (Digital Game Design, Senior Projects, Intro to Game Design/Programming, etc.).

I was recommended PICO-8 by my professors, and I quickly became addicted to messing with this fun, simplistic software.

However, I was wondering if any teachers, professors, or students have had any experiences with PICO-8 in the college classroom. What class was it used in, and how was it implemented?

I asked a similar question to the TIC-80 community, and I would love any insight about either software! Also, if available, would you guys be willing to share some sample projects (while crediting the creator, of course)?

Thank you for sharing!

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This is a cut down version of the variable inspector I wrote a while ago. It's a bit more limited, but a lot more light weight. And there's a way to use it even if you have no tokens to spare (described below).

You use it to view Lua table variables:

  1. Run your game
  2. Press Esc to break into it
  3. Type: dinsp(variable)

Then use the mouse to expand values and scroll wheel to scroll up/down.

Code snippet follows (for some reason I can't use the code formatting tags):


poke(0x5f2d,3)cursor()pal()clip()function dadd(n,v,i,p)add(lines,{n=n,v=v,x=type(v)=="table"and"+"or" ",i=i},p) end function dexp(l,p)if l.x=="+" then for n,v in pairs(l.v) do p+=1 dadd(n,v,l.i.." ",p)end l.x="-"end end

function dinp()local x,y,b,w=stat(32),stat(33),stat(34),stat(36)line(x,y,x,y+2,10)if btnp(❎) then local i=(y-10)\6+1 local p=s+i local l=lines

[ Continue Reading.. ]

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