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Cart #slowaf-1 | 2021-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4


This pico-8 3D engine is slow as f*** as of right now (~38 tris a frame). May improve in the future.

Based on javidx9 tutorial series and with some stolen code from electricgryphon's 3D library.

4
0 comments


Would be useful to have an export option (in the console and in the command-line interface) to get the label image as a PNG, to print labels for physical carts or for emulation frontend metadata for example. Could be 'export game.label.png', using the same resolution as GIFs.

9
9 comments


The code is showing a "attempt to preform arithmetic on global 'X1' ( a nil value)" line 30 tab 2. I have tried everything and nothing fixes it. Any suggestions is much appreciated. Please not that the code is not done yet.

pico-8 cartridge // http://www.pico-8.com
version 16
lua
--variables
function _init()
player={
sp=1,
x=59,
y=59,
w=8,
h=8,
flp=false,
dx=0,
dy=0,
max_dx=2,
max_dy=3,
acc=0.5,
boost=4,
anim=0,
running=false,
jumping=false,
falling=false,
sliding=false,
landed=false,
}

gravity=0.3
friction=0.85
end

-->8
--update and draw
function _update()
player_update()
--player_animate()
end

function _draw()

cls()
map(0,0)
spr(player.sp,player.x,player.y,1,1,player.flp)
end
-->8
--collisions
function _collide_map(obj,aim,flag)
--obj
--aim left right up down

local x=obj.x local y=obj.y
local w=obj.w local h=obj.h

local x1=0  
local y=0
local x2=0 

local y2=0

if aim== "left" then
    x1=x-1 y1=y
    x2=x   y2=y+h-2
elseif aim=="right" then
    x1=x+w y1=y
    x2=x+w+1 y2=y+h-1
elseif aim=="up" then
    x1=x+1  y1=y-1
    x2=x+w-1  y2=y
elseif aim=="down" then
x1=x  y1=y+h
x2=x+w y2=y+h
end
end

--pixels to tiles                ** <----- This is the error**
x1/=8 y1/=8
x2/=8 y2/=8

if fget(mget(x1,y1), flag)
or fget(mget(x1,y2), flag) 
or fget(mget(x2,y1), flag) 
or fget(mget(x2,y2), flag) then
        return true
else 
        return false
end

-->8
--player function
function _player_update()
--physics
player.dy+=gravity
player.dx*=friction
end
--controls
if btn(⬅️) then
player.dx-=player.acc
player.running=true
player.flp=true
end
if btn(➡️) then
player.dx+=player.acc
player.running=true
player.flp=false
end

--slide
if player.running
and not btn(⬅️)
and not btn(➡️)
and not player.falling
and not player.jumping then
player.running=false
player.sliding=true
end

--jump
if btnp(❎) 
and player.landed then
    player.dy-=player.boost
    player.landed=false
    end

    --check colldie
    if player.dy>0 then
        player.falling=true
        player.landed=false
        player.jumping=false

    if collide_map(player,"down",0) then
    player.landed+=true
    player.falling+=false
    player.dy=0
    player.y-=(player.y+player.h%8)
    end

    elseif player.dy<0 then 
    player.jumping=true
    if collide_map(player,"up", 1) then
    plater.d=0
    end
end

    --check collide l and r
    if player.dx<0  then
 collide_map(player,"left",1)       player.dx=0
      elseif player.dx>0 then
    if collide_map(player,"right",1) then
    player.dx=0
    end
    end

    --stop sliding
    if player.sliding then
    if abs(plater.dx)<.2
    or player.running then
    plager.dx=0
    player.sliding=false

end

    player.x+=player.dx
    player.y+=player.dy
    end
1
9 comments


Cart #flappybirbgame-0 | 2021-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Description

A de-make of the world's most loved and hated game of all time. De-made with a few extra features such as a high score counter, a death counter, and an extra birb color (green)

Controls

Flap

Press ⬆️, 🅾, ❎, ⏸ or up arrow key, Z, X, P to flap ya wings!

Credits

@rnd (making the PCM sampler)

8
3 comments


Hi. i found that code https://mboffin.itch.io/pico8-overlap
that checks for overlap.

But my initial thought was in term of sprites.
Since we can define sprites is there a simpler way to detect
when one sprite touched or overlapped another?

5 comments


WARNING

You probably shouldn't play the demo if you are prone to seizures. Consider yourself warned.

Cart #flicker_sprite_demo-0 | 2021-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


I realized that you can have many more colors on screen, possibly including all the 32 base colors.

3
2 comments


I've seen that some people have made their own boot animation carts, but I would like to make my own, and have it where it will run a command at the end of the animation that makes Pico 8 boot into splore.

This is how it could work in a dedicated Pico 8 machine:

Turn on machine > autorun Pico 8 via bash script or something else with the -run animationcart.p8.png command at the end> animation runs > code at end of cart executes extcmd(splore) or another command that makes Pico 8 go to splore.

I've came up a idea to go around doing this, but it is too clunky. I could make a bash script that runs 2 instances of Pico 8 at the same time. One will boot into Pico 8 and run the cart, but shutdown that instance of Pico 8 afterwards, then the other Pico 8 instance would still be running and be in splore.

I would like to see this added in a future version of Pico 8 if possible. Thanks for making Pico 8 and have a great day.

4
3 comments


Cart #rhythm-1 | 2021-11-01 | Code ▽ | Embed ▽ | No License
4

this is the start of my attempt to make a rhythm-based game
I apologize for the poor musical skills

v2: new spriteset, bug fixes, you can now die. (the effect is from Star Anise, but will change https://www.lexaloffle.com/bbs/?pid=76334#p)

4
2 comments


Hello again. I've been working on different ideas for running Pico 8 games on physical media.

I've tried SD cards and while they are cool and can function as cartridges, they tend to have too much storage and I find that wasteful when Pico 8 games are less than a megabyte. I have been experimenting with other ideas such as using 3.5" floppies. They are much more smaller in storage compared to a SD card, but they have their own setbacks.

What would you recommend I try to use as physical media for Pico 8 games? I could try ROM cartridges, but they will probably be the most expensive route and be the most complicated.

Here is a picture of a Pico 8 game I put on floppy.

The tutorial I made for mounting SD cards 'should' work for floppies with slight changes.
https://www.lexaloffle.com/bbs/?tid=44530

I'm not going to sell Pico 8 games that aren't mine on physical media, I'm just trying out new ideas.

2
6 comments


Cart #churchofthedevil-3 | 2021-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


This is my first game,
in this game you need to unlock you and 12 other people from their home and go to the "satanic church".
This game contains references about black metal.
keys are hidden under trees and rocks
The music is made by GRUBER.

1
1 comment


Cart #zifobejaka-1 | 2021-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

taipei1k # game in 1023 bytes

protect taipei! destroy the aliens & avoid the bullets.

type: game (demo)
size: 1023 bytes
features:

  • galaga-like gamemechanic
  • gamemechanic
  • procedural sprites
  • procedural music

enjoy

0 comments


Cart #aniwiggle-0 | 2021-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

CONTROLS
←→ arrow keys
move between frames
↑↓ arrow keys
change animation speed
zx change draw color

ABOUT

I started this project on a 3 hour plane ride where I finished most of it project and had a lot of fun with it. A couple months later and I finally managed to get back to it to add saving/loading, bug fixes, onion skins and sound effects! I hope you enjoy this as much as I have while working on it ♥

If you enjoy it please consider donating so I can eat and pay rent 🙏
You can donate here: https://voxeledphoton.itch.io/aniwiggle

3
1 comment


The PICO-8 manual as it stands today is flawed. What I mean by that is not only is it organized in such a way that makes it harder to gleam certain information out of it, but it also has flaws and inconsistencies with what the PICO-8 actually is. It also omits important information, such as cycle count and the extra 16 colors. eevee has already taken note of some of these flaws, but I still believe there may be more out there. There's the PICO-8 wiki, but that's not fully documented either. What we need is a new way of organizing known information about the PICO-8 into a manner which makes sense and is simple to use.

I propose the creation of a PICO-8 technical manual, a manual that fully documents everything the community knows about the PICO-8, both it's version of lua and it's editors, as well as the programs on it. It will be a collaborative project. Alternatively, we could fix the current PICO-8 wiki in such a way that it accounts for these flaws, is more detailed and easier to use. Both of these options I think could really help people like me who wish to delve deeper into how it works exactly.

1
7 comments


Cart #bufaghyu-2 | 2021-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
24

Figured Pico-8 needed a Burgertime! This is a Burgertime demake, it uses about half the resolution of the original. I tried to make it as true to the arcade version as possible. Includes all 6 levels, as well as the level 28 kill screen.

Did my best on the AI for the enemies and speeds, but with the size differences, and a few other things, probably plays slightly different than the bigger arcade version- but pretty close! I also tried to reproduce some of the bugs- for example it only shows up to level 18 in the HUD (3 times through the levels), as well as 9 lives, even though you can get more lives and keep going- just like the original.

This was one of my favourites on the Intellivision back in the day, so enjoy!

[ Continue Reading.. ]

24
5 comments


THIS ERROR HAS BEEN RESOLVED (09-13-21)
Closing error ticket.

I was running into an error in the newest version of Pico-8.

If you have this code:

function _init()
cls()
for i=1,8 do
  a=rand(1,2)
  print(a)
end
end

function rand(a,b)
  if (a>b) a,b=b,a
  return flr(a+rnd(b-a+1))
end

And run it. It works fine in all versions of Pico-8.

However if in immediate mode you type:

print(rand(1,2))

It works just fine in version 0.1.12c but you get an ERROR message in version 0.2.3.
It does not matter if the functions come before _init() you get the same results.

If I read this correctly it means we cannot use immediate mode to debug our functions in the newest version whereas in the earlier version, you could. I personally need this so I can check my functions in immediate mode to make sure they are working correctly.

Version 0.1.12c is the latest version where it works correctly; you can call functions in immediate mode. All versions after this up to 0.2.3 will not let you. I checked and confirmed this.

[ Continue Reading.. ]

0 comments


Amika's Quest is a roguelite Zelda-like!

Controls:

X (X, V or M on a keyboard): Sword

O (Z, C or N): Item

Pause (P): Open menu

Once items are purchased, you can switch between items in the pause menu

Cart #amikasquest-0 | 2021-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
20

Credits:

Design and coding: Tyler Davis
Character design: Te'shon Farr
Music: Cory Shane Davis

20
5 comments


I've been working on a project for a week or so, and my PC crashed. When I loaded up Pico again it would not let me load the file. I simply get a 'could not load' message.

I can see the file clearly and even if I try to open through the file itself, it simply tells me again that it can not load the file - so either it has become corrupt or there's something else, but it is working totally fine before the PC crashed.

Any help is appreciated!

2 comments


Conways Game of life

Created by Duffhause

Cart

Cart #conwaysgameoflife-0 | 2021-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Controls

You can only move cursor and toggle tiles while the game is paused

  • Move cursor with arrow keys
  • Press X to toggle a cell
  • Press Z to play and pause

Code

You can view the code on Github

4
1 comment


Cart #portal_golf-3 | 2021-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
35

Chain portals together to collect all the gold!

Portal Golf is a physics puzzle game with portals. Place portals around the level in order to get the ball to collect every gold bar. You have no control over the movement of the ball and can only place portals before you start the run. Try to use as few portals as possible to earn medals, or just fill the whole level with portals and have fun!

Detailed Instructions are in-game

Controls:

  • Left click on any wall with a white edge to add a portal
  • Left click and drag an existing portal to move it somewhere else
  • Right click to delete an existing portal
  • Press C to start or stop a run

[ Continue Reading.. ]

35
7 comments


Cart #animmario-0 | 2021-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hello!

I am going a bit mad trying to figure out how to make a simple 4 frame sprite animation run on a loop, and then transition to a different 4 frame animation loop after a button is pressed.

Simply - I am trying to make this Mario sprite look like it is walking forward when idle, or pressing forward, and then look like he is walking sideways when pressing left or right. I can make him animate on loop when idle, but I cannot figure out how to make it animate as a different sequence after a direction is pressed, and ensure the animation runs smooth (for example, I can get it to change to the new sequence, but holding the button down keeps the sequence locked into the first frame of the animation).

[ Continue Reading.. ]

9 comments




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