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Probably more an undocumented (as far as I know) or unexpected behaviour / feature, rather than a bug, but in case it is a bug, I'm posting it in the bug forum. This is something that people who are constructing long audio strings (>31 or 32 notes) with P8SCII should be aware of.

The point at which characters begin to be printed seems to vary; for me it's somewhere around the 40th character, which is likely around the 32nd of the notes in the string. (I feel it should be consistent in this - that always after the 32nd note plays it should drop back to printing text, but unless my tests or count are off this doesn't seem to be the case.)

The behaviour likely exists because the sfx playback is written for 32 note sfx lengths. For those who haven't read about the audio P8SCII: "If an sfx index is not specified, a non-active sfx between 60..63 is selected automatically. To fill the SFX with data before playback, the following commands can then be appended." Pico-8 manual

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Cart #santa_cross-0 | 2021-12-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It is my short-time-making challenge.
I spent two nights making this cart.
You, Santa, make children's wishes come true.
Merry Christmas!

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Cart #set_resolution-1 | 2021-12-23 | Code ▽ | Embed ▽ | No License
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PICO-8's resolution can easily be lowered to 64x64 with:
poke(0x5f2c,3)
but it's always bothered me that you can't set the resolution to other factors of 128. So, I made this function that allows you to scale up whatever is currently drawn to the screen to any factor of 128 excluding 1 (2, 4, 8, 16, 32, 64, 128). The performance for 64x64 is pretty awful, so you're better off using poke(0x5f2c,3) if that's the resolution you're after. The others perform fairly well, with 32x32 using about <12% CPU and everything below it using <3%. One advantage of using this function is that after scaling down the currently drawn screen, you're free to draw over top it in full resolution, as demonstrated by the CPU performance text. I'm sure the performance can be improved somehow. I think this may be possible using memset, but I don't understand how to apply it to this case, or if it would even improve performance. If anyone has any optimizations, feel free to reply and I'll update the cart. Hope someone finds this useful!

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Cart #ikspider-0 | 2021-12-23 | Code ▽ | Embed ▽ | No License
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Controls

Arrow keys are used to move and navigate menus, x and z are used to interact in battles while pressing z in the game will open an inventory.

Cart #tundraine-0 | 2021-12-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Content

Trailer

Tundraine Trailer

Information

Tundraine is a turn based RPG created by me; Shrumbo. In it you play as three adventurers knows as Alva, Aaron and Sam in search of the Ice Palace. Tundraine is my first full game and, though short, is as detailed as I could make it taking three or so months to craft the systems, art, code, and music. I really hope you enjoyed and I you want to follow me as I make other thing go to my discord and YouTube channel linked below.

Discord Server

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Cart #notita_0-4 | 2021-12-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A PICO-8 version of a "falling sand" materials simulator, including sand, water, stone, wood, fire, acid, gunpowder and smoke!

Controls:

  • Left mouse button / x: Paint material
  • Right mouse button / o: Clear materials
  • Click the palette on left to select material to paint
  • Slider on bottom left sets tool size

This is based on bits I remember from a talk given by the creator of the game "Noita," and the clever types of materials and behaviors from that game.

To make this run acceptably in pico-8 it only simulates in portion of the screen size. Positions and materials are represented by a pico-8 color in a Lua table of fixed positions. Materials behavior is in update60() and should be easy to hack for fun. _draw() does a little bit to make flames flicker. Since the world simulates bottom-to-top, rising materials like smoke get carried along with the update and move very fast because they 'ride' the update direction.

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Cart #miromina-3 | 2022-02-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 220224

  • Minor bugfix on two items
  • Added 1 pixel movement buffer. It didn't feel too stiff on analogue stick, but I noticed the cornering was stiff on d-pad.

Update 220109

  • Fix: All items were part of the background map tiles in the original version, which gave them somewhat wonky collision when picking up and dropping them, and they showed the background when on the floor. Now they're treated as objects on top of the background, giving a much cleaner look.
  • Fix: A side effect of the above was that sometimes the chests will duplicate when you open them. This shouldn't happen anymore, as chests are also objects with box collision now.
  • Fix: Another side effect of the above, you could place an item and replace a tile that triggers events essential to complete the game, making the game unwinnable (like in front of the statue above). Since dropping items doesn't alter the map, this shouldn't happen anymore.
  • Fix: Some items had light green and it blended into background when carrying them over the grass area. They're now darker.
  • New: "About" page added to the main menu explaining the basic gameflow. Combined with the in-game text hints, I hope this should give enough information to the player now.
  • New: Game B added where the item locations are randomized. Some items always spawn in the same place (like a key shouldn't spawn behind the door that requires a key). I might want to revise this later so that the key items will be randomized, but still spawn within reach.

I played this for an unhealthy amount of time after the first release and I could see the shortcomings (especially about the tile-swap). I feel a little better about this game now than before. My only gripe against the game now is that the two of the three stage hazard items are honestly quite useless and there's rarely any reason to pick them up.

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Cart #penguin_jumper-0 | 2021-12-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A very simple game I made about a penguin.

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Cart #courier_and_ives-4 | 2021-12-22 | Code ▽ | Embed ▽ | No License
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A present-pushing puzzle game!

As a courier at Northstar Gift Delivery Co., it's your job to deliver all the gifts to the targets on each level. "Preferably in the fewest amount of steps possible," your boss is quick to add.

Use the arrow keys to move. Press Z to undo your last move, or X to reset the entire level.

The game contains 8 levels and was made for PICO-8 Advent 2021.

Courier & Ives: "Gifts on Time, or it's on Our Dime!"

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Cart #kokesuwihe-0 | 2021-12-22 | Code ▽ | Embed ▽ | No License
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A short game I made in one week for a Christmas-themed game jam in my technology class.

You control Santa, and you have to collect as many presents as possible in 90 seconds (1.5 minutes) without collecting any coal, to get a high score!


Controls: Arrow keys for movement, and X/V to run. Assuming you use default keyboard controls, of course.

Art, code, and music/SFX by me.
Thank you for playing!

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Cart #linecook-3 | 2023-10-30 | Code ▽ | Embed ▽ | No License
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these busy birds will eat almost anything that falls into their gullet -- what will you feed them? they have their preferences, but people food beats bird food any day of the week!

a difficult, chaotic arcade game. now with local multiplayer support! also available on itch.

controls:

  • left / right: move
  • x / up: grab
  • ESDF: movement keys for player 2

features

  • 4 difficulty modes: "easy", medium, hard, and practice
  • 3 different control schemes:
    • solo
    • local multiplayer
    • two-handed singleplayer
  • 4 challenging maps for 4 different flavors of gameplay

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Cart #chikischefs-0 | 2021-12-21 | Code ▽ | Embed ▽ | No License
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Chiki's Chefs

This is a one-button rhythm game made as a present to dvdfu for their birthday. The game itself is a fangame of their upcoming game, Chiki's Chase.

Enjoy!

Credits:

  • Hafiz Azman: Design + Music (+ sync programming)
  • Giacomo Preciado: Programming + Art
  • Winston Lee: Art + Animations

We are all part of 7th Beat Games

Special thanks:

  • dvdfu - happy birthday!
  • eruonna - reference sound playback code
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Cart #pico_pong_niall_1-0 | 2021-12-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made the best version of PONG in Pico-8 that I could. I hope you enjoy!

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A couple weeks ago I bought pico-8 to try and learn lua, but now I am stuck with the old version because it's not showing in my purchased products page. Any ideas? (I didn't use the weird 3rd party purchase save thing)

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Cart #newfont2021-0 | 2021-12-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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TO LOAD THIS PICO-8 CART in immediate mode, type: load #newfont2021

color(8)  ?"Now is the time"
color(9)  ?"for all good men"
color(10) ?"to come to the"
color(11) ?"country."

After some very thorough digging I did manage to find a few Piconians making use of the new ability to change the system font to another, yet none of the explanations seemed really simple to follow.

So once I finally understood - I thought I would toss my hat into the ring to show an easier way to replace the default 5x3 font with a new 8x8 font - which is included. See the source for details.

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Cart #joyosumime-2 | 2021-12-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Basic cookie clicker clone I made over a week.

First finished pico-8 game I made so I was trying to learn the basics to adapt one of the internet's favourite games!

Please feel free to give feedback I would really appreciate it!

Link to itch.io page: https://ollieblom.itch.io/pizza-clicker

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Cart #moon_ward-1 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Rules

Survive as long as possible by destroying all the asteroids.
But be careful : you can only destroy them when your moon is protecting you.
It's random, so be ready to stop avoiding them for a short amount of time !

Controls

❎ : Press X to start
⬅️⬆️⬇️➡️ : Use arrow keys to move

Version History

1.0 - 20/12/2021 - Release date
1.1 - 31/12/2021 - Added some music and some sound effects

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Since the introduction of large maps, I think there's one feature missing that would help many pico-8 games: the ability to flip and rotate individual tiles in the map. Games often use up a lot of their sprite space just for the map data, duplicating tiles for the different boundaries needed, or using manual spr() calls to get the necessary x_flip and y_flip needed. Since there's no visible editor to worry about anymore, this could be a quick patch (via a poke value to an alternate map() drawing mode), and would make map() much more useful.

Flip map mode, option one: 0x8000+ is used for map data (same format used now), 0x2000 is the flip data for that map data, using 2 bits per tile (x_flip, y_flip).

Flip map mode, option two: the 1 byte of map data stored anywhere now references a cell # in the first 16 sprites (n 0-15, 4 bits), x flip (1 bit), y flip (1 bit), and 90 degree clockwise rotations (2 bits). Like so:

map data: 1 byte per tile (same as now)
nnnnxyrr
nnnn = sprite number, 0 to 15

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I'm working on a platformer game. I'm having an issue with enemy AI.
I want that the enemy will turn the opposite way once it reaches a cliff, much like a collision with a wall.
I want to make a collision check that will check if the floor of the tile after the enemy doesn't have any flags.
How do I do that if 0 means the first flag?

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