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PB-0x

A demake of a software groovebox from decades past...

Pattern mode is nearly complete! There's a mixer section, pattern storage, and a few editing tools. Good thing, too, since I think I'm coming up at the limits of what the Pico-8 CPU can reliably handle.

WARNING: Be careful if you play this cart on the web! Audio playback performs poorly on some OS/browser combinations and you may get loud crackling or popping noises. Turn your volume down before playing for the first time. If you have browser trouble, try it in native Pico-8. Or in a forthcoming native app export that I'll probably put up somewhere!

Cart #pb0x-4 | 2022-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Instructions

  • Arrow keys select buttons/knobs/etc.
  • Z/X change control values. (Z is down, X is up)

[ Continue Reading.. ]

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My first work with PICO-8! It was fun to create a retro-style game with PICO-8.

Cart #toyawarita-0 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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BREAKPONG

Cart #pedakufeyu-1 | 2022-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Edit (12/15/2023): Added difficulty levels.

Edit (1/3/21): Added a new version with slowed ball speed (75% slower), CPU vs CPU mode (deterministic) background lines and some slight dampening on paddle movement instead of instantly stopping. Feedback appreciated

Breakpong is a super minimal combination of two classic arcade games (Breakout and Pong) that I designed as a sample project for my first VR visual scripting projects. It was originally written in “user story” format used by PMs at large tech companies and described tools, workflow and collaboration as well as the game design and code samples. Maybe one day I’ll make the VR version, but I thought it might be fun to make a 2D version in the meantime, so here it is!

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Fellow Piconians:

  • While I think I made a fairly effective attempt at getting 256-colors displayed in Pico-8, there is still the flicker.

https://www.lexaloffle.com/bbs/?pid=102333

I've been thinking about the 32-colors available for Pico-8 where you can only display 16 at a time, and was wondering how I would even begin to approach something like taking a 24-bit image and converting it to 16-colors using a palette of 32.

It would need to do the following.

  • Take a 128x128 24-bit image and convert it to 32-colors, I can do this in Blitz.

The hard part which I'm not sure how to approach:

  • From those 32-colors, determine which of a limited 16 to use and recode the image so it is just using those 16-colors, possibly some from the extended palette, some possibly not, but chosen based upon the closest to the original color set.

It's no so difficult to convert an image to a fixed palette, but to be able to truncate that palette set based upon the proximity of colors in a smaller set, my brain just can't wrap around that.

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5 comments


Cart #picocity-1 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Welcome to Pico City

Congratulations! The year is 2000, and you have just been elected as mayor of Pico City. Unfortunately, Pico City is currently just some empty land that someone decided to call a city, but with your help, it can become a thriving metropolis! You are tasked to:

  • Build Residential, Commercial, and Industrial Zones for citizens to live and work.
  • Connect these zones with roads and power them by windmills
  • Make sure the city is free from crimes and fires by building police and fire departments.

If you can do that, Pico City will be successful!

UPDATE 1.0.1

  • Fires should be less common and less dangerous
  • Fires can no longer be put out with bulldozer

[ Continue Reading.. ]

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Cart #charedit-2 | 2022-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I can't really think of a use for one-off characters right now, but Lazy Devs floated the idea of making a little editor for them in his recent video and that seemed like a fun short project, and I'd never done anything with GUI elements before.

  • Meant to be used offline.
    Not all features will work off the BBS but you can use the basic functionality.
  • Multiple persistent slots for editing.
    Really it's just a page of the spritesheet you're editing.
  • Per character Undo/Redo
    This is limited to 32 levels of undo per character but there's no particular reason it should be. Basically like the Pico-8 sprite editor (plus Rotation) though I didn't feel any need to implement the more complex drawing things for the 8x8 monochrome format.

[ Continue Reading.. ]

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8 comments


Cart #happynewyear2022-0 | 2022-01-01 | Code ▽ | Embed ▽ | No License
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Cart #sliddy-1 | 2022-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #gturtle_sspr_noise-0 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fullscreen perlin-esque noise, runs at 30fps. Uses sspr, so there's some distortion at higher resolutions. Also not technically real perlin noise, so it looks a little less organic. Works by interpolating between values on a grid with sspr.

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I was experimenting with fill patterns and then went back to the sprite editor to notice something quite out of place. It was drawing pixels according to the fill pattern and would let me fill in the tile completely !

Try pasting this in immediate mode:

fillp(0b0011010101101000)
circfill(64,64,20, 0x4e)

Then go to the sprite editor and try drawing pixels.

This is not at all desirable behavior for the sprite editor, @zep, and it should disregard any patterns you were working with.

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Cart #kefokuhino-0 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Try #2 trying out some new tools. I saw some posts about better ways to create outlines, so I should probably check those out instead of my current technique. Either way, I'm happy with how this came out for now.

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Cart #spirit_solstice-9 | 2022-01-29 | Code ▽ | Embed ▽ | No License
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You can also play it on itch.io here!

CONTROLS
Arrows: Move
X: Toggle Lantern
Z/X: Advance Text

You can also skip dialogue from the pause menu.

ABOUT
It's the Winter Solstice and you've been tasked with inviting the local nature spirits to join the celebration. Use your lantern to navigate three different areas of the forest in this mini seasonal adventure!

This was made over November and December 2021 for the 2021 PICO-8 Advent Calendar. This ended up being my first time really exploring the extended PICO-8 color palette.

This version of the game is expanded from the original one released through the Advent Calendar on December 21, 2021 with a whole third area and some extra bits of polish.

[ Continue Reading.. ]

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Cart #oneoffgrid-1 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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TO LOAD THIS CART in immediate mode type, load #oneoffgrid
VVhat's new ?
(12-31-21)
✅ changed the edit sprites so they are more visible.
✅ shaved off 5-extra chars through some code rewrite.


Cart #oneoffgrid-0 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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OLD BOX-GRID VERSION
[b]TO LOAD THIS CART

[color=#ffaabb] [ Continue Reading.. ]

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Cart #hametawisu-7 | 2022-01-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first pico-8 game, feedback welcome.

Things I want to add/improve (that I don't necessarily know how to do):

  • m̶a̶k̶e̶ ̶t̶h̶e̶ ̶h̶u̶d̶ ̶f̶o̶l̶l̶o̶w̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶t̶o̶ ̶a̶ ̶n̶e̶w̶ ̶r̶o̶o̶m̶ ̶(̶i̶'̶m̶ ̶h̶a̶l̶f̶ ̶w̶a̶y̶ ̶t̶h̶e̶r̶e̶ ̶j̶u̶s̶t̶ ̶n̶o̶t̶ ̶s̶u̶r̶e̶ ̶w̶h̶a̶t̶ ̶e̶l̶s̶e̶ ̶t̶o̶ ̶d̶o̶!̶)̶

  • enemies that move left to right and up and down (half working)

  • knock back when taking damage on spikes or lava when stepped on (currently just contact and take damage)

  • print the value of an object next to it when buying from the merchant

  • ability to swing a sword and attack

  • change player direction when moving and moving animations

  • m̶u̶s̶i̶c̶ ̶a̶n̶d̶ ̶m̶o̶r̶e̶ ̶s̶o̶u̶n̶d̶ ̶e̶f̶f̶e̶c̶t̶s̶ ̶(̶d̶o̶n̶'̶t̶ ̶k̶n̶o̶w̶ ̶h̶o̶w̶ ̶t̶o̶ ̶p̶r̶o̶g̶r̶a̶m̶ ̶t̶h̶e̶ ̶m̶u̶s̶i̶c̶ ̶i̶n̶)̶

  • a̶d̶d̶ ̶i̶n̶ ̶c̶h̶e̶c̶k̶p̶o̶i̶n̶t̶s̶ ̶a̶f̶t̶e̶r̶ ̶e̶a̶c̶h̶ ̶r̶o̶o̶m̶ ̶(̶s̶t̶r̶u̶g̶g̶l̶i̶n̶g̶ ̶t̶o̶ ̶s̶e̶t̶ ̶a̶n̶d̶ ̶r̶e̶c̶a̶l̶l̶ ̶t̶h̶e̶ ̶X̶,̶y̶ ̶o̶f̶ ̶t̶h̶e̶ ̶c̶h̶e̶c̶k̶p̶o̶i̶n̶t̶ ̶w̶h̶e̶n̶ ̶p̶l̶a̶y̶e̶r̶ ̶d̶i̶e̶s̶)̶

  • a̶d̶d̶ ̶a̶ ̶t̶i̶t̶l̶e̶ ̶s̶c̶r̶e̶e̶n̶ ̶a̶n̶d̶ ̶s̶p̶l̶a̶s̶h̶ ̶s̶c̶r̶e̶e̶n̶ ̶(̶n̶o̶ ̶c̶l̶u̶e̶ ̶h̶o̶w̶ ̶t̶o̶ ̶d̶o̶!̶)̶

  • equipment that changes stats

  • pause screen that displays equipment information

  • mini tarot game at start that lets you pick a card to give items and stats/

Any help or advice on improving this would be much appreciated

thank you to the community for giving me lots of help learning the basics of lua and helping me realise a new hobby :)

much thanks to @remcode for help coding and fixing the number puzzle!

̶P̶.̶s̶.̶ ̶c̶a̶n̶'̶t̶ ̶f̶i̶x̶ ̶t̶h̶e̶ ̶b̶u̶g̶g̶e̶d̶ ̶s̶e̶c̶o̶n̶d̶ ̶l̶e̶v̶e̶l̶ ̶c̶u̶r̶r̶e̶n̶t̶l̶y̶,̶ ̶u̶s̶e̶ ̶d̶i̶a̶g̶o̶n̶a̶l̶ ̶b̶u̶t̶t̶o̶n̶s̶ ̶:̶)̶

previous versions:

Cart #hametawisu-4 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #hametawisu-3 | 2022-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #hametawisu-1 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #hametawisu-0 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11


Cart #frogbite-0 | 2021-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Is there a way to detect when time() changes? I’m trying to make a movement system where when a button is pressed a sprite moves for a certain amount of time.

3 comments


hi there,

i am searching for a possibility to read out actual music in soundchannel/'soundchip'. and than i want to play this endless.

is there someone who has an idea, how i could release this?

thanks for any help

la1n

0 comments


Cart #pathfinding-1 | 2021-12-31 | Code ▽ | Embed ▽ | No License
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A very simple A* pathfinding prototype

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Hi there,

I'm new to pico-8 and was playing around with a system to generate levels for a top-down adventure game on the fly. My setup is as follows:

  • in the map editor, I have screen-sized (16x16 tiles) compatible level blocks
  • when I call my generate_map() function, it makes a table with a predefined number of entries, each containing the coordinates to row/columns in the map
  • in my draw function, I then loop through this table and draw the map
--generate the map
function map_setup(map_size)
	total_area=map_size
	level={}
	for area=1,total_area do
		level[area]={flr(rnd(7))*16, flr(rnd(3))*16}
	end
end

--draw the map
function draw_map()
	t=1
	for i=0,sqrt(total_area)-1 do
		for j=0,sqrt(total_area)-1 do
			map(level[t][1],level[t][2],i*128,j*128,16,16)	
		 t+=1
		end
	end
end

This works for drawing the map nicely, however I am having a lot of trouble getting the collision detection with the map tiles to work. After digging around for hours, it appears my problem is that when I check player.y and player.x and feed these into mget (after dividing by 8 to convert to row/column coordinate), that mget returns whatever is at that coordinate in the map editor, not in my actually drawn map.

[ Continue Reading.. ]

2 comments


Cart #pubezigoju-5 | 2022-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a quick test to see how things work! I don't know what this game is called; I'm sure I've seen it on some old flash game sites.

My collision detection is terrible and the controls aren't great, but it's served its purpose. I'll have to try something different next!

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3 comments


Cart #sihozewiti-31 | 2023-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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