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Cart #cloudy_skies-0 | 2022-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello. This is my first attempt to convert a multi-track MIDI song to Pico-8 through the use of @bikibird's own DENOTE tool. And I believe I was successful.

https://bikibird.itch.io/denote

As for the picture, it helps to squint. Sorry, that's the best I can do. :)
Run in immediate mode for zero hiccups in flicker.

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4 comments


Shovel Knight Main Theme

Music by @Fettuccini

Art by @SmellyFishstiks

Cart #shovelknightmusic-0 | 2022-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I actually made this a while ago, but just never got around to posting it here on the BBS. Thanks to @SmellyFishstiks for taking the time to make the art for it!

Any recommendations for other Shovel Knight songs to demake? Let me know, and I just might do it :)

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0 comments


rpg engine that i made

Cart #dusewofezo_rpg-0 | 2022-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #redguy-0 | 2022-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first cart. Arrows to move and z to jump.

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7 comments


Cart #hot_diggin-0 | 2022-09-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hot Diggin'

A game in less than 1kb for PICO-1K jam 2022

Help Digson get away from the falling lava! Dig as fast as you can! Why is the lava falling? Who knows!

HOW TO PLAY:

  • arrow keys (or gamepad DPAD) - move left and right
  • action button (Z,C, or N on keyboard, "A" on XBOX gamepad) - dig!
    • you can dig left and right by holding that direction while digging. Otherwise, you will try to dig down. You can only dig when your feet are on hard ground.
  • Your only goal is to outrun the falling lava. Touching red blocks will make the lava run faster. You can dig through red blocks, but doing so will GREATLY speed up the lava, so try to avoid this.

[ Continue Reading.. ]

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11 comments


Pico-8 Sprite Movement Demo
a demo I just made in my free time
1.0 - made and uploaded to bbs

Cart #p8spritemovementdemo-1 | 2022-09-27 | Code ▽ | Embed ▽ | No License
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1.1 - added controls
Cart #p8spritemovementdemo-3 | 2022-09-28 | Code ▽ | Embed ▽ | No License
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1 comment


Cart #berzerk-1 | 2022-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My Pico-8 game inspired by the 1980 Stern Electronics game and made possible by the excellent "Speako8 Speech Synthesis Library" by @bikibird - https://www.lexaloffle.com/bbs/?pid=116919#p

How to Play

Shoot the robots. Avoid the walls. Don't stay in a room for too long!

Controls

[X] - Laser (stands still so you can accurate fire in one of 8 directions)
[O] - Laser (while running)

Thanks To

Version History

0.80 - 26-Sep-2022 - Released
0.81 - 27-Sep-2022 - Otto now destroys robots
0.82 - 28-Sep-2022 - Updated credits and fixed bug walking through exit door

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22 comments


Shovel Knight Main Theme

[sfx]
Here's my pico-8 transcription of the main theme from Shovel Knight :)

My pixel art skills aren't the most refined, so if anyone out there would like to take a stab at making a 128x128 title screen for this, I'll gladly use that to post this as a cart instead and credit you.

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7 comments


[sfx]

cart for firefox'rs ex: @dw817

(now works for realzies now)

Cart #botozeraku-0 | 2022-09-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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made with denote

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4 comments


Hello all! I'm having an issue with a game I'm developing, where the collision is working flawlessly with any side other than the left side. for some reason it just wont work with the warps in game and I'm not sure why. left side collisions are working everywhere else, namely with stopping the player walking thru the walls. but not for the warps in game, which are supposed to work kind of like Pokémon's teleporting system. Frankly, I'm stumped and would appreciate if someone could take a look at this. Linked are not only the relevant code in the game, but a test cartridge as well to see what the problem is.

the main files i believe the bug should be happening in is input.lua, collision.lua, and game_manager.lua

collision.lua

--collsion for the map
function collide_map(obj,aim,flag)
	--obj = table needs x,y,w,h
	--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 y1=0
	local x2=0   local y2=0

	if aim=="left" then
	  x1=x-1  y1=y
	  x2=x    y2=y+h-1
	elseif aim=="right" then
	  x1=x+w-1    y1=y
	  x2=x+w  y2=y+h-1
	elseif aim=="up" then
	  x1=x+2    y1=y-1
	  x2=x+w-3  y2=y
	elseif aim=="down" then
	  x1=x+2      y1=y+h
	  x2=x+w-3    y2=y+h
	end

	--pixels to tiles
	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
end

game_manager.lua

--manages all overarching functions and mechanics
--ex: turns

--turn structure
turns = {
    turn = 0,
    moves = 4,
    actions = 2,
    end_moves = false,
    end_actions = false
}

--moves player with given direction
function move(dir)
    --if moving left and not colliding with walls
    if turns.moves > 0 and dir == "left" and not collide_map(p, dir, 1) then
        p.x -= 8
        turns.moves -= 1
        printh("col: "..tostring(collide_map(p, dir, 3)), "log", false)
        --check if colliding with left side warp !NOT WORKING!
        if collide_map(p, dir, 3) then
            -- move map
            printh("moving map left", "log", false)
            _map.last_x = _map.x
            _map.x -= 1
            printh("x:".._map.x, "log", false)
            p.x = 120
        end
    --if moving left and not colliding with walls    
    elseif turns.moves > 0 and dir == "right" and not collide_map(p, dir, 1) then
        p.x += 8
        turns.moves -= 1
        --check if colliding with right side warp !WORKING!
        if collide_map(p, dir, 3) then
            -- move map
            printh("moving map right", "log", false)
            _map.last_x = _map.x
            _map.x += 1
            printh("x:".._map.x, "log", false)
            p.x = 8
        end
    elseif turns.moves > 0 and dir == "up" and not collide_map(p, dir, 1) then
        p.y -= 8
        turns.moves -= 1
    elseif turns.moves > 0 and dir == "down" and not collide_map(p, dir, 1) then
        p.y += 8
        turns.moves -= 1
    else
        if turns.actions > 0 and turns.moves <= 0 then
            turns.end_moves = true
        elseif turns.actions <= 0 then
            turns.end_actions = true
        end
    end

end

function end_turn()
    turns.turn += 1
    turns.moves = 4
    turns.actions = 2
    turns.end_moves = false
    turns.end_actions = false
end

function draw_turns()
    if turns.end_moves then
        print("out of moves", 32, 0)
    elseif turns.end_actions then
        print("out of actions", 32, 0)
    end

    print("turn: "..turns.turn, 0, 0)
    print("moves: "..turns.moves, 0, 8)
    print("actions: "..turns.actions, 0, 16)
end

map.lua

-- map functionality, using the x and y in _map to determine which room the player is in

_map = {
    x = 0,
    y = 0,
    last_x = 0,
    last_y = 0
}

--draws the map
function draw_map()

    local x = 0 local y = 0

    if _map.x ~= 0 then
        x = (_map.x - _map.last_x)*(_map.x+15)
    end
    if _map.y ~= 0 then
        y = (_map.y - _map.last_x)*(_map.x+15)
    end

    printh("draw_x:"..x, "log", false)

    map(x, y)

end

input.lua

--input variables

input_frozen = false

--input function
--gets input for all buttons in the game and provides logic behind them
function input()
    if btnp(5) and not menu.menu_opened then
        open_menu()
    elseif btnp(5) and menu.menu_opened then
        close_menu()
    end
    if not input_frozen then
        if btnp(0) then
            move("left")
        end
        if btnp(1) then
            move("right")
        end
        if btnp(2) then
            move("up")
        end
        if btnp(3) then
            move("down")
        end
        if btnp(4) then
            end_turn()
        end
    end
end

player.lua

--player class, contains all information relavent to the player character

--structure containing all variables relevant to the player
p = {
    sp = 1,
    x = 64,
    y = 64,
    w = 8,
    h = 8
}

--draws the player to the screen
function draw_player()
    spr(p.sp, p.x, p.y)
end

menu.lua

--menu class containing all logic for the in game menu

--structure containing all variabkes relevant to the menu
menu = {
    menu_opened = false
}

--opens the menu
function open_menu()
    input_frozen = true
    menu.menu_opened = true
end

--closes the menu
function close_menu()
    input_frozen = false
    menu.menu_opened = false
end

-- draws the menu
function draw_menu()
    cls(0)
    map(112, 48)
    print("menu", 59, 6)
end

main.lua

--default functions draw, update, and init

function _init()
    --setting player
    p.sp = 1
    p.x = 64
    p.y = 64

    --resetting menu and input
    menu.menu_opened = false
    input_frozen = false
end

function _draw()

    if menu.menu_opened then
        draw_menu()
    elseif not menu.menu_opened then
        cls(3)
        draw_map()
        draw_player()
        draw_turns()
    end
end

function _update()
    input()
end

here is a test cartridge to see the issue at play

controls:
left: move left
right: move right
up: move up
down: move down

x: open menu
z: advance turn

to recreate the bug, you can walk through the warp on the right of the screen from spawn (orange arrows)
but when you make it to the other side, you cannot warp back even though the logic should let you.

[ Continue Reading.. ]

1 comment


Cart #emilsrejse-1 | 2022-09-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

An homage to our favorite guy, the one and only Emil Grubak Schmalfeldt ❤️

Made by four friends on a rainy day in Odense, Denmark on the 24th of September, 2022.

Credits & Thanks

To crank out a fun game in a single day, we build upon the engine and assets from Harold's Bad Day by @biovoid. This game would not have been possible without it!

The Team

  • Christian Kudahl (code, design)
  • Andrew Skjellerup (design)
  • Jeppe Due Hunsdahl (music, sfx)
  • Kasper Meyer (art, janitorial work)
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Cart #ineedcoffee_pbesstudio-0 | 2022-09-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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12 comments


I'm working on a simple space invaders clone to teach a workshop this october.

This is what I've got:

INVADERS GAME:

Cart #invaderwip5_02-0 | 2022-11-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Update 1:

  • Added lives can't lose em yet.
  • Added ufo

Update 2:

  • Added levels
  • Added level transition

Update 3:

  • Added game over
  • Scaling difficulty with levels

Update 4:

  • Added start screen
  • Capped level difficulty
  • Changed reset from O to X
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4 comments


[sfx]

Here's a flute I made for a track in my current project. I tried to capture the breathy harmonics that happen on the attack of a note. After the note is held, it goes into a looping tremelo.

I didn't switch on the reverb here, but I am using it with medium reverb on the pattern in my track.

For a softer sound, you can use the fade-in effect (4), or alternate between fading in and hard attack for more variety in sound. I've also had success with using a fast arpeggio between 2 notes for a trill effect.

Feel free to use it in your projects under CC4-BY-NC-SA license. Enjoy!

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2 comments


Cart #mewumiresu-0 | 2022-09-26 | Code ▽ | Embed ▽ | No License

Disclaimer: This is not my cart, I've just discovered it and made a version fit for speedrunning in 10 minutes.

CHANGES:
Time is displayed at the end (from button press out of instructions to pink balls merging) (breaks with times over 9 minutes due to overflow)
All 6 starting balls are now white.

1 comment


Inst. 37 (Slap Bass 2):
[sfx]
Inst. 34 (Electric Pick Bass):
[sfx]
made like uhh probably a day or two ago.

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0 comments


Cart #dredds_piffle-11 | 2022-10-16 | Code ▽ | Embed ▽ | No License
32

My family like the online word game Waffle but wanted to play more than once a day. So I wrote them this version in Pico-8. Along the way I reimagined it as an 8-bit console title with sound effects, music, particles, multiple levels, ramping difficulty, and a final “boss battle” that you unlock by completing all the preceding levels.

How to Play

Scrambled words are arranged in a grid. Unscramble all the words by swapping pairs of letters. You have a limited number of swaps to complete each level. Run out of swaps and you have to try again. Complete the level with swaps left over to score points.

[ Continue Reading.. ]

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10 comments


Hi

I'm a fresher of pico-8, so I want to read some exist object code.

The default font is hard to read in launcher, so I try to use some editor like vs-code to open the cartridge file(*.p8.png), but it seems like it is a binary file and unreadable.

Anyone have some advises?

3 comments


the h
based on the win animation from kirby's dream land
(do animations count as GFX snippets?)

Cart #kirbyvictorytest-0 | 2022-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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3 comments


Cart #brp_dart07-0 | 2022-09-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
17

Dart-07

A scrolling shooter. As the Dart-07 you fight on Emerald Islands, Outpost in Space, and in the interstellar Phoslar Mine

This is a PICO-8 game, which I made during Basic Shmup Showcase event organised by Lazy Devs Academy.

You can play it here and on https://beetrootpaul.itch.io/dart-07 .

⚠️ Please be aware this game is under development. Mission 1 is complete and ready to play, but you enter missions 2 and 3 on your own risk 😄

If you want to take a look at the codebase, please visit https://github.com/beetrootpaul/dart-07 (the code inside PICO-8 carts of this game is minified, therefore not suitable for reading).

[ Continue Reading.. ]

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4 comments




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