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Cart #boat_zeta_0-0 | 2022-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

BOAT ZETA!

This is a little remake of Yahtzee I made a while ago, it was a little janky and broken but I decided to fix it up and post it. not much but it works!

If you notice any bugs or have any advice, I encourage you to tell me!

0 comments


Cart #fezesiroyo-0 | 2022-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my game made for the ludum dare 51: https://ldjam.com/events/ludum-dare/51/swapply
It's another simple one button game where the controlled character change every 10 seconds.
Hopefully I'll update this to fix the bugs and the level design and are more features :-)

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5 comments


Cart #jsybrandt_pong-0 | 2022-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a simple little proof of concept to help me put together a series of library files, which are intended to make pico8 development a little easier.

In the meantime, I attempted to juice pong a little with some minor animations and particle effects.

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first of all, I'd like to say thank you to the MIDILib team for making some of these instruments

hi... uhh... basically I'm working on a JTS (Journey to Silius) remake
will be updated with tracks added as time goes on
so uhh... enjoy what's here at the moment

(Oct. 7, 2022) I'm done with all the stage themes

(Oct. 8, 2022) All that's left is the ending, which I'm planning on doing something special with

Cart #jtsdxsoundtrack-5 | 2022-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #matryoshka-0 | 2022-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Little thing for CCAWJAM 6.

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Cart #meterstoshade-0 | 2022-10-02 | Code ▽ | Embed ▽ | No License
36

100 Meters to Shade

Ludum Dare link: https://ldjam.com/events/ludum-dare/51/1000-meters-to-shade

My entry to LD51, where the theme is "Every 10 Seconds." Use the arrow keys to navigate 1000 meters to the right, towards shade. When a solar flare is coming, hide in the shade of a cactus.

Thanks for playing!

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Another simple one, although there's some pretty aggressive ... can you even call it tremolo if it's this slow? In imitation of the VCSL sample I was using as inspiration. Makes for an interesting effect, which I think fits the folk-instrument vibes.

[sfx]

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Cart #runeyekopu-0 | 2022-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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So maybe this is old news to everybody but me but I just discovered it by accident. Turns out you can define local functions! It makes sense but it somehow never occurred to me to try before.

Here's a quick example:

do
   local function a()
      print('in a')
   end

   function b()
      print('in b: calling a')
      a()
   end

   print('in local scope')
   print(a)
   print(b)
   a()
   b()
   print('leaving local scope\n\n')
end

print('in global scope')
print(a)
print(b)
b()

Output:

in local scope
[function]
[function]
in a
in b: calling a
in a
leaving local scope

in global scope
[nil]
[function]
in b: calling a
in a

That's it. Just thought it was interesting.

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5 comments


Cart #eduszeszgames-1 | 2022-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a cart that lists the games I have made so far. I put this together to learn the basics of multicart in pico-8

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Click the yellow thing in the bottom left

Cart #mewumoruzu-4 | 2022-10-02 | Code ▽ | Embed ▽ | No License
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Cart #napufapusi-0 | 2022-10-02 | Code ▽ | Embed ▽ | No License
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Cart #pck404_campfire-3 | 2022-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Campfire

This is just me trying to simulate fire in Pico8 without shaders or fancy particle systems.

My approach is :

  • At load time :
    • Generate bursts of animated particles
    • Each particle increments the brightness value for the pixels it sits on
    • The burst animations are baked into the spritesheet
  • At run time :
    • Animate the baked sprites (moving them up)
    • Again, add the brightness values together

The brightness value (which is just a color from 0 to 7) is mapped to a fire shade with pal().

There are other particle systems for bursts of sparkles and fireflies.

Any thought? What would be your approach?

v2 update

[ Continue Reading.. ]

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This one turned out to be a relatively simple process:

  1. Select the "Organ" waveform.
  2. Make it as huge as possible.

[sfx]

The preview sounds terrible because it loops the vibrato weirdly, but when used as an actual instrument, the vibrato works as normal.

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3 comments


Cart #logarhythm_hexagon0-0 | 2022-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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An homage to Super Hexagon by Terry Cavanagh.
Most of development was done in Jan 2022 but lots of tuning and polish to finish it up went in the past couple of weeks.

Controls: z,x and left/right arrow keys. Enter key for menu.

Like the original, this game is HARD! Find a path through for 120 seconds to win the stage.

Code comments should help if you'd like to hack the stage palettes, tweak speeds, or make your own patterns.

Please feel free to remix.

Thanks to @p01 for the efficient pico-8 triangle drawing routine used here.

[ Continue Reading.. ]

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SDK-Units of consoles have normally more memory.

This can be useful during developing - simple try something without care about limits. Or store additional debug information.

it would be nice, if pico-8 would emulate this.

This can be done very simple:
The project must be saved as ".p8"-utf8-file.
When the project hit the limit of characters, compressed size and token it will display the known warning with a little addition: "Ignore? (Project can't be exported!) (y/n):" - when you hit y - it will start anyway. Save as .p8 is always possible, since there are no limits.
Of course the export to bin, web, rom, png or whatever is not possible. also the cli-command "-run" should not work on this oversized p8.

This would be usfull, when you want to check, if something work. Or when you developed a tool / level editor for a game, which you don't want to share.

additional it would be nice to have an debug - enddebug - command

function test(a,b)
 debug 
   if not a or not b then
     print("this should not happen! Got nils!")
   end
 enddebug
 ...
end

[ Continue Reading.. ]

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Cart #cluepixween-4 | 2022-10-03 | Code ▽ | Embed ▽ | No License
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Hi! Here is a Halloween themed CluePix with 31 new images to solve, each unlocking every day of october. Yup, just like Christmas advent calendar, only with ghosts, zombies, vampires and other scary stuff :)
If you're not familiar with CluePix you can play the original game there or just read the shamelessly copied & pasted rules below (in short, think Picross meets Minesweeper). In any case, I hope you'll have fun!

CluePix is a picture solving game. Draw pixel art using those 2 clues:

  • Color bars show mixed pixels from their line.
  • Digits show how many pixels around are the same color.

There's an ingame tutorial. Once a picture is solved, it is saved and reloaded on next game sessions, so no hurry, even though the game is short and might be finished in one sitting. CluePix is a proof of concept for an original puzzle game, hence the low number of pictures to solve. So I'd be glad to read your comments, thanks for playing!

[ Continue Reading.. ]

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?"\*0abc" 
-- expected: bc 
-- actual: abc

Perhaps this isn't a bug, but it could make a padding function a lot simpler.

function pad(str, char, len)
 return str.."\*"..(len-#str)..char
end
?pad("hello","h",6) -- helloh
?pad("hello","h",5) -- helloh
-- second one should just be hello
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Hello, and especially to @zep.

I have noticed when you are coding that you count the actual number of characters from your 64k limit when typing code.

For instance, let us see what info gives us in typing from immediate mode with no code:

FILE: UNTITLED_1.P8
TOKENS:         0 /  8192
CHARS:          0 / 65535
COMPRESSED:     0 / 15616

OK, now let's add a single line of code in the source-code editor. PRINT(".")

Now return to immediate mode (ESC) and type INFO and you have:

FILE: UNTITLED_1.P8
TOKENS:         3 /  8192
CHARS:         11 / 65535
COMPRESSED:    11 / 15616

Here is the problem. Now edit that program line so it reads: PRINT("\0") then return to immediate and type INFO again in. This time you get:

FILE: UNTITLED_1.P8
TOKENS:         3 /  8192
CHARS:         12 / 65535
COMPRESSED:    12 / 15616

NOTICE that CHARS went up by one !

[ Continue Reading.. ]

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Cart #colorstack-0 | 2022-10-01 | Code ▽ | Embed ▽ | No License
8

Many years ago, I programmed this game in AS3 and released it on Kongregate. Now I rewrote in for Pico-8.

Game play: join exactly 4 blocks of the same color to make them disappear. If you connect more than 4 blocks, they turn grey and cannot be removed any more.

The game will display a summary of your run at the end, and keeps track of the 5 best scores.

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