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Cart #celestesnake-1 | 2022-10-15 | Code ▽ | Embed ▽ | No License
21

A celeste mod, where Madeline is a snake... don't ask.
Strawberries function like the apples in snake, and will increase the length.

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11 comments


A new instance of PICO-8, will have the custom font properties set to zero.

?peek(0x5600) -- =0
?peek(0x5601) -- =0
?peek(0x5602) -- =0

This sets width and height to a default of 0 pixels. This will never be a useful default state.
It can be confusing for newcomers- and frankly is easily forgotten / overlooked for experienced users- when working with custom fonts.

Request:

  • Initialise custom font properties to a reasonable default of 8 x 8 px, which matches the one-off character default. i.e. poke(0x5600,8,8,8)
6 comments


Extended Jelpi is a remake of Jelpi Demo with more features.
I wanted to make a Jelpi Demo remake with alternative palette and extended second level. And why not make and extended version of this game?
In the remake you can change palette, multiplayer in the pause menu. Also there are icons in the pause menu and top bar now!

Cart #extended_jelpi-3 | 2024-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

v1.3

  • Added death count
  • Changed the victory screen music a bit (forgot that I added the modified copies of SFX myself for music, so I made more music, again, and it's unused :P)

Old versions:


Cart #extended_jelpi-2 | 2024-02-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

v1.2

  • Added some more signs
  • Added difficulty
  • Added painting mode
  • Added score and gems count
  • Added stats in the ending screen
  • Changed level 1 and 2
  • The bird now can pick Jelpi up! (just uncommented the code lol)

Cart #extended_jelpi-1 | 2022-10-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

v1.1

  • Added ending screen in level 4

Cart #extended_jelpi-0 | 2022-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

v1.0

  • Initial release (extended)
13
6 comments


Cart #gloopadoop1-0 | 2022-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

How to Play

The First Gloopadoop Invasion is a retro arcade style shoot-em-up. You need to shoot the Gloopadoops and survive at least 10 waves and defeat the mastermind boss at the end.

  • Arrow keys move the ship - or you can use a controller
  • Z or N or C - Shoot your T72 flame cannon!
  • X or M or V - Shoot your AIM-21 "Shatterer" Missile - you have maximum of 5 and they regenerate

NOTE: you can use a gamepad or controller also. Please do!

If you get hit by an enemy or a bullet you will lose health. You have 5 health pips - dont lose them all!

If all enemies are destroyed or have left the screen the next wave will start. There are 10 waves and then . . . well you will see.

[ Continue Reading.. ]

8
0 comments


Welcome to Picotron's universe!

Today's trailer is operated from roblox Picotron

Cart #ziruzoyiko-3 | 2024-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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23 comments


Hello, we haven't seen each other for a long time, friends, I leave this so you can see what you think of this video, please don't take it the wrong way
https://youtu.be/4qRdUrSS20Y

I hope you don't take it the wrong way, I just want you to give your opinion on this.

3 comments


Cart #inserting_disk-2 | 2022-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

v1.2

  • Added sound when the disk is inserted
  • Added monitor (you can remove it in pause menu)

Cart #inserting_disk-1 | 2022-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

v1.1

  • Fixed sound when inserting a disk

Cart #inserting_disk-0 | 2022-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

[ Continue Reading.. ]

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5 comments


Cart #mario_vs_khabis-1 | 2022-10-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

What's up guys
I made a video to explain how Lua works - in Persian
and this game is the result
only in 20min you can make a wonderful game

In Persian "khabis" means bad guy.
Khabis and mario try to get fruits and avoid bombs.
a simple senario and addictive game :)

Collision Detection
In physics, a collision is any event in which two or more bodies exert forces on each other in a relatively short time.

function collision(a,b,x,y)
    if (a <= x and a+8 >=x or 
            x <= a and x+8 >=a) and
                (b <= y and b+8 >=y or 

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=119095#p)
1 comment


Cart #px_puzzle-1 | 2022-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

First I load my image to a table,
final positions in x,y and random position in (a,b)

function load_image()

	--load the image
	me = {}
	for j=0,8 do
	 row={}
		for i=0,8 do
					add(row,{
					 spr=j*16+i,
					 x=i*8+30,
					 y=j*8+20,
					 a=rnd(150),
					 b=130,
					})
  end
  add(me, row)

	end

end

then I call a magnet() function to move a=>x and b=>y

function magnet()
  local step=1

		for j=1,8 do

				for i=1,8 do
				  local p = me[j][i]
				  x= p.a
				  y= p.b
						if p.a > p.x then
							p.a-=step
						end
						if p.a < p.x then
							p.a+=step
						end
						if p.b > p.y then
							p.b-=step

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=119089#p)
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2 comments


Possibly a bug or just a quality of life issue...
Functions should handle trailing commas gracefully.

data={1,2,3,} -- trailing comma
poke( 0x5600, unpack(data) ) -- works
poke( 0x5600, 1,2,3, ) -- fails

... this may be fundamental to Lua?

7 comments


I'm trying to make a version of Snake and I have two tables of tables I need values pared from and removed. the code:

Now I need to delete all of the matching values in ST and NST but both tables could be up to a length of 196 and this game uses update60(). Any advice would be greatly appreciated, thanks.

13 comments


Cart #wtirizuke-0 | 2022-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A little tile turning game about pipes

Made in 1024 compressed bytes for the #pico1k 2022 jam.

How to play

  • Use arrows to navigate around the tiles.
  • O and X rotate the selected tile anti-clockwise / clockwise.
  • Connect the water to the red marker to refresh the board.
  • There is horizontal and vertical screen wrapping.
  • You get 1 point for every tile connected.
  • Game over when flow can't continue.
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2 comments


Cart #withypongdone1234-0 | 2022-10-13 | Code ▽ | Embed ▽ | No License
2

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1 comment


Cart #eyowitchypong1234-0 | 2022-10-13 | Code ▽ | Embed ▽ | No License
1

1
0 comments


Hello there!

I just purchased PICO-8 and would like to start using it. However, my ESC key does not seem to be working inside the PICO-8 application. Something similar happens for the newer versions of Minecraft, but I couldn't tell you why. Even across a different keyboard, this still happens.

I have a feeling this isn't going to be an easy fix, so if you want to add me on discord to help investigate this further, my account is Archonic#1070.

Cheers!

5 comments


i downloaded pico-8 when i was signed out and i cant update to the latest version how do i show that i own it?

3 comments


Hi,

I'm working on a collection of 'retro' 8x8 repeating patterns.
Since the fillp() function only supports 4x4 px patterns, the nearest data format is using Custom Fonts (1bit per pixel, 8x8px).

I'm planning on something like this:

?"\^!5600⁸x⁸\0\0"

-- 97 'a' stonewall
poke(0x5600+(8* 97),
  14, -- ▒███▒▒▒▒
 230, -- ▒██▒▒███
 240, -- ▒▒▒▒████
 102, -- ▒██▒▒██▒
  15, -- ████▒▒▒▒
  95, -- █████▒█▒
 206, -- ▒███▒▒██
 224  -- ▒▒▒▒▒███
)

-- 98 'b' picket
poke(0x5600+(8* 98),
   0, -- ▒▒▒▒▒▒▒▒
  34, -- ▒█▒▒▒█▒▒
 102, -- ▒██▒▒██▒
 255, -- ████████
 102, -- ▒██▒▒██▒
 102, -- ▒██▒▒██▒
 255, -- ████████
 102  -- ▒██▒▒██▒

-- ...

)

and then to render the pattern,

print "\014aaabbb"
print "\014aaabbb"
-- etc.

Request for feedback:
(esp. @Heracleum, @dw817) ~ Is this reasonable?
Is there a more appropriate data type / graphics method?

Many thanks,
Andrew

1
14 comments


Cart #speedeste-2 | 2024-03-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

celeste, but 2x speed (the music is also 2x speed)
it is highly recommended that you play the original version before playing this

8
10 comments


I guess, what I'm wondering about is twofold...

Do you think rollback netcode can be implemented in a cart without consuming a ton of it's resources... and do you think a cart with that level of netplay (within the remaining resources) has an audience it would appeal to? Granted, this is major feature-creep territory for any project scaled to P8 in the first place, but again, that's why it's a theoretical discussion...

1
14 comments


I am doing a little project here and decided to show how the results are going.
The project will be called pico 4 and will run on pico 8. It will have an audio editor (16 audios, eaach one with a length of 8 notes, 16 notes and 16 volumes), a sprite editor (4 colors palette, 16 sprites, 4x4 pixels and a 32x32 screen), a map editor (32x32 tiles) and a code editor (256 tokens, each one fitting on exactly 1 byte). In the end you get 961 bytes in a cartridge and with a little 63 bytes of save (mainly for highscores) it results in 1 kilo byte cartidges.
The objective is to do a mini-console where you can do a minigame in les than 2 hours.
Will be possible to use it in any pico 8 port using of virtual keyboards and some type of external saving (thinking in some type of special qr code or something).
And every editor will be written on the bto language (successive letters of asm) the language I am ending now.
Here the first interpreter. (You need to put the code inside the cart code (last lines inside quotes) 'cause I didn't end the code editor yet lol)

[ Continue Reading.. ]

5
10 comments




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