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I want to put my own little message for my lazy little mod and I don't know what to really do. Help would be appreciated

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Cart #gerawagoma-0 | 2023-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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note: sprites by me and original Picozelda by thesebonesalone

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Cart #rzulta-0 | 2023-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just the list of chr() numbers and corresponding outputs.
Some are invisible, like chr(8) since this is backspace or chr(129)(▒) for no reason (?).
https://www.lexaloffle.com/bbs/files/62268/testing.txt.
As the above file is weird, you can check it out on google drive:
https://drive.google.com/file/d/1DdpsxRyfPPM7pB-ukgd8aD_0eL-WqgrU/view.

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Cart #hueggvo-0 | 2023-09-13 | Code ▽ | Embed ▽ | No License

Hi, i am learning to developing in Pico8, but i feel very frustating because i cant do a "perfect collisions" in a platformer 2d game. When i check the player position, the player stop 1 px before to the wall and if i cotinue pressing the button, the player can move a pixel more until to touch the wall (this happen with y velocity too).

Could you help me?? I apreciate a lot if someone can check the code and fix it :D

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Cart #klunko_3djumpy-0 | 2023-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[64x8]

This is a topdown, psuedo-3D platformer I've been working on. There's no actual game to it yet other than getting a few coins. It's definitely a little janky and not optimized at all but I'm still quite proud of it.
I don't know if I'll ever get around to making the game part of the game so I thought I'd submit it in case anyone was interested.

Controls

Arrow keys to walk

[ Continue Reading.. ]

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@zep

Dear Zep, how are you? Hope all is well.
I install latest voxatron on a new Mac "MacBook Air, Chip Apple M2, Memory 16 GB, macOS Ventura 13.5.2"
It looks strange, Please see video below. Please let me know if there something I can do to fix it.
Thank you.

https://youtu.be/tMFSxp91Vmk

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Cart #bittienetworkwip1-0 | 2023-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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https://alethium.itch.io/megaman-bittienetwork/devlog/587937/megaman-bittie-network-devlog-pt1

feel free to read the full Devlog.

this project is a homage to megaman battlenetwork and a space for me to learn deeper memory tricks in Pico-8, plan for a future MMBN style action tactics battler project, and generally flex my artistic skills.

the battle field is arranged as an Array, and each tile is an object in that array filled with the current needed information. hit checks are done against that array for collisions. movement is done by altering the tile an entity is on. later the sprites for the enemies might lerp between tiles while megaman will always teleport, ill use fillp later to emulate the digitized teleport he does.

[ Continue Reading.. ]

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( @WoopyBoiii just making a separate thread, I don't wanna flood the birds with guns thread with conversation)

kind of, I made the sprite in paint.net, upscaled it to around 4x, and then saved it as a .png that I uploaded as my pfp.

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I present you my first game ! I'm not developer at all, but i tried to learn slowly my first programming language. I hope you will like it, enjoy :)

Cart #skyingfly-0 | 2023-09-12 | Code ▽ | Embed ▽ | No License
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Cart #rabbit_journey-0 | 2023-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Started playing with snow simulation and created a small demo as a result.

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Cart #subsurface-2 | 2023-09-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Subsurface

A little Metroidvania featuring:

  • 40 screens to explore
  • 6 upgrades to find
  • 6 or so enemies to fight
  • A single boss fight!

WARNING: Starting a new game will wipe your save without warning! I completely ran out of tokens before I could add a conformation message so be careful! (That said, it only takes about 10 minutes to beat the game from start to finish, so losing a save is probably not the end of the world.)

Information

This is my first attempt at making a Pico-8 game and I'm reasonably happy with it. I was definitely hoping to do a lot more and add a lot more polish but I completely ran out of token space. In the future, I'll probably plan things out a little better to make sure I can fit in everything I want. That, or maybe spread things across multiple cartridges.

[ Continue Reading.. ]

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Cart #kesahiheka-0 | 2023-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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hey making mod nano man soon

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Cart #pico1kshmup_1-0 | 2023-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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About

My #Pico1k 2023 jam submission, a shoot 'em up written in 1024 compressed bytes. I wanted to capture some of the polish from Lazy Devs Academy's first shmup tutorial, but without having use of the sprite sheet and sfx.

Features

-Sprites created at runtime from ascii
-Some lerping mid-wave
-Invulnerability after getting hit
-Gradual difficulty increase
-Very rudimentary sound effects with what bytes I had left

Controls

Directional to move and O / Z to shoot

On the GAME OVER screen you need to reboot the cart (because I ran out of bytes!)

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Cart #picopelago-0 | 2023-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Create landscapes or sit back and watch them change over time

Picopelago is a terrain toy in 1024 bytes. It includes a screensaver mode which generates landscapes and a draw mode where you can shape them yourself

As time passes, erosion smooths out rugged terrain

As mountain peaks reach the sky, the landscape sinks into the sea

Controls

  • (▲)/(▼)/( X ) to navigate main menu
  • Mouse or touchscreen required for draw mode
  • Enter and choose "Reset Cart" to return to main menu

About

Created for PICO-1k Jam 2023 (code is 1024 bytes after minification & compression)

[ Continue Reading.. ]

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Cart #femohenuhi-0 | 2023-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Was just exploring capabilities PICO-8 and created this little game. Looking forward to build the next one :)

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I had been using poke(0x5f00, 128 ..etc) to set transparency and setting it to 128 works for spr,
Then I tried the same thing for tline and it wouldn't work unless I set it to 16 or had bit5 flipped.

This test code alternates between the 2 values, 16 works for both 128 only works for spr.

t,f = 0
memset(0x2000,1,0x1000)
function _draw()
 cls"12"

 -- palette
 t+=1
 if t%20==0 then
  poke(0x5f00,f and 16 or 128)
  f = not f
 end

 -- tline
 for i = 31,95 do
  tline(47,i,111,i,0,i/8)
 end

 -- spr
 spr(0,16,60)

end

Is this intentional? A bug? What's the difference between those higher-bits? I was confused when I stumbled into this.

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Cart #dibukowawu-1 | 2023-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #dibukowawu-0 | 2023-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #klunko_factoryline-1 | 2024-08-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[48x8]

Important! I actually made this version ages ago, but I published it as a separate cartridge for some reason. Anyways, here's the new version.

An arcade-y game based on the Mario Bros. Game and Watch.
This is the second version of my first PICO 8 game. Hope you enjoy it!

How to Play

Move both workers to carry the products up the conveyor belts. Don't let them fall!

[ Continue Reading.. ]

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