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Cart #stephens_sausage_roll-0 | 2024-10-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Move with arrow Keys
X to Undo
Z to Reset Level / Leave Level

A recreation of the first world of Stephen's Sausage Roll
In each level you must completely cook each sausage without burning them, then return to your start point.

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Cart #fitumuzogi-1 | 2024-10-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is just a little game I made today. It's my own take on the classic game Snake. Use the arrow keys to move.

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This is a game/demake of Hyper Pac-Man that I'm currently making right now

Cart #hyper_pacman_demake-4 | 2024-09-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


[8x8]
Player 1- Controls
Arrow Keys- Move
Z-Jump [Not Complete]
X-Shoot Laser [Not Complete]
[8x8]
Player 2- Controls

[ Continue Reading.. ]

0 comments


Cart #stockmarket-0 | 2024-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Recretion of Weebls Stockmarket made in PICO-8 uses only 3 channels

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Here's a basic CSV parser I use to save tokens in my games. It uses split for the heavy lifting.

Basic version

The most basic version is 66 tokens.

function data(str)
 local lines=split(str,"\n")
 local props,d=split(deli(lines,1)),{}
 for l in all(lines) do
  local o,v={},split(l)
  for i=1,#v do
   o[props[i]]=v[i]
  end
  if(o.name)d[o.name]=o
  add(d,o)
 end
 return d
end

It can be used like this (4 tokens):

spritetypes=data
[[name,sx,sy,sw,sh
alien,0,0,2,2
boss,4,0,4,4
player,0,2,4,2
bomb1,3,0,1,1
bomb2,2,1,1,1
bullet,2,0,1,1]]

The data function returns an array of objects, with properties that map to the CSV columns.

If objects have a name property, then they will be added as a property to the main object with that name.

Which means we can reference the "player" sprite type as:

print(spritetypes.player.sx)

References

This version allows you to reference objects defined in other CSV tables. It's 117 tokens.

glob={
 ["true"]=true,

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=155181#p)
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Slashed Res

This is something I'm actively working on.
I am trying to make a shmup or just a graphics library that I can use for other projects.

the movement is what you'd expect and (❎)(🅾️) go between the different quarters of a sprite.

Cart #quarts-0 | 2024-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This code snippet is the method I made to quarter sprites.

--show a quarter of a sprite
--only works for the first row (lazy)
function qspr(sn,qn,x,y)
    local a=0
    if(qn>2) a=4 
    sspr(sn*8 + ((qn+1)%2 * 4),a,4,4,x,y)
end

This is the placeholder/guide sprite that I used to show what quarter you're on
[8x8]

[ Continue Reading.. ]

1 comment


Cart #astfm-0 | 2024-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Asteroid Field Miner

You are the pilot of an asteroid field mining vessel. Navigate asteroid fields to collect valuable minerals. Use the collected material to upgrade your ship. Each run through the asteroid field gets longer and more difficult than the last.

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Cart #figupyigo-0 | 2024-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #tangram-3 | 2024-10-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zombiegrasslands-0 | 2024-10-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #resurface-4 | 2024-12-24 | Code ▽ | Embed ▽ | No License
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System Rebooting...

GZ-Series Autonomous Mapping Platform, Serial No. 82910-K5

Multiple component errors detected due to EM Pulse and impacts sustained from fall

Mission-critical systems damaged and/or missing

Long-range radio inoperative

Recalculating mission parameters...

  • Explore newly-discovered subterranian biome of exoplanet and reacquire 4 missing mobility components and 8 power cells
  • Attempt to resurface and rendezvous with mobile base to transmit stored data and receive necessary repairs

Minimal power remaining...


This is my entry for Pico1K Jam 2024, and my first attempt at a Metroidvania game. Hope you enjoy playing it!


V1.01: Wall jump behavior is now more consistent, and destructible blocks now differ slightly in appearance
V1.02: Fixed double jump glitch

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So I'm working on a brainf*** interpreter and I'm testing parentheses out right now. But theres a problem. I'm trying to implement "[", but when I run this code:

[]+ Pico-8 Just Crashes on me!

Here's what I'm having trouble with:

 if(t[u]=="["and c[ti]==0) then
  tf=u
  repeat until t[tf]=="]" do
   tf+=1
   cls()
  end
  u=tf
 end

T is the text variable responsible for storing [,],+,Etc
U is the counter.

I have mapped

[ to up,
] to left, and

  • to right.

Z =backspace
X = run

Try "[]+" in the code and you'll see what I mean.

Cart #zakufujebi-0 | 2024-09-30 | Code ▽ | Embed ▽ | No License

[ Continue Reading.. ]

4 comments


Cart #luckyclover-0 | 2024-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Lucky Clover v1.0

My first game with Pico 8.

It's a "Search and Find" game with short timer, don't panic !

Rules

Find the hidden Cauldron under a 4-leaf clover on a random map.

Find the clover quickly before the end of the time runs out.

Controls

D-Pad - Move your character
O - Run
X - Removed Obstacle

Credits

Jean-Eudes Thuroczy 2024

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Cart #gorbo-0 | 2024-09-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1 comment


For some reason on my old laptop "Dell Vostro 3550 | i7-2640m | 12gb | Radeon-6700M" and only on this laptop, it triggers an "input" on the sprite, maps and audio screen.

Where on the sprite screen the frame keeps moving infinitely to the right and changing pages

Same thing on the map screen

and on the audio screens the pitch is infinitely increasing.

I have already tested the keyboard and/or mouse with checkup software and all inputs are healthy and functional. After researching a little, I saw that pico-8 has some inconsistencies on different hardware depending on the version, so I downloaded all the versions one by one and noticed that this problem only occurs from version 0.2.5 onwards, whereas from version 0.2.4c backwards everything is normal...

Would anyone know how to fix it? If there is no solution, we can only wait for new updates with the knowledge of this problem.

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Cart #katana_rabbit-0 | 2024-09-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Katana Rabbit is a short metroidvania/platformer where you play as a rabbit with a katana!

Controls

  • Move with the Arrow Keys
  • Press Z to Jump
  • Press X in the air to Dash

This was a cool project I made by trying to work on something for 30 minutes every day! After 45 sessions this is the result (I wasn't able to work every single day on this but averaged 5 times a week, which I'm very proud of!)

Feel free to drop some feedback and share your times! My PB is 3:02 with 0 deaths.

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Cart #minisweeper_1k-0 | 2024-09-29 | Code ▽ | Embed ▽ | No License
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Minisweeper is a Minesweeper clone created in 1015 compressed bytes for the PICO-1K Jam 2024. To win, correctly place a flag on every mine in the grid. There are two difficulty levels:

  • Easy: A 10x9 grid with 10 mines
  • Hard: A 16x15 grid with 36 mines

Can you beat both?

Controls:

  • Arrow Keys: Select difficulty / cell
  • Z: Open cell
  • X: Place / remove flag
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Cart #defy_player-0 | 2024-09-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Is small cartridge that dropped a @bikibird defy file to pcm player
Defy Player supported a 8,4,2.6,1 bit format and
Support @luchak QPA format
https://www.lexaloffle.com/bbs/?pid=133755

How drop .defy file to Defy Player

  1. https://bikibird.itch.io/defy
  2. click a Generate button
  1. drop in Defy Player max 256kb

Thankes to @bikibird and @luchak im all loves

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FLAPPY!!

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VJ8 - A PICO-8 VJing tool

Add visuals to your music

Get your best playlist blasting, get VJ8 rolling and get the rave going! Use your joystick to change ANIMS - short procedural (or not) animations that put you into trance (effect not guaranteed). Comes with a free distasteful demo song!(i cant make musik)

Use your own animations

Grab your old fancy demos and tweetcarts and turn them into something to be played at the party - just drop the code into VJ8.

The beat's about to drop

Hold the X button during intense parts of your song and let the visuals do their work.

Controls:

⬅️ - p𝘳𝘦𝘷𝘪𝘰𝘶𝘴 𝘢𝘯𝘪𝘮.

➡️ - n𝘦𝘹𝘵 𝘢𝘯𝘪𝘮.

⬇️ - r𝘦𝘴𝘵𝘢𝘳𝘵 𝘤𝘶𝘳𝘳𝘦𝘯𝘵 𝘢𝘯𝘪𝘮.
(𝘧𝘰𝘳 𝘴𝘵𝘶𝘵𝘵𝘦𝘳 𝘦𝘧𝘧𝘦𝘤𝘵𝘴)

⬆️(hold) - s𝘵𝘢𝘳𝘵 𝘱𝘭𝘢𝘺𝘪𝘯𝘨 𝘣𝘳𝘦𝘢𝘬.
s𝘪𝘮𝘱𝘭𝘺 𝘳𝘦𝘭𝘦𝘢𝘴𝘦 ⬆️ 𝘵𝘰 𝘴𝘵𝘢𝘳𝘵
𝘱𝘭𝘢𝘺𝘪𝘯𝘨 𝘵𝘩𝘦 𝘯𝘦𝘹𝘵 𝘢𝘯𝘪𝘮.
a𝘭𝘵𝘦𝘳𝘯𝘢𝘵𝘪𝘷𝘦𝘭𝘺,𝘸𝘩𝘪𝘭𝘦 𝘩𝘰𝘭𝘥𝘪𝘯𝘨 ⬆️
𝘱𝘳𝘦𝘴𝘴 ⬅️ 𝘰𝘳 ➡️ 𝘵𝘰 𝘱𝘭𝘢𝘺 𝘱𝘳𝘦𝘷𝘪𝘰𝘶𝘴
𝘢𝘯𝘪𝘮 𝘰𝘳 𝘴𝘵𝘢𝘳𝘵 𝘱𝘭𝘢𝘺𝘪𝘯𝘨 𝘵𝘩𝘦 𝘯𝘦𝘹𝘵
𝘢𝘯𝘪𝘮.
y𝘰𝘶 𝘤𝘢𝘯 𝘢𝘭𝘴𝘰 𝘱𝘳𝘦𝘴𝘴 ⬇️ 𝘪𝘯𝘴𝘵𝘦𝘢𝘥
𝘵𝘰 𝘳𝘦𝘴𝘵𝘢𝘳𝘵 𝘵𝘩𝘦 𝘢𝘯𝘪𝘮 𝘵𝘩𝘢𝘵 𝘸𝘢𝘴
𝘱𝘭𝘢𝘺𝘪𝘯𝘨.

❎(hold) - t𝘶𝘳𝘣𝘰(𝘪𝘯𝘵𝘦𝘯𝘴𝘦) 𝘮𝘰𝘥𝘦.
hold 𝘥𝘶𝘳𝘪𝘯𝘨 𝘪𝘯𝘵𝘦𝘯𝘴𝘦 𝘱𝘢𝘳𝘵𝘴 𝘰𝘧
𝘵𝘩𝘦 𝘴𝘰𝘯𝘨 (𝘵𝘰 𝘴𝘱𝘦𝘦𝘥 𝘶𝘱 𝘢𝘯𝘪𝘮𝘴,
𝘧𝘰𝘳 𝘦𝘹𝘢𝘮𝘱𝘭𝘦).
y𝘰𝘶 𝘩𝘢𝘷𝘦 𝘵𝘰 𝘪𝘮𝘱𝘭𝘦𝘮𝘦𝘯𝘵 𝘵𝘩𝘪𝘴
𝘮𝘢𝘯𝘶𝘢𝘭𝘭𝘺 𝘪𝘯 𝘺𝘰𝘶𝘳 𝘢𝘯𝘪𝘮.
e𝘹𝘢𝘮𝘱𝘭𝘦:
	if (btn(❎))turbo_mode=true
	...
	if (turbo_mode)speed=speed*10

[ Continue Reading.. ]

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