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Hi everyone!
Sorry I haven't posted(On the topic of mirror) in a while.

Anyways heres LV3:
As Usual lemme know if it's impossible.

Cart #tizofuwawi-0 | 2024-10-24 | Code ▽ | Embed ▽ | No License

I have also added Debug exits to Lvl 1 and 2 for ur convenience.
Oh, Btw All other updates will be posted here from now on.

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Once Upon a late night dreary, I logged in weak and weary, Over many a quaint of forgotten Splore...
I searched up "Horror" and it said "Nevermore"

Old poetry aside, Anyone know any Pico-8 horror games? Seeing as it's Halloween and I've come up short, and HALLOWEEN of all times. If any have good releases, please post them here for the next thrill seeker like me.

I'll start:

https://arkicade.itch.io/cheshire-in-a-chatroom

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i felt i should bring this up! having to move my mouse so slowly to try and get the number i need out of a knob in SFX tends to really strain my wrist ;; being able to click a box and type a number much like GFX allows would be much, much appreciated, or perhaps the scroll wheel could allow you to increment/decrement by 1!

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Cart #zanisohru-2 | 2024-11-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9


v1.1

Here is a Text system that I've been working on! Any type of feedback or criticism is welcome!

~~ PROS ~~

  • Dynamic Name Tab
  • Simply Formatted
  • Light Weight

~~ CONS ~~

  • Manually add a new line using '\n'

~~ UPDATE CHANGELOG ~~
1.1 - Dynamic name now works with special icons (Thanks @RealShadowCaster)
1.0 - Initial release

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Cart #deleuze-0 | 2024-10-20 | Embed ▽ | License: CC4-BY-NC-SA
9

Hi folks,

I realised I hadn't shared this in the BBS yet!

I made this game back in July for the LITHOBREAKERS - 01 Defenestration Jam. It is an anonymous jam with between friends, so I originally had to publish it under a pseudonym. Hence why I didn't post it here at the time.

This is my first Picotron (and pico-whatever) ever!

I made it using about.p64 as a base. The text is picked up from a .tsv file and it uses a parser that a friend wrote for me. If you check the code it also has a function for visualising table data that I found in stackoverflow LOL

I really enjoyed making this and trying to figure out Lua and the quirks of Picotron!

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Cart #steelhunter_tactics-0 | 2024-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Speed, skill, luck...high scores

This is a high score companion cart to Steel Hunter. Navigate the minefield to collect as many pickups as you can within 2-minutes, or see how fast you can complete levels as they get more challenging.

  • 2 modes of play
  • 3 difficulty settings
  • High score tables

Controls

Arrows / D-Pad = Move submarine

Gamepad recommended. Controller mappings may vary.

Modes of play

  • Challenge mode - You get 2 minutes to collect as many pickups as you can. You get bonus points for lasting the entire time and for each extra sub you have.

  • Survival mode - Collect all the pickups as quickly as possible to advance to the next level. Bonus points are relative to speed.

Difficulty settings

  • Easy: Screen wrapping. No oxygen meter. Only grid minefield.
  • Normal: Screen wrapping. Oxygen meter. Grid and maze minefields.
  • Hard: No wrapping. Oxygen meter. Only maze minefields.

Collect high scores

High score tables for each mode and each difficulty. Challenge yourself or challenge your friends to get your name etched into history.


Behind the game

I found myself treating the first level of Steel Hunter as a speed challenge, not unlike the original "Sea Chase" game I used for inspiration. That along with some suggestions from the community brings you Steel Hunter: Evasion Tactics!

For more sea battles and a boss fight,

[ Continue Reading.. ]

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Cart #exinput_bc-3 | 2024-10-23 | Code ▽ | Embed ▽ | No License
2

Feature Overview

Buttons input

getbtns() updates the extended button(key) input state.

  • This must be done in the _update() function.
  • Required poke(0x5f2d,1)
  • button values:
    • btrg: returns true only for frames where a key was entered.
    • butrg: returns true only for frames where a key was released.
    • btns: returns true whenever the key is pressed.
    • btnc: returns the count while the key is held.[number]
    • _key: typed characters.[string]
    • _ent: enter key typed.
    • _del: delete/backspace key typed.
  • modifier keys values:
    • _ctr: ctrl/command key pressed.
    • _alt: alt/opt key pressed.
    • _sft: shift(left) key pressed.

[ Continue Reading.. ]

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Cart #stickypendulum-0 | 2024-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I'd like to make some associative tables e.g. table={x=7,y=90,z=40}
but I want to save tokens by using a string because I'm going to have a lot of them, and make a function that returns a table based on whatever is in the string.

So something like:

string1="x=7,y=90,z=40"
string2="empty=100, dinner=casserole, transport=horse, weight=150"

table1=assoc_table(string1)
table2=assoc_table(string2)

?table1.z          -- 40
?table2.transport  -- horse

how do I go about this? split wont work. what does my function assoc_table(str) look like?

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Hello everyone.

As I strive to become better at programming, theres one thing that is annoyingly very recurrent in my code which are counters.

I have counters for playing a sound effect only when changing scene, or when a collision first happens.

I have counters to manage the speed of swapping animation frames

I also have counters just to tell the passage of time or trigger elements or behaviours after a while.

My general approach is: Create a global time variable with the name for the thing it's timing

animationcounter = 0

Then on update or draw I have some sort of

if animationcounter <= 20 then
   sp +=1
   animationcounter = 0
else
   animationcounter +=1
end

Is there a better way to do this that can be used for all counters necessary? With a function? or maybe an object where we instantiate counters or something?

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Hello! I just recently started messing around with pico-8 and am currently trying to make a fill detection function for a drawing game im working on

this function will take a 96x80 table (drawing_board) of either true or false values and will locate all enclosed loops of true values and fill them in.

My code works albeit very inefficiently (takes about 3 seconds with a sparse canvas) so any tips/suggestions to improve my functions would be greatly appreciated

-- Fill functions
function fill_enclosed_areas(drawing_board)
    local enclosed_areas = check_enclosed_areas(drawing_board)

    for i = 1, #enclosed_areas do
        fill_area(drawing_board, enclosed_areas[i])
    end
    return drawing_board
end

function check_enclosed_areas(drawing_board)
    local visited = {}
    local enclosed_areas = {}
    local enclosed_areas_coords = {}

    -- need to copy the drawing board to visited
    for x = 1, 96 do
        visited[x] = {}
        for y = 1, 80 do
            visited

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=156107#p)
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Cart #ghostvania1-8 | 2024-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

Controls :

O : Jump
O + UP : Throw subweapons (Requires hearts and you can throw multiple if upgraded)
X : Whip attack (Longer if you pickup the green upgrade)

Hello everyone ! Here is my latest game called Ghostvania, which is obviously an hommage to the Castlevania series but most specifically the first entry on the NES. I wanted to make it feel as close as possible as the first castlevania in the way it plays (difficulty, continues, lives, jumping, attacking, game loops, bosses).

So the story is you are a ghost and you are traversing the world of death. For that you need to go through portals but the problem is those portals are protected by creatures known as "Passage Demons". So embark on this adventure to help the ghost find it's way!

Have fun! Let me know if it's too hard or unfair, I would like to tune the difficulty. I tried my best to balance it.

And thanks for playing,

Au plaisir!

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mold wars

(256 chars)

o=14cls()n={peek(24322,o)}e=rnd
d=o for o=1,o do pal(o,del(n,e(n))+e{0,128},1)f=d 
d=2+e(62)\1*2pset(d,f,e(4))end
::▒::for o=1,2000do d=f f=2+e(62)\1*2
if(pget(d,f)<1)r=e(4)\1/4x,i=cos(r),sin(r)h=pget(d+x*2,f+i*2)pset(d,f,h)pset(d+x,f+i,h)
end flip()goto ▒
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Earth was not ready for her

(256 chars)

t=0d=64f=99n=circfill::🐱::?"⁶1⁶c0⁶!5f101ラ²ヲ◜◝ᶠ◜²\0⁷"
e=0for o=1,▤ do a=e e=(e~🐱)*3.1
o=(o-t*f)%f pset(d+e/o,d+a/o,9-o/11)end for o=2,d,4do c=d+cos(t-o/f)*30g=d+cos((t-o/f)*.7)*30r=3+o/2%6n(c,g,r,9)n(c,g-r/2,r/2.5,(o+t*f)%9)n(c,g-r/2,r/4,10)end t+=.01goto 🐱
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Cart #one_hundred_pico_8_pixie_dots-3 | 2024-10-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

As many around here I've found the four, current, issues of the PICO-8 fanzine beyond inspiring, so I designed my first semi-serious project to celebrate inventiveness of everyone involved in the platform.

P.S. If you've just discovered the series maybe don't look at #2 too intently :)

When you do, give all props to johanvinet, a true pixel art wiz.


The premise of a jigsaw puzzle is deceptively simple:

  1. take a fully formed picture

  2. scramble the pieces to make an undistinguishable mess

[ Continue Reading.. ]

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Hello!
How to change the current music pattern, while maintaining tempo?

In my game, I have my music looping pattern 0,1,2. When an enemy enters the map, I would like the pattern 4 to play, without loosing tempo. Ideally, the pattern change would happen on bar.

I have succeeded using function stat(407) to read the last track of my pattern and detect the beats. However, when I call music(4) inside _update() to switch the current music, the transition happens too late, and I hear shortly the beginning of the next bar of the current music, and then first note of the new music. In short, when stat(407) returns 1, it is too late to schedule a music change.

I would need a hook or callback in the music sync code to peek the timing, and post the music change exactly at the right moment to have smooth transitions. How to do that?

Thanks!

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Hey again!

I've recently assembled the raspberry pi powered pico8 game console that I have been showing off, and I'm proud to show that it is fully capable of running splore now! We still have quite a lot of tweaks to make before launch, but it's great to see it coming together. Now if you would excuse me as I go spend a couple of hours playing games...

I can't embed videos here, so checkout the reddit post for an actual gameplay video :))

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