Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #hole_cat_wallpaper-2 | 2025-04-21 | Embed ▽ | License: CC4-BY-NC-SA
6

makes cats pop out of holes to salute you. using maths!

themed for your desktop

save it to /appdata/system/wallpapers to use as a wallpaper in Picotron

[update:icon]

6
0 comments


Cart #coroutine_particle_demo-0 | 2025-04-12 | Code ▽ | Embed ▽ | No License
1

This is a particle system implemented using coroutines. The demo comes with a commented implementation of the system plus two example particle effects. The particle system itself takes 55 tokens, the two example particles take 63 tokens each.

In this system a particle is defined as a function, and its states are stored in local variables inside the function. Creating a particles means creating a coroutine using the particle's function and saving the coroutine to a table. The coroutine is resumed during every _draw callback where it draws the particle on the screen and updates its state, and yields once it is done for the frame. The particle is considered "dead" and removed from the memory once the function in the coroutine finishes running.

[ Continue Reading.. ]

1
0 comments


-- karakter konumu
px = 64
py = 100

-- kalpler listesi
hearts = {}
score = 0
game_over = false

function spawn_heart()
local heart = {
x = flr(rnd(120)) + 4,
y = -8
}
add(hearts, heart)
end

function _update()
if game_over then return end

if btn(0) then px -= 2 end
if btn(1) then px += 2 end

px = mid(0, px, 120)

if time() % 1 < 0.02 then
spawn_heart()
end

for i=#hearts,1,-1 do
local h = hearts[i]
h.y += 1

if abs(px - h.x) < 8 and abs(py - h.y) < 8 then
del(hearts, h)
score += 1
if score == 28 then
game_over = true
end
elseif h.y > 128 then
del(hearts, h)
end
end
end

function _draw()
cls()

rectfill(px, py, px+7, py+7, 8)

for h in all(hearts) do
spr(1, h.x, h.y)
end

print("kalpler: "..score, 2, 2, 7)

if game_over then
rectfill(10, 50, 118, 78, 0)

[ Continue Reading.. ]

0 comments


Cart #wwe_game-0 | 2025-04-11 | Code ▽ | Embed ▽ | No License
1

--ABOUT--
wwe is a small work in proggress that will might have updates.

--CREDITS--
domimic my friend --helped me
made by zane.p

1
1 comment


Cart #basics_jstr8-1 | 2025-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

First Cart! ...the basics of collision, animation and game flow in 200 lines. Maybe it will help you get started.

-JS

3
1 comment


Cart #bunny_games-0 | 2025-04-11 | Embed ▽ | License: CC4-BY-NC-SA
13

Just a bunch of minigames I made for my cornmunity!

This project is more of a study to test a few ideas:

  • GUI/Mouse controls (sorry, it's not fully functional with a controller yet...)
  • Swapping the spritebank using different GFX files to create multiple visual themes
  • Swapping the _update and _draw functions on include to create different screens with different behaviors

Still, hope you guys enjoy it!

13
3 comments


Is there a wise, benevolent soul out there willing to explain to my feeble mind why this alpha effect doesn't seem to work with a scrolling camera? I can't seem to anchor the light circle to the center of my player character.

function _init()
	px,py=64,64
end

function _draw()
	cls()
	map()
	camera(cx,cy)
	draw_light() --draw alpha effect
	print("🐱",px,py) --player
end

function _update()
	if (btn(0)) px-=1
	if (btn(1)) px+=1
	if (btn(2)) py-=1
	if (btn(3)) py+=1

	cx=px-64 --cam
	cy=py-64
end

Here is the draw function for the alpha effect:

function draw_light()
	poke(0x5f54,0x60) 
	pal({2}) 
	--draw a circle
	for i=-24,24 do 
		x=sqrt(24*24-i*i)
		sspr(px-x,py+i, x*2,1, 
		    (px-x)+cx,(py+cy)+i)
	end

	poke(0x5f54,0x00)
	pal() 
end
2 comments


Cart #jimikopide-0 | 2025-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Just want to save this as a png for a small device im working on.
Cart #jimikopide-0 | 2025-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

1
0 comments


Cart #pasrugibo-1 | 2025-04-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
2 comments


A textured ground plane experiment.
I may turn this into a little flight sim.

8
3 comments


Celeste Color

Cart #celestecolor-0 | 2025-04-11 | Code ▽ | Embed ▽ | No License
5

Simple Version

Cart #colorsimple-0 | 2025-04-11 | Code ▽ | Embed ▽ | No License
5

A Celeste mod that I made with my brother in like an hour.
Okay its another Celeste mod but my own game coming (maybe) soon!

5
2 comments


Hi @zep, I still feel like a noob at Japanese so maybe I'm missing something but shouldn't
"lya", "lyu", "lyo" produce ャ,ュ,ョ in the Katakana mode?

In hiragana and Katakana input modes they both make ゃ,ゅ,ょ.
Thanks in advance.

1
1 comment


(172 chars)

f=0
clrs={}
for i=1,15 do add(clrs,i)end
cls(0)
function _update60()f+=1end
function _draw()circfill(63+56*sin(f/120)*cos(f/150),63+58*cos(f/180)*sin(f/210),8,rnd(clrs))end
2
0 comments


Cart #speasytitle-0 | 2025-04-10 | Code ▽ | Embed ▽ | No License
1

I forgot to do something, when the blob says 10 knocks to enter just press X. I forgot to add the prompt my bad :(

HIhi, my teacher made me do another project soo, here I am. Prohibition. I had 2 days to finish this since my partner finished the textures a day later. I am happy to finish even if all our ideas where not able to be applied. Teacher if you are looking at this please give me a 100 please please please.

1
0 comments


Cart #abosrblaster-2 | 2025-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7


Your old high scores are out, the game is in - Absorblaster v1 is released!

This little shmup I made with the help of the LazdyDevs simple shmup tutorial, though I believe it outgrew the tutorial's scope, as you can probably tell by the fact that it's a multicart - whether that's scope, or my own bloaty code, I'll let you decide.

3 difficulty modes that end with a boss fight, and an endless mode if you prefer the old way to play.
Also an in game manual, but you can find out how to play below as well.

Instructions:


X button fires your weapons, O button transforms between modes.

In Mech mode, your movement is slow but precise, and you have access to the Beam. You can tap the X button to activate and deactivate it, or hold the button to charge it up and release to fire. The beam generates heat while firing, except for when it is using up built up charge.

In Ship mode, you are harder to hit, move fast but with more inertia, and have access to the Gun. The gun doesn't generate heat, but becomes imprecise if fired continuously - simply stop firing for a moment to recentre your aim, as it were.

Weapons start at medium level, and can go go low or high.
If you are hit, you will lose a level of a weapon at random and lose some of your shield charge as it deploys. While its deployed you are safe from damage for a while, but all hits (including the first one) generate heat. The shield charge is displayed as a circle filling out from the top surrounding the rest of the hud.

If you overheat, your speed will drop and your beam will become unavailable. As long as you don't accumulate more heat, you will recover in some time. Heat is displayed as shimmering red/orange semi-circles on the sides of the hud.

Once you lose all your shield charge, the next hit will destroy you.

Collect the alien cores dropped by enemies to upgrade your weapons and mech/ship.

[8x8]

Physical core (or the "gun" pickup)- improves the fire rate and spread of the gun. When you collect the core at high level, the Gun will be Boosted for 5 seconds, spreading bullets at a ridiculous rate and permanently improving its damage. If you collect another core while Boosted, the timer will reset and you will score extra points.

[8x8]

Energy core (or the "beam" pickup) - improves the charge rate and heat generation of the beam. When you collect the core at high level, the Beam will be Boosted for 5 seconds, generating no heat/spending no charge when fired, adn charging at a very high pace. If you collect another core while Boosted, the timer will reset and you will score extra points.

[8x8]

Heat core (or the "heat bomb" pickup) - adds one Thermal Bomb to your inventory, as indicated by pluses at the bottom of the hud. The bomb will detonate if you overheat, destroying all enemies and bullets on screen. If you collect a Heat core while holding 3 bombs, a Heat Sink will be added to your inventory, improving the rate at which you cool down.

[8x8]

Shield core (or the "shield" pickup) - restores a portion of your shield, and activates it. If you collect a Shield core while at full Shield, or shortly after collecting a Shield core, you will gain a stack of Pulse. The next time you take a hit that activates the shield, a stack of Pulse will be consumed erasing all bullets on the screen and protecting your weapon level.

[ Continue Reading.. ]

7
3 comments


Cart #will_it_fill_the_screen-0 | 2025-04-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Will it fill the whole screen?

3
0 comments


Picocraft - demake of Warcraft III

Cart #start_picocraft_1-3 | 2025-05-06 | Code ▽ | Embed ▽ | No License
84

I'm happy to release Picocraft, after 3 years of uneven development ! (okay, not a full time 3 years)
Picocraft is a pico-demake of Warcraft III Reign of Chaos.
The idea comes from a cool pixel art animated mockup by Brullov_art. I knew from start that it would be a long trip, but I didn't imagine sooo long !

The demake is made of 3 cartridge (96Ko) and contains :

  • 4 maps
  • 32x32 to 64x64 grid maps
  • Human race
  • 4 units - peasant, footman, rifleman and priest with each
  • 6 buildings - farm, town hall, forge, barracks, arcan sanctum, scoot towers

[ Continue Reading.. ]

84
19 comments


Cart #idle_dungeon-3 | 2025-04-15 | Code ▽ | Embed ▽ | No License
23

Controls

◀ ▲ ▼ ▶: move cursor with arrow keys
z key: open shop/confirm
x key: open map/close menu

About

Idle Dungeon is an idle clicker/auto battler where you are a new dungeon keeper slowly amassing an army to destroy the four regions of humans. The heroes of the realm will not allow you to go unchallenged and will regularly raid your dungeon in progressively tougher waves. Losing two hero raids will cause a gameover.

In the game you will construct resource buildings to boost your economy and minion buildings to house a unit for combat. A tunnel is required before you can start attacking hero regions. As always, let me know if you find any bugs :).

[ Continue Reading.. ]

23
18 comments


Implementation and demo of the Smoothstep and Smootherstep easing functions.

See https://en.wikipedia.org/wiki/Smoothstep for more info.

Cart #dredds_smoothstep-0 | 2025-04-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Feel free to copy the functions into your own carts and tweak them as you need.

1
1 comment


Cart #baseguzebu-0 | 2025-04-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

BORK 1.0

A retro dog-fetching adventure built in PICO-8!

Created by: Kyle Giffen

DESCRIPTION

Bork is my first game! A pixel-art arcade game where you play as my dog Sisko, the best dog on the block, running through an 8-bit replica of our garden to catch and return a ball thrown by my wife, Tita.

[16x16]
[8x8]

[ Continue Reading.. ]

15
2 comments




Top    Load More Posts ->