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I want to make sure that the shapes in the enms appear only on tiles with the flag 1, please help!!!!!

Cart #chess_beta_0_2-1 | 2025-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

3 comments


Cart #infinitemininggame-1 | 2025-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #hobblins_prototype-0 | 2025-04-15 | Code ▽ | Embed ▽ | No License

This is an early prototype for the card game mechanic in my upcoming game, Hobblins.

This mechanic is heavily inspired by the game Potionomics, and I intend to use this prototype to explore alternate mechanics as I continue to playtest.

Press X to leave the splash screen, and to restart after game over.

Your goal is to raise the "opponent"'s interest (in blue) before running out of patience (in red). The cards say how much interest they raise and how much patience they cost. If you run out of patience, you lose. If you get to 20 interest, you win. Ending your turn and drawing a new hand costs 1 patience.

Feel free to leave feedback! I'm primarily interested in the mechanics of the game, rather than the presentation, at this time.

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To ping a user in a post, you usually just type @ directly followed by their user name.
This sometimes fails if the user has special characters in their name.
For example, to ping @Peter Mosevich that has a space in his user name (how are you buddy ? any new pico-8 cart or puzzlescript in preparation ?), you can use @ then { then the user name with the space, then }.
This has worked for me so far, but today, I tried to ping a user (cat-8) that has a minus sign in his user name, and I ended up pinging user cat instead (sorry).
Does anyone know how to properly ping such a user ?

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This is after one write to the first mapped userdata:

The contents change after every reset, and even over time. Use after free?

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-- 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


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


I have been working on this game for a loong time, my first game. started with a tutorial from Spacecat, then i learned lots from the Nerdy teachers! and received his help and from Achiegame dev,over at nerdy teachers discord server, i also learnt from lots of tutorials from different persons(for example doc_robs for the parallax and the collisions) wich i could not still make them work at all cases TT__TT . its my very frist time programming in Lua (and i have forgotten all i learnt of c# for unity in the past,im just a 2d artist/animato/graphicDesigner that aches to make cute little games) i also struggled lots to make the music(LOTS XD i have no idea of music theory,hope to learn).

i will release this as is but im annoyed for the collisions and the way the gap between sunflowers changes abruptly.i attempted a timer so it occurs off screen but alas ,does not work. maybe someday i could review and correct the issues.

[ Continue Reading.. ]

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This old username is haunting me since 2015. Can I have it changed por favor? I've already emailed hey at lexaloffle, but nothing's ever come from it :(

1
2 comments


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

1 comment


A Cartridge for a public presentation on Pico-8

Cart #pico8powerpoint-2 | 2025-04-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A few months ago I was preparing a talk on pico-8 for our local Makespace.
I was going to use PowerPoint. But I thought it would be fun to make my "powerpoint"
presentation as a Pico-8 cartridge. I could then use the same Cartridge as an example
of coding, sprites, and sounds editing.

You are encouraged to take it and modify it as you want.

The text all lives on tab 2.
The notes for running the presentation are on tab 4. Copy and paste it onto the
a blank editor to see some of the directions to run such a presentation.

running the presentation

Before the presentation

  • prepare handouts such as pico-8 cheat sheets

[ Continue Reading.. ]

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Hello everyone,

what is the best place to share the development of a new PICO-8 game cartrige, the blog or the forum, or an external place? I just want to share the progress of the development, share and discuss ideas and solutions with you all, and of course post code, and everything related to the game.

I am just learning by doing how PICO-8 works with Lua to keep me busy with a challenging project.

Thanks.

1
1 comment


A simple terminal implementation for 251 tokens (I'm pretty sure you can find some clever ways to reduce this), for your dev tools.

Currently I'm working on some editors for my game, I had to implement mouse controls, buttons and layout. However I have missed a crucial part: text input.

I have looked inside the community wiki and found out how to read the keyboard buffer. I have made this simple terminal which I'm really satisfied with, and I thought maybe it is worth to share. Nothing fancy just a shell ready to interpret whatever command you type in and hit enter.

function new_terminal(text_color, bg_color, error_color)
  local t = {}
  t.history,
  t.buffer,
  t.t_col,
  t.bg_col,
  t.err_col,
  t.commands,
  t.append,
  t.render 
  = 
  {},
  "",
  text_color or 11,
  bg_color or 0,
  error_color or 8,
  { cls = function(_ENV) history = {} end },

  function(_ENV, str, err)
    for line in all(split(tostr(str), "\n")) do

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=164799#p)
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HI! im making a little demo inspired by old terminals and i had this idea that you can see the character's reflection in terminal screen. however, if i draw the reflection before anything else, it covers the reflection, and if i place it after, well, the reflection now obstructs everything else.

Cart #madurorad-0 | 2025-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

So the idea is to looks something like this:

so i remembered a few carts that did same trickery of layering colors without obstruction, but with new color in result. fair enough, i found this cart on Zep's ambassador page.

Cart #gagiperuki-1 | 2025-03-29 | Code ▽ | Embed ▽ | No License
1

[ Continue Reading.. ]

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This is just a little test

you can ignore this, just me using pico 8 for the first time

0 comments


Cart #spread-0 | 2025-03-28 | Code ▽ | Embed ▽ | No License


rochas313

1 comment


Cart #nijigefayu-1 | 2025-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3


Includes QoL features like:
-the first move cannot lead to a game over.
-the ability to reveal all tile cells around the selected one using double LMB or LMB+RMB
-the ability to change the number of mines before the start of the game
1.1 update:
-added button controls

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Hello everybody,

I am new to Pico8, but I realized that it’s an incredible world that I didn’t expected! Just wanted to say hi and to congratulate with the community for the high-end work with the cartridges, and of course with Zep for this Incredible project!

Hopefully, I will do something interesting with Pico8.

Keep up the good work!

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I'm new to Pico-8 and game dev. I've been following a YouTube tutorial (Nerdy Teachers) and mostly everything works (the cam gets funky on the right side of the map but that's a different issue). What's killing me is the animation works for jumping, falling (I omitted sliding because I wasn't interested in it) and running right, but when the character moves left the animation is stuck on idle. I added debugging code to print the running variable and it's "true" when facing right but "false" when facing left. The code for movement is simple and the same for left and right, at least in regards to setting the "running" variable. I just can't figure out why it works for right but not for left. Am I missing something obvious? Code below.

Tab 1:
--player
function spawn_player()
plr={
sp=1,
x=59,
y=59,
w=8,
h=8,
flp=false,
dx=0,
dy=0,
max_dx=2,
max_dy=3,
acc=0.5,
boost=4,
anim=0,
running=false,

[ Continue Reading.. ]

2 comments


Cart #zorionak_rocio-0 | 2025-03-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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