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Cart #palettemaker-0 | 2025-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I needed a tool I could see all the colors at once to choose my palette. Rebuilding my animation tool and need it so you can edit the sprite in the right colors.

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Cart #zorionak_luka-0 | 2025-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #dots_are_eating_the_screen-0 | 2025-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Something kind of random that I made completely from scratch in a couple of hours.

All there is to do is to watch colorful dots slowly take over the screen and occasionally eliminate the other dots.

I guess you could try rooting for a particular color to win.

Features:

  • Colorful dots slowly eating the screen
  • An indicator to show which dots are still active
  • A button ([Z]) to reset the "battle"
  • A pretty alright song, if I do say so myself

Feel free to use the song in other projects =)

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Cart #shooter1-0 | 2025-05-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is going to become a really polished shooter game in the future, I am posting it now so I can have some feedback.

left and right keys to move, x to shoot

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I worked on code from buck and almost finished his Pac-Man making it more like the arcade (see here), but can anybody help with 2 minor glitches: 1 why is the score always resetting to 0 (until a super pellet is eaten??? and also in the ghost logic why do some ghosts leave the cage straight down for no reason??

Cart #dedeketiti-0 | 2025-05-02 | Code ▽ | Embed ▽ | No License
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Cart #yitobepesa-0 | 2025-05-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #cattlecrisis-1 | 2025-06-04 | Code ▽ | Embed ▽ | No License
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How to Play

Cattle Crisis is an arcade shoot 'em up game (Shmup). Pilot your fighter jet to defeat evil aliens and save our precious cows! Cattle Crisis is a short game and currently features one level.

  • Arrow keys - Move the jet
  • (X) Button - Shoot
  • (O) Button - Hyper / Bomb

System

As you shoot enemies or collect 🐄, your meter will fill. Once it passes the halfway point, you can activate Hyper Mode by pressing the Hyper button. While in Hyper Mode, the meter gradually depletes. Taking a hit will end Hyper Mode, but you won’t lose a life. Pressing the Hyper button again during Hyper Mode unleashes a devastating bomb, which consumes half of the remaining meter—if any is left.

[ Continue Reading.. ]

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Cart #nujejedefa-0 | 2025-05-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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-- controls --
arrows to move
x to shoot (you shoot to the sides)
z or c to shoot a big shot forward (is costs 2 points)

this is my first pico 8 game.

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Cart #dustbunny_p-0 | 2025-05-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a preview build of my upcoming puzzle game "Dust Bunny". It is intended to be used as a reference for other PICO8 folk in case they want to make games like this. The code base is very simple, and it only has 6 or 8 sprites total, but it still has a full 30 levels with fun twists and things.

Dust Bunny runs off my normal puzzle game conventions which are broken down and focused more in my other project "Soko Sample" https://www.lexaloffle.com/bbs/?pid=sokosample

LOADLEVEL() is something i started doing on MOLE MOLE after some of the PRINCE OF PRUSSIA setup was bugging me. Since i started out making overworld games like RAT DREAMS and SEBASTIANS QUEST, when i started making more single-screen puzzles, my thought was well, its still basically an overworld, we just move the camera around, etc. Voila. But I use tilemaps pretty destructively, which isn't great for reload heavy games like PRINCE OF PRUSSIA. I thought I was very clever by having POP literally reboot itself from scratch every time you die, and then auto-press the continue button basically. BUT IT TURNS OUT, you can just dump the title screen and copy each level into the first screen of the tilemap whenever you change levels. This makes level loading and moving to the next level all use the same block of code, and in order to find the player spawn tile and things like that, I was already having to mget() most of each level when they started anyways.

[ Continue Reading.. ]

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Cart #bfndifu-0 | 2025-05-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #another_classic_game_new-0 | 2025-04-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A small game that changes style with each level. It only has 3 levels and is quite fun.

Platformer
Shooter
Metroidvania

Collect the keys and move on to the next area.

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Cart #gogeyeweko-1 | 2025-04-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #shmoopy-6 | 2025-05-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How to Play

Shmoopy is an arcade style shoot 'em up (shmup) inspired by 1981's arcade shooter Galaga. Take control of your blue spaceship and combat your way through waves of aliens to face the final challenge: Shmoopy.

Rules

In Shmoopy, enemies approach in waves, shooting at and trying to collide with the player. Your ship has lives, when you get hit by an enemy or an enemy bullet, you lose a life. Lose all your lives, and it's game over. When you lose, you can choose to continue at your current wave, but with the score reset. Or you can choose to go back to the start and try from the beginning.

Controls

  • Press the arrow keys to move your ship
  • Press Z or N or C to shoot
  • Press X or M or V to use your bomb

Bomb

Your bomb clears all enemy bullets from the screen and deals a moderate amount of damage to all enemies. Use it to get out of a tight spot instantly. But beware: they come in limited supply.

Pickups

During the game, enemies will drop a pickup when you earn a certain number of points. This pickup will flash between a life pickup and a bomb pickup. Collect it at the right time to increase either your lives or bombs by one.

Scoring

Shoot enemies to increase your score. The score an enemy type gives depends on its difficulty. Enemies that are attacking (moving down toward the player) give double the points when shot down.

Credits

Shmoopy is based on the

[ Continue Reading.. ]

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Cart #kademupujo-0 | 2025-04-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Duct-taped together a little fixed shooter in the style of Galaga and Space Invaders.

It's less a "prototype" than it is half-complete. What's here has essentially the full gameplay loop and there is a win condition that triggers on completion of the last implemented level.

The level data and associated functions need some massaging. Eventually, the goal is that each stage has its own theme, but the current 8-bar loop for the title splash and stage 1 serves the purpose; SFX is mostly complete. The animations at present are extremely basic. The stage transitions have functioning dynamically-sized title cards to which I'd like to add art assets for the planets once I get them in an attractive state.

[ Continue Reading.. ]

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Cart #slimspil-6 | 2025-05-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #sumudisaru-0 | 2025-04-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #yegahotozu-0 | 2025-04-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #schoolforgornotes-1 | 2025-05-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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CONTROLS
movement (u wont believe)
⬆️ - up
⬇️ - down
➡️ - right
⬅️ - left
actions

x - start game and talking with natanych

z - pick up notes

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