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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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Cart #59272 | 2018-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is very much a work in progress, and is really to try out a few ideas.

Basically, it allows you to see the impact on total spends of a project portfolio (fixed to 3 at the moment) at a particular time, if individual projects are moved within the overall scheduling of the projects.

To move projects along the timeline, use the up/down cursors to move the orange pointer to the project you want to move, then the left/right arrow keys to move it back and forwards on the timeline.

Once the projects have all been scheduled, move the orange pointer up to the "Timeline Zone" and the left/right arrow keys will move the red "timeline now" line along the project schedule. The total cost of the projects at that point will be show at the bottom of the screen, together with the total project cost when all projects have been completed.

A spend profile (the rate at which money is spent) is overlaid on the project timelines, and moves in real time as the individual projects are moved.

For now, individual projects have a fixed duration (hard coded), and it is assumed that the total cost of each project is spend linearly. I want to add flexible cost rates so for example, a project spend rate can be set to relatively low at the beginning and end of a project, with a higher spend rate in the middle of a project, when the work is really in full swing.

Lots more to do including autoscaling of the project spend profile, individual project spend profiles (rather than assume linear spend), on-the-fly changes to individual project parameters e.g. total value, duration etc...

Anyway, this cart will likely have very limited appeal to most, but I thought I'd post it anyway!!

Thanks for looking,
Paul.

P#59273 2018-11-21 15:03 ( Edited 2018-11-25 11:42)
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Cart #59263 | 2018-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


This is an idea I've been experimenting with since I tried my hand at making a robotron-esque game.The idea was to make a more action oriented roguelike...not sure how that's gonna turn out. I figured I'd share this in case someone might find parts of it useful for another project.
Anyways, in this WIP there are zombies that will chase the player if they are within the blue circle (this will be larger if you move). The red circle is the range of your weapon. You don't have to aim. All you have to do is make sure a zombie is in the red circle and press Z. It'll kill the zombie closest to the player. The weapon has a reload time between each shot (no run and gun :D ).

This isn't a full game...yet. Suggestions are welcome.

P#59266 2018-11-21 09:52 ( Edited 2018-11-21 14:52)
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Cart #59244 | 2018-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A demake of a game I made for LDjam #48, called Polypack.

Fill the grid with polyominoes! When no more pieces can be placed, press Z to switch to the next board. Every tile that you left empty will be permanently blocked. Try to place as many pieces as possible.

Arrows to move, Z to place a tile, X to rotate.

Still to do:

  • Main menu
  • Score
  • SFX
  • Hold queue
  • Change board to 10x10?

Hotfix 0.1.1: Fixed a bug where single tile pieces would never spawn
Hotfix 0.1.2: Fixed it FOR REAL, this time
Hotfix 0.1.3: Fixed incorrect blocker texture introduced in the last update... I should really test my code

P#59241 2018-11-20 20:18 ( Edited 2018-11-21 02:16)
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Cart #randomdungeon1_1-0 | 2018-12-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #59228 | 2018-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello!
This is Random Dungeon! It is a platformer game with a randomly generated map.
You are trapped inside this dangerous dungeon filled with arrow traps, spikes, and bloodthirst bats. You have to find the key to open the gate and reach the safety of the outside world!
Controls:
z = jump
x = punch and open trunks
z+x and arrow keys = offset the camera view to sneak peek the next room.

Version 1.1 notes:

  • bug fix related with the lightning.
  • improvement on the camera offset to sneak peek the next room.

Special thanks to:

Enjoy!

P#59230 2018-11-20 17:51 ( Edited 2018-12-19 19:24)
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Cart #59265 | 2018-11-21 | Code ▽ | Embed ▽ | No License
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Cart #59259 | 2018-11-21 | Code ▽ | Embed ▽ | No License
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Cart #59225 | 2018-11-20 | Code ▽ | Embed ▽ | No License
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P#59226 2018-11-20 16:23 ( Edited 2018-11-21 14:35)
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Cart #59262 | 2018-11-21 | Code ▽ | Embed ▽ | No License
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Cart #59215 | 2018-11-20 | Code ▽ | Embed ▽ | No License
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P#59209 2018-11-20 03:43 ( Edited 2018-11-21 12:57)
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Cart #59190 | 2018-11-19 | Code ▽ | Embed ▽ | No License
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Controls:

Up/Down/Left/Right - move North/South/West/East
Z - Interact (Use / Pick up)
X - Use Item

The Story:

As part of the coming of age ceremony of your village, you are tasked with defeating the vile dragon atop the mountains north of town.

Your quest may be more complex than most as you were born blind, deaf, without the sense of touch, and without the ability to feel pain.

However, don't let that dissuade you! Where your senses fail you, perhaps your sense will prevail!
And so - your quest begins!

(Code)

P#59191 2018-11-19 17:16 ( Edited 2018-11-29 19:47)
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An implementation of standard-ish encryption using AES-256-CTR, PBKDF2 & SHA-256-HMAC

FAQ:

Q: What is the point of this? Is anybody expected to waste this metric ton of tokens on an encryption/decryption algorithm that's way too slow to run in pico-8?
A: That's not a question.

Q: Did you implement it from scratch? Are you aware that's that a really bad idea in cryptography, as your implementation is no doubt riddled with bugs and inefficiencies?
A: That's not a question.

Q: What's the password for the demo? Shouldn't the demo showcase successful decryption instead of a failure?!
A: That's not a question.

Q: #
A: 59190

A(cknowledgement): Demo uses print9 by qbicfeet for preddier text.

P#59188 2018-11-19 17:11 ( Edited 2018-11-20 02:07)
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Cart #banatizusi-0 | 2018-12-12 | Code ▽ | Embed ▽ | No License
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How quickly can you turn on all the lights?

Game Modes

Arcade - Can you beat all 10 stages of light patterns and set a new time record?

Random Stage - A randomly generated 100 light stage for you to practice on.

Endless Mode - A randomly generated endless wave of lights. How far can you make it before your energy levels drain?

Controls

X - Select
Left/Right/Up/Down - Turn on Light
P - Pause/Resume

Playing the Game

The aim is to turn on the lights as quickly as possible. As time passes your energy level will gradually deplete. For each light you turn on successfully, your energy level will be refilled slightly. However, if you press the wrong key you will lose a portion of your energy.

When playing in Arcade mode your energy will not refill between stages. Try to chain successful lights together in order to build up your multiplier. As this increases, the amount of energy you receive for each light switched on grows. If you fail a stage, you can use a life to continue. This will restart the current stage with the amount of energy you had when you previously started the stage. Lose all 3 lives and its game over.

When playing Endless mode, the aim is to turn on as many lights as possible before your energy levels deplete. As more and more lights are turned on, the rate at which your energy decreases will accelerate. Try to keep your multiplier going and be quick in order to set the highest score.

P#59185 2018-11-19 16:10 ( Edited 2018-12-12 00:08)
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DISCLAIMER: This isn't a replacement or a diversion from my ongoing projects. I'm at sound design and update functions on many of those now (trickling away little by little); this is either aimed toward a future project, or a thing you can just take on yourself should you choose to.

But in this thread!

I'd like to toss around some ideas for a modular "escape room" cart. Ways to use stuff like creative recursion, math and word and logic puzzles and so forth to make a dynamic mystery adventure that's really just layers of solving things; but concise enough to fit in a PICO-cart.

If you've never done an escape room before, or have played anything like the Zero Escape games: An escape room consists of a network of intermingled puzzles and clues... so that the solution to one puzzle results in acquiring information or items that are then used to solve additional puzzles. Typically there are 3-5 "layers" of these puzzles of varying breadth - with each "layer" consisting of 1-4 types of puzzles - and then later layers of puzzles can reuse elements of the earlier puzzles in new and different ways - or the rewards for solving those puzzles can.

https://lockpaperscissors.co/craft-1st-escape-room

Integrating this into PICO-8 in a modular fashion is the part that may make or break this. Clearly, it'll have to use a distinct set of puzzle types that are fun to play in PICO's controls and scope; as well as code/hint generation tools... then having some cohesive theme and plot generation in play. It might also be possible to integrate some basic-stripped versions of typical video game play as part of the excitement!

There's also the choice to make this (primarily) sidescrolling, top-down-adventure interactive, or menu-driven. Each comes with upsides and tradeoffs, and there's no reason each one couldn't work nicely.

So... let's spitball! What kinds of puzzles, themes, and approaches do you think would be best for this kind of project? Do you think making a "video gamey" version of this could do something unique?

P#59175 2018-11-19 12:00 ( Edited 2018-11-24 15:38)
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🎁 Big News! 🎁

We with a team of pico-8 devs will be releasing 25 carts this December, one a day before Xmas!
You can follow the Tumblr account to see announcements each day (will add a link to twitter link later here)!

Have a nice day and see you in December!

P#59171 2018-11-19 09:16 ( Edited 2018-11-19 14:16)
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A bug fixed and slightly tweaked version of my #TweetTweetJam entry.

Up / Down to move ship, button 1 to fire.

560 chars


P#59161 2018-11-19 02:20 ( Edited 2018-11-21 07:31)
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Cart #59148 | 2018-11-18 | Code ▽ | Embed ▽ | No License
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This is much along the same lines as Gembit's remarkable game, "Eternal Tower" HERE:

https://www.lexaloffle.com/bbs/?tid=32173

and Polyphonic's random map generator HERE:

https://www.lexaloffle.com/bbs/?tid=32237

I've always wanted to write the code to a cavern maker where literally each wall is randomly placed and then checked to ensure that the areas around it can be reached.

And now you can ! Guarantees that all points can be reached despite the placement of the walls.

Change DEBUG in beginning to:
0 = Only draw completion
1 = Show the walls being drawn (default)
2 = Show the scanning process for each wall

Running into a bug, let me leave the stairs off for now. Should still run fine.
Got it fixed, should be alright now.

The randomly placed stairs leading up and down are considered FLOOR. That is, if you touch them, you can decide to take them or not. If I try to treat them as walls, they can get stuck in other walls.

Now my question is, can someone optimize this code so it runs considerably faster ?

Thanks, and enjoy !

P#59134 2018-11-18 12:37 ( Edited 2018-11-18 19:19)
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Cart #59131 | 2018-11-18 | Code ▽ | Embed ▽ | No License

This code contains a random function you can use in your code! It takes two arguments: min and max(though min and max are pico-8 keywords, so inside the function its actually mi and ma) and it returns a number between and including those numbers

P#59132 2018-11-18 11:16 ( Edited 2018-11-19 02:08)
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Cart #59124 | 2018-11-18 | Code ▽ | Embed ▽ | No License

Cart #59125 | 2018-11-18 | Code ▽ | Embed ▽ | No License

P#59126 2018-11-18 01:22 ( Edited 2018-11-18 06:22)
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Cart #59121 | 2018-11-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#59122 2018-11-17 22:21 ( Edited 2018-11-18 03:21)
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Cart #59113 | 2018-11-17 | Code ▽ | Embed ▽ | No License

P#59117 2018-11-17 16:38 ( Edited 2018-11-17 21:38)
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Recently, I had an idea about a game in which you use a boomerang to freeze swarms of enemies. I thought I could make it in less than 560 characters (and submit to TweetTweetJam) but I was wrong. At least, it wasn't a complete failure, as I found the boomerang mechanics rather interesting. So I supposed I could share my experiment to get some feedback or suggestions about implementing something similar in a proper game.

The game is plain simple: survive as long as you can. You can freeze/stun your enemies throwing them the Legendary Boomerang of Ice. If an enemy is hit, the boomerang comes back to you. It also comes back when it reaches its maximum range. If you hit an enemy already frozen, the freeze effect is extended. As time goes by, new enemies pop up (frozen for a few seconds) and also their speed increases. A frozen enemy doesn't kill you but makes the thrown boomerang return to you. Different colours give information about enemy status. Enemies overlap because... because they want to.

Cart #59115 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#59116 2018-11-17 16:33 ( Edited 2018-11-17 21:33)
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A simple "test your driving skills" game in just 560 characters (two tweets). You control not one but two cars at the same time. You must keep both of then on road. Keys: S/F/Left/Right.

Sorry, I couldn't get it ready in time to upload this game to #TweetTweetJam. Anyway, enjoy!

Cart #59103 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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P#59104 2018-11-17 08:01 ( Edited 2018-11-17 13:03)
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Cart #59101 | 2018-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This game is based on Chicken Maze https://www.lexaloffle.com/bbs/?pid=57635&tid=32025
All code credit to Chicken Maze. I re-skinned parts and made some adjustments to the game to help me learn a class I am taking on coding Lua in Pico8. Because I'm not sure what I'm doing I messed up the lives somehow and it now glitches out when you collect an item. Not sure what happened.

P#59102 2018-11-17 04:51 ( Edited 2018-11-17 09:51)
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