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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 #beaver_bother-0 | 2019-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a demake of the infuriating "Beaver Bother" minigame from Donkey Kong 64. The minigame was a particular source of torment to Hbomberguy, a YouTuber who recently ran a wildly successfully charity livestream of him completing Donkey Kong 64 to raise money for the UK charity Mermaids, who support trans children and their parents. I created this to celebrate.

For everyone unfamiliar with PICO-8, the [O] button is Z on the keyboard and the [X] button is X.

It's still not quite there, but it's playable and almost as frustrating as the original so I think it's worth sharing.

TODO:

  • Sound. I'm really bad at music, so my attempts so far have been pretty miserable.
  • Z-sort the mobs.
  • Beaver self-preservation. Beavers should try to avoid the hole when not being chased.
  • Make "scaring" useful. It's currently purely cosmetic. (Although it's unclear what function it plays in the original either...)
  • Visual effects for beavers appearing.
  • Better visual effects for beavers falling down the hole.
  • Actually draw the walls of the barrel, rather than just lots of black circles.
  • Make the beaver spawn rate more consistent so you can't just get unlucky with it.
P#62665 2019-03-07 21:10 ( Edited 2019-03-07 21:26)
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Cart #kaiolhama-1 | 2019-03-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#62664 2019-03-07 18:56 ( Edited 2019-03-14 18:35)
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Cart #pizzolhama-0 | 2019-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

P#62662 2019-03-07 18:54
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Cart #pederinuhe-0 | 2019-03-07 | Code ▽ | Embed ▽ | No License
3

Bingus Finder

Gold Edition

Disclaimer: This is a trash game made for the joy of making, much in the same vein as Bert: Get That Sports! So don't play it if you're looking for a real game, and also maybe don't play it if you have epilepsy problems. I dunno.

[0x0]
Help Bingo find the bingus! Headache guaranteed or your money back! Joy! Sorrow! Catharsis! The Judgement Dimension TM!
[0x0]

Many thanks to Qbicfeet for the great sine shift effects. Please go look at his stuff.
[0x0]

Of course, a great thanks to Sicklez who created the inspiration for this nonsense, SCRIMMY BINGUS FAMILY EDITION. It's a great game.
[0x0]

And thank you, for subjecting yourself to this.

P#62660 2019-03-07 18:06
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Cart #empgrs-0 | 2019-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

EMP

A shooter with no guns. Use your EMP charge to clear enemies!

Move around the map with arrow keys and button 1.

Press button 2 to release an EMP charge.

Your EMP meter must be full to release it. Moving will use your charge.

Collect all 4 objective markers to win, watch out for the orbs!

P#62648 2019-03-07 05:05 ( Edited 2019-03-07 05:16)
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Controls:
Forward/Backward to move
Left/Right to turn
z+x at the same time to reset position

This is just a demonstration of a way to move the have the camera stay fixed to a character while the environment moves around it.

Cart #pjtefuji-1 | 2019-03-07 | Embed ▽ | License: CC4-BY-NC-SA
1

There are a few issues with this implementation. Y co-ords have to be subtracted instead of added, this arose because I imagined forwards being positive and could not fix this easily by the time I realized what I did. Also, all horizontal surfaces become full of holes at any non-cardinal direction. Collisions also suffer from issues and it is possible to glitch entirely through a wall and become stuck (the reason there is a reset position option).

Currently, everything must be affixed to a grid system as attempting to render anything more than slightly out of sight the screen results in severe graphical errors. It should be possible to create a system using distance from the center of view, but I imagine it would become draining to do that for a large number of entities. Anything large enough to extend from the center of view to the glitch distance is well beyond what this is capable of.

P#62645 2019-03-07 03:57 ( Edited 2019-03-07 04:00)
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Cart #jusebameya-0 | 2019-03-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

P#62629 2019-03-06 19:32
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Ugly game about my high school. Reloaded version of my previous game School Mayhem (Junior High School) and hopefully this will be updated very often with new levels.

GAME COMPLETED

School Mayhem 2 original story is officially completed. The next updates will be relative to bug fixes, balancements and levels' graphic improvements

Version 1.4 [COMPLETED]

Changelog

There are so many things to write, but I'm bored and I'm late for school :D

Cart #schoolmayhem-7 | 2019-05-31 | Embed ▽ | License: CC4-BY-NC-SA
4

Version 1.3.1

Changelog

New Contents:

  • Added Janitor NPCs! Now you can watch them scared in their watchdog all the time or kill them

Balancements:

  • In "Physics Lab" (Level 4) removed an health pack and added a "+1 Life" when killing the boss
  • In the last sequence of Bosco di Portici (Level 10) number of clones decreased (from 50 to 25)

Bug fixes:

  • In "Duck's Blood Pool" (Level 9) modified the weapon that you unlock when you kill the boss (from Grenade to Twirly Gun) because of a bug that didn't make the Grenades work only in web game player (please @zep fix this)

Cart #schoolmayhem-6 | 2019-04-20 | Embed ▽ | License: CC4-BY-NC-SA
4

Version 1.3

Changelog

New Contents:

  • "Bosco di Portici" sequence (4 levels) with checkpoint when you get in
  • Meet the 3rd boss: Solar Flare!
  • Added game logo on "1E"'s floor (Level 1)

Balancements:

  • In "Physics Lab" (Level 4) added an extra life (from 4 to 5 total HP)
  • "Physics Lab" (Level 4) checkpoint moved to "Corso Umberto I" (Level 5)

Cart #schoolmayhem-5 | 2019-03-30 | Embed ▽ | License: CC4-BY-NC-SA
4

Version 1.2.2

Changelog

Balancements:

  • Survey (shooting mode): https://www.strawpoll.me/17664339/
  • In "2nd Floor" (Level 2) number of medkits decreased from 3 to 2
  • In "1st Floor" (Level 3) number of medkits increased from 2 to 4
  • In "Physics Lab" (Level 4) number of medkits decreased from 3 to 2
  • After beating Sacco ("Physiscs Lab", Level 4), player will respawn on death on next room (checkpoint)

Bug Fixes:

  • In "Physics Lab" (Level 4) fixed a bug where the "Next Level" pellett appeared on level start.

Cart #schoolmayhem-4 | 2019-03-23 | Embed ▽ | No License
4

Version 1.2.1

Added "Corso Umberto I" street and a new boss that protects the access to Portici's Forest.

Cart #schoolmayhem-3 | 2019-03-21 | Embed ▽ | No License
4

Version 1.1

Added 1st floor and Physics Lab

Cart #schoolmayhem-1 | 2019-03-18 | Embed ▽ | No License
4

Version 1.0

1st version of the game with Classroom, 2nd floor and toilet

Cart #schoolmayhem-0 | 2019-03-06 | Embed ▽ | No License
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P#62627 2019-03-06 19:20 ( Edited 2019-05-31 06:28)
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Cart #blotchpainter-0 | 2019-03-06 | Code ▽ | Embed ▽ | No License
2

z = toggle random paint colour selection
mouse + click = throw paint

a very quick visual / novelty experiment that allows you to channel your inner pollock and create splotchy paint nightmare creations to tickly your fancy

P#62624 2019-03-06 18:10
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In order to save on some tokens, I put configuration number values into a string and then parsed that string. I then tried to use one of the values as a table key and it barfed on me.

Turns out, even though math functions recognize a string number as a number, using it as a table key will fail. You need to convert that string number into a integer for it work as a table key. My solution was to just add zero to number and it turned out okay.

t={"apple","orange","line"}
a="1"

printh(a+10) -- good, returns 11 (integer)
printh(t[a]) -- bad, returns FALSE

a+=0
printh(t[a]) -- good, returns "apple" as expected

All in all, it makes sense but I had never come across this before somehow. But seems kind of weird that Lua will let you be lazy with numbers for math but not for other things.

P#62615 2019-03-06 15:51
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Cart #rain_runner-0 | 2019-03-06 | Code ▽ | Embed ▽ | No License

P#62592 2019-03-06 02:58
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I spent some time today updating and streamlining my hardware concept for a Pico-8 console. I have a couple of people helping me make a 3D-Printable model for the case and plate, so this project might take shape fairly soon.

Once complete, I intend to share the files, along with a QWERTY version of the keycap template.

Here's a view of the sides:

P#62590 2019-03-05 23:02
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Cart #burgerquest-0 | 2019-03-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#62588 2019-03-05 21:37
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A cat in space - why not ?

Play as a kitty stuffed in a rocket, and fight your ennemies that are getting faster and faster !

Cart #mewpico-0 | 2019-03-05 | Code ▽ | Embed ▽ | No License
2

Hello everyone !

This is my first game, first thread, first everything with pico-8 ! I'm very proud of it ! It took exaclty one week.
I would like to made a special thanks to the pico-8 discord, they provided some great help when I was struggeling !

If you have any question, any problem, or want to report a bug, please feel free to share your thoughts ! I still have a lot to learn.

Thanks for reading my post (and sorry if my english is bad...) ^^

P#62580 2019-03-05 18:44
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Cart #rain_catch-0 | 2019-03-05 | Code ▽ | Embed ▽ | No License

P#62581 2019-03-05 18:40
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Cart #lorenz3d-1 | 2019-03-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

Visualizer of the Lorenz Attractor.

Rotate x and y axises with arrows.

Toggle boundingbox and axises with X. Toggle long (700) or short (20) tail with O.

3D projection tries to scale and fit complete attractor in screen dynamically.

Enjoy! It's MATHEMATICAL!

2019-03-06 Fixed button mixup (thanks kittenm4ster)

P#62575 2019-03-05 12:43 ( Edited 2019-03-06 10:28)
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Cart #paperstapler-0 | 2019-03-04 | Code ▽ | Embed ▽ | No License
3

This is my submission for the Extra Credits game jam. For more information and to vote go, to https://smalltestaccount.itch.io/paper-stapler

Thank you for playing ^-^

P#62546 2019-03-04 21:41
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Cart #zipumozira-0 | 2019-03-04 | Code ▽ | Embed ▽ | No License

MMU Game a week submission

READ ME
Title: Brick Busting Buddies
Created in: Pico-8
Author: Ryan Wilson

Controls:

Control+R to restart the game

Player 1:
Left and Right arrow keys move the player from side to side
N/Z - Serve Ball

Player 2:
S and F move the player from side to side
L-Shift/Tab - Serve Ball

Menu:
Up and Down arrow keys move the cursor up and down
X - Select Game Mode

Objective:
Vs: Score points against the other player by getting the ball past their paddle, first to 7 points wins
Co-op: Destroy all the blocks in the level without losing the ball

Rules:
If the ball touches the red line behind your paddle
(in Vs:) your opponent will gain 1 point, first to 7 points wins
(in Co-op:) the game is over

Out of Engine Resources/Assets used: None

Known Issues: Collision does not work correctly and can cause the ball to become trapped between Paddle.
The ball will not change direction if it hits 2 bricks at once as the b_dy value is reversed
twice causing no change

P#62544 2019-03-04 21:19 ( Edited 2019-03-04 21:55)
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Cart #lestrange-1 | 2019-03-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Not endorsed by the queen J.K. Rowling or Warner Brothers

Rather an ode to a passion of mine (Harry Potter not breaking out of prison)

P#62536 2019-03-04 18:57
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P#62535 2019-03-04 18:55
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