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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 #fedeyuharo-0 | 2019-06-02 | Code ▽ | Embed ▽ | No License

P#64944 2019-06-02 04:55 ( Edited 2019-06-02 05:01)
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Cart #hibanefejo-0 | 2019-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#64941 2019-06-02 03:44
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There is a some bugs still, but here is what it looks like at this point.

P#64940 2019-06-02 03:35 ( Edited 2019-06-02 03:39)
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I need a step by step instructions on how to run Pico8 on a Chromebook. I read other forums about this and I still don't know what to do. Can anyone help me?

P#64936 2019-06-02 01:41
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Game I was working on for school. Having insane difficulty uploading it.

P#64929 2019-06-01 23:11
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Cart #angel_devil-3 | 2019-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Press "z" to start
Press "←" "↑" "↓" "→" to control the character move
Press "x". You can change between two characters .

Angel:
has faster speed;
can catch the heart to recover;
Devil:
press "z" can shoot enemies;

You will get scores if you:
Touch the heart
Touch the medal
Touch the diamond
Shoot the enemies

Music: Pallet-town @illMadeCoder

It's my first game made with pico-8. Thank you for playing!

P#64911 2019-06-01 11:28 ( Edited 2019-06-01 13:15)
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Cart #gk1diahaze_demo-0 | 2019-05-31 | Code ▽ | Embed ▽ | No License

Hi! Here's something I've been working on over the last two weeks or so. It's a grid-based puzzle game where you traverse dangerous areas, push rocks, find neat stuff, etc. It's entirely turn-based so you can think as long as you like about each move.

The game is in a testable state so I'd like a little feedback if possible! Bear in mind that my strengths are music and setting; programming is a necessary evil for me so please do not look at the code. As long as it works I'm more interested in expanding the game world with new levels and pick-ups.. but if it doesn't work, then tell me what's going wrong.

THANK YOU!

P#64898 2019-05-31 23:23 ( Edited 2019-05-31 23:58)
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Cart #fortattack2-0 | 2019-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is my update to Fort Attack! Now it has levels and a great screenshake effect, as well as some particles on the cannonball and fort wall number status at the top of the screen.

P#64889 2019-05-31 17:07
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Hi,

I've got this grid of "slots" for enemies which I initially created using a start_x and start_y position and a couple of nested for loops to create the rows/cols with the start_x / start_y being the top left for the starting position of the grid.

But now I wanted to create the same grid but relative to an origin point at the centre - my thinking was I could increment this single point and move the grid around and maybe use sin/cos to have the slots rotate around the origin for some fun enemy patterns.
I didn't really know how to do this, so I just modified my x/y starting positions until I could get two short lines of code for the initial X/Y positions that worked. This looks fine until you move the origin point which then lags behind or in front of the actual grid.

My math is awful, so I don't really know what I'm doing wrong. I figured if the initial grid looked okay relative to the origin, I could just change the origin values and everything would fall into place at the new position in update(). But not so.
I assume it's the way I'm creating the initial X/Y positions, but I don't know how to fix it neatly.

Can somebody more math-inclined help me out?

inv_slots={}
grid_origin={x=127/2,y=40}
speed=0.25

function _init()
 init_inv_slots()
end

function init_inv_slots()
 local i_num=1
 local width=8
 local height=7
 for r=1,4 do
  for c=1,8 do
   local i={
   col=c,
   row=r,
   x=grid_origin.x-(c*10)+(grid_origin.x/2)+13, -- Problem here
   y=grid_origin.y-(r*10)+(grid_origin.y/2)+5,  -- Problem here
   w=width,
   h=height,
   num=i_num
  }
  add(inv_slots,i)
  i_num+=1
  end
 end
end

function _update60()
 update_inv_slots()
end

function update_inv_slots()
 if btn(0) then grid_origin.x-=speed end
 if btn(1) then grid_origin.x+=speed end
 if btn(2) then grid_origin.y-=speed end
 if btn(3) then grid_origin.y+=speed end
 --grid_origin.x+=speed
 for i in all(inv_slots) do
  i.x=grid_origin.x-(i.col*10)+(grid_origin.x/2)+13 -- So will be problem here too. 
  i.y=grid_origin.y-(i.row*10)+(grid_origin.y/2)+5 -- and here. 
  --if ((i.x+speed)+(i.w/2)>127 or (i.x+speed)-(i.w/2)<0) then
  -- speed=-speed
  --end
 end
end

function _draw()
 cls()
 draw_inv_slots()
end

function draw_inv_slots()
 for i in all(inv_slots) do
  rect(i.x-(i.w/2),i.y-(i.h/2),i.x+(i.w/2),i.y+(i.h/2),7)
 end
 pset(grid_origin.x,grid_origin.y,8)
end
P#64887 2019-05-31 11:50 ( Edited 2019-05-31 12:52)
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Cart #flyover_toy-0 | 2019-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Been playing with cubic smoothing of simple noise for endless landscape generation.
It's definitely slower than lerping, but I think it creates more realistic looking shapes. In order to get a nice interactive frame rate, I had to rely on scrolling the screen and just updating the top portion. It kinda works although the textures smear vertically.

Press "z" to randomize parameters.

-Electric Gryphon

P#64881 2019-05-31 04:43
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Cart #bricklebrackle-0 | 2019-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

A variant on Brick Break.

P#64880 2019-05-31 03:40
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Cart #aquova_simon_says-0 | 2019-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I forgot to upload this before, but this is a game made in under 560 characters for the second TweetTweetJam. This is simply Simon Says. When the background is green, watch what the computer does, then when the background changes to purple, repeat the process.

The only controls are the D-pad for each of the four lights.

P#64851 2019-05-29 21:18 ( Edited 2019-05-29 21:19)
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[sfx]

Here’s a pack to get you started making SFX for your games. I tried making it as varied as possible.

If you’re interested, I have even more SFX packs and tutorials on how to make your own SFX available on my Patreon.

Here’s the full list, including where they were originally used:

Jumps:
00 Bathos
01 Bombers Run
02 Kid Bludd
03 Nanoman
04 Shoot Stuff
05 Witch n Wiz
06 Secret Santa
07 The Lair

UI Scroll
08 Alpine Alpaca
09 Kid Bludd
10 The Lair

UI Select
11 Alpine Alpaca
12 Bombers Run
13 Witch n Wiz
14 Kid Bludd

UI Appearence
15 Menu Open (Low Mem Sky)
16 Menu Closed (Low Mem Sky)
17 Slipways

Explosions
18 Alpine Alpaca
19 Bombers Run
20 Bombers Run
21 Low Mem Sky
22 Shoot Stuff
23 Shoot Stuff
24 Shoot Stuff
25 Witch n Wiz
26 Spaceman Splorf
27 Rey's Scavenger Run

Lasers, Guns and Projectiles
28 Throw (Bombers Run)
29 Laser (Bombers Run)
30 Fire (Dragon Dell)
31 Shoot (Low Mem Sky)
32 Laser Loop (Low Mem Sky)
33 Shoot (Shoot Stuff)
34 Shoot(Super Mario Bros)
35 Shoot (Nanoman)
36 Shoot (Omega Enforcer)

Footsteps / Movement
37 Footstep (Bathos)
38 Footstep (Dank Tomb)
39 Stairs down (Curse of the Lich King)
40 Movement blocked (Curse of the Lich King)
41 Movement blocked (Dragon Dell)
42 Level Up (Curse of the Lich King)
43 Consume Item (Curse of the Lich King)

Death
44 Enemy Death (Witch n Wiz)
45 Enemy Death (Curse of the Lich King)
46 Enemy Death (The Lair)
47 Enemy Stomp (Super Mario Bros)
48 Player Death (Bombers Run)
49 Player Death (Dragon Dell)

Text
50 Text / Dialogue (Witch n Wiz)

Error / Wrong
51 Wrong (Bathos)
52 Nope (Dragon Dell)
53 Alarm Loop (Secret Santa)

Items / Chests
54 Item Drop (Bathos)
55 Item Pickup (Bathos)
56 Item Pickup (Bombers Run)
57 Coin Pickup (Super Mario Bros)
58 Open Chest (Dragon Dell)
59 Open Chest (Shoot Stuff)

Attacks / Hits
60 Attack (Curse of the Lich King)
61 Hit (The Lair)
62 Hit (The Lair)

Misc
63 Dog bark (Secret Santa)

You can copy and paste the snippets above, or, if you prefer to download the whole cart (not playable):

Cart #sfxpack-0 | 2019-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
60

P#64837 2019-05-29 16:52 ( Edited 2019-05-30 12:27)
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Cart #wiwehoteko-1 | 2019-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


Beginner's practice.

P#64825 2019-05-29 05:11 ( Edited 2019-05-30 13:21)
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Cart #hakonereyi-0 | 2019-05-28 | Code ▽ | Embed ▽ | No License

P#64815 2019-05-28 14:01
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Hi all,

I'm producing miniature physical releases of Low Mem Sky (my attempt to "demake" No Man's Sky),
as a THANK YOU to my supporters on Patreon. 🙏

I not sure, but I think this is the first time anyone's tried (bothered? 😅) to create a "physical" release for a PICO-8 game.

For more information out how you could get one (and what else I've been up to!):
❤️ https://www.patreon.com/posts/27158829

P#64805 2019-05-28 11:49 ( Edited 2019-05-28 11:52)
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Cart #cookfinalproject-0 | 2019-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#64796 2019-05-27 23:01 ( Edited 2019-05-27 23:02)
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Cart #jetdude-0 | 2019-05-27 | Code ▽ | Embed ▽ | No License
6

I've previously uploaded this cart to my old account, but as I'm changing all my accounts (here, github, twitter, itch.io etc) to use the same 0xcafed00d name I'm re-uploading this cart to this account.

JetDude is a single button, infinite scrolling shooter. Tap X to fire, Hold X to thrust, can also be played with touch screen or mouse. Shoot aliens for points while avoiding pipes. This was my first game on Pico 8.

P#64787 2019-05-27 19:26
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So I'm working on another game

The previous ones I worked on were a little... I guess... too much for my current PICO-8 skill. This new one will not be as big as the others.
Guess I'm both worried about my skill and the amount of coding I'd need for it.

P#64782 2019-05-27 16:50
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Cart #the_climbing_of_asiic_1_1b-0 | 2019-05-27 | Code ▽ | Embed ▽ | No License
23

Hello from France! Sorry for my bad english.

I would like to present you The Climbing of Asiic. This is a rogue like inspired by the famouse The Binding of Isaac with a keyboard/mouse gameplay.
I have build this game to prove that it's possible to create Pico-8 games with a good replay value.

So... What's included:

  • 6 shot types with 5 shot elements = 30 weapons combinations!
  • 16 monsters with 4 variations each = 64 monsters included bosses!
  • Many shot types and movement types for enemis
  • about 30 items to upgrade your character
  • procedurally generated dungeons
  • 31 different rooms
  • 4 game modes : Hill, Mount, Peak (easy, medium, hard) and Speed Run
  • a scoring system

To unlock Mount mode you must download the cartidge and win the Hill mode.
To unlock Peak mode you must download the cartidge and win the Mount mode.

The game is complete except the music. I must finish to write it.
It's a beta version, so some bugs can be still present. You can report the bugs here.

I hope you will enjoy my game!

Some tips :

Monsters loot items. So clean each level to have a chance to upgrade you character.
One item is present in each level. Find it!

P#64781 2019-05-27 11:23 ( Edited 2019-05-27 15:50)
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