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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 #nateyiwus-2 | 2019-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10


I tried my hand at making a mod of Celeste. Let me know what you think, and whether or not I should continue :P
Let me know about the difficulty. Like is it too hard? or too easy?

EDIT: I need a real name soon :( . Version 0.2 tho

CHANGELOG:
Redid landscape to look more barren
Remade the main character because.
Changed Strawberries to look different for no real reason.
Changed levels 1-3 to either overhaul or make them more difficult.
EDIT:
Changed levels 4-6 to be more challenging

P#67102 2019-09-01 17:34 ( Edited 2019-09-14 11:35)
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Cart #don2-2 | 2019-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
27

After defeating Numenas in Dungeon of Numenas, Numenas went into hiding in his castle, and it is now your duty to find him and defeat him one last time.

You can also find it on itch.io here.

Controls:

Use the right and left arrow keys to move.

Jump with C or Z.

Run with X.

Press up and C on the title screen to enable "speedrun mode", which will show you a timer and your P-speed bar.

P#67100 2019-09-01 15:05 ( Edited 2019-09-03 18:14)
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Hello everyone !

I'm into troubles with installing pico8 on raspberry pi. I made pico8 and pico8_dyn work properly but... Keyboard layout is stuck in qwerty. I'm using a bluetooth keyboard but issue is the same with a wired one.
Everything is fine when launching from X but ko when launching from console... but console is properly using azerty.

I could have user picopi because I want to build something really similar but the lack of bluetooth and wifi makes me want to install it on raspbian.

Any help would be greatly appreciated !

P#67099 2019-09-01 14:40 ( Edited 2019-09-01 14:49)
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Cart #store_rotation_matrix-0 | 2019-09-01 | Code ▽ | Embed ▽ | No License
3

Quick example of how you can save a sin/cos result for an angle, and then draw a whole rotated object with a bunch of drawing-API calls which all re-use the trig results.

P#67097 2019-09-01 13:43 ( Edited 2019-09-01 13:43)
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Cart #mapuzzle-2 | 2019-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
124

VVVVV but in all directions

P#67094 2019-09-01 10:42 ( Edited 2019-09-04 06:08)
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Cart #lighthouse_gamejam-0 | 2019-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Early pass of a mod of the Jelpi demo. Hoping to continue to add new features (and of course make it look less derivative)

P#67087 2019-08-31 22:58
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So, this came out of an experiment to see how I could replicate the line scrolling effects in some of those classic 2d racing games. Somehow I got the idea to make it into a demake of Desert Bus, the mind-numbing driving simulator from the unreleased Penn & Teller's Smoke and Mirrors for Sega CD. I sat on this for maybe a year because the code, especially the road-drawing, is pretty sloppy and I prefer my carts to be organized and well-documented... but, eh, what the heck.

Cart #desertbus-0 | 2019-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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P#67083 2019-08-31 20:10 ( Edited 2019-08-31 20:12)
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Cart #wall_jump_platformer-4 | 2019-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Alright, well believe it or not this would actually be the FIRST platformer I have ever written, one where you have an actual map to navigate let alone a wall-jumping sprite.

Years ago I did make some action games that worked on grids using HIRES and LORES on the Apple computer, but as I got older I wanted more and more to make turn-based thinking games relying less on human-made maps and more on computer-generated - and that is my primary focus today.

Well - this is certainly not what is happening here.

In any case, it is complete, and hopefully others can learn from the code and make good carts from it.

The first thing it does is create a sample playfield for the player to explore.

Then you have a cursor letting you place your player sprite. Use arrow keys to navigate the 64x32 area and press O to do so.

Finally you are in Testplay. Arrow keys control the player. Press O to jump and X to return to select player position.

To Wall Jump, jump then hit a wall just as you are getting ready to fall. Your player will grip the side of the wall and then fling off in the opposite direction. You can use this to climb a narrow chimney for instance.

HOPE THIS HELPS !

P#67082 2019-08-31 19:52 ( Edited 2019-08-31 20:26)
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Cart #battleboats_bw-0 | 2019-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a... reduced version of my first battleship game, Battle Boats. I made this because I actually have a piece of hardware I'm interested in using: a little SSD1306 OLED monochrome display with 128x64 resolution. PICO-8 makes a nice prototyping platform for it - I just have to restrict myself to using 1/2 the screen and only two colors.

If people are interested in the hardware I'll make this an ongoing series of posts or a blog or something.

P#67070 2019-08-31 04:13
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Was working on the code to randomly generate a presentable field for a platformer engine to testplay in, got to writing this code and while I won't be using it there, perhaps you can find a use for it ?

It's unusual in that it creates a maze pattern in any hollow region. Cart follows:

Cart #crazy_maze-0 | 2019-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

P#67064 2019-08-31 01:36 ( Edited 2019-08-31 01:36)
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Cart #fewosijoha-0 | 2019-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Hello,

just testing some Slopes in a Jump'n Run-like Prototype.

Nothing's really finished yet, I'm just testing around^^.

P#67062 2019-08-30 23:09
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Cart #jusehizoro-1 | 2019-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Use arrow keys to move around. X and O to switch between pixel and text mode. It takes a few seconds to generate the pixel version. It will generate continuously or until you hit some max of the pico-8. I am using this to make procedurally generated overworlds. Just assign tiles to the pixels/numbers and it makes a decent map.

P#67049 2019-08-30 19:26 ( Edited 2019-09-04 14:48)
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As Platformers seems to be on the tips and brains of people, I remember someone once mentioned it was difficult to make a platformer. If you have a reasonable background in math, I think it can be done fairly easily.

Here then is my sample engine to demonstrate how it can be done. I have geared this particular engine to match as closely as I can Nintendo's own Super Mario Bros game without using look-up tables.

Cart #kinezapubo-0 | 2019-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Keys are LEFT, RIGHT, and (O) to jump.

Note also I am multiplying everything by 100. The reason is simple. Most programming languages start to give incorrect values even doing simple things like subtracting .1 or .05 from a real number. By keeping everything integer, you do not have problems with the limitations of the language's inability to handle real numbers.

From here also it should be possible to make a simple platformer that detects walls, surfaces, and even allow the famous Wall-Jump where you jump from wall to wall to climb an area.

HOPE THIS HELPS !

P#67045 2019-08-30 18:21 ( Edited 2019-08-30 18:22)
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Cart #guzuzetoje-2 | 2019-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8


Press any key to switch between self-aware tiles and non-aware tiles.

P#67042 2019-08-30 15:16 ( Edited 2019-08-30 20:14)
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Cart #battleboats-7 | 2019-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

My first PICO-8 game! What do you think?

(Edit: use Q for "O" key and X for the "X" key)

Changelog:

v6 - white splash, substr trick, smarter AI

P#67006 2019-08-29 04:31 ( Edited 2019-08-30 04:25)
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Cart #escapehell-2 | 2019-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Inspired from MBoffins Top Down Adventure game tutorial.

P#66984 2019-08-28 04:52 ( Edited 2019-09-07 03:57)
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Cart #moon_lander-1 | 2019-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


Moon Lander. Not related to that Lunar Lander game at all.
Now with!

  • more pads!
  • multiple landers!
  • limited fuel!
  • points!
P#66948 2019-08-26 02:26 ( Edited 2019-08-28 03:51)
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Cart #kiratapezo-0 | 2019-08-26 | Code ▽ | Embed ▽ | No License
8


Trick or treat through the underworld, spooking monsters into fleeing and looting their candy along the way!

Controls:

Up/down keys to navigate menus
Z or C to preform an action
X to back out of a menu
Stats:

Spook (white) - Character runs away if their spook gets too low. Chocolate recovers it.
Sugar (orange)- Used for powerful tricks. Gained through eating candy corn.
Made in a week for GBJam7.

P#66947 2019-08-26 01:56
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Cart #egypt-3 | 2020-03-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
44

Description

Welcome to the mystical land of Ancient Egypt! One day, you find yourself lost within a mysterious temple, when you come across a goddess incarnated as a jewel. Your job is to restore the goddess's power by breaking the seals found throughout the temple.

To break a seal, you must match together all of the idols within it. This is done by moving your jewel onto arrow tiles, which shift your row or column in the given direction (and the idols along with it). Once you match up all the idols in a level, the game is over.

Controls

  • D-PAD: Moves your jewel UP, DOWN, LEFT, or RIGHT.
  • Z/C/N: Lets you choose a magic spell to use. Use LEFT and RIGHT to choose between them, and X/V/M to confirm. Use Z/C/N to go back.
  • X/V/M: Lets you enter a level on the world map.
  • P/Enter: Pauses the game. On the world map, this tells you a password (just in case!). In a level, this gives you the options to restart the level or give up.

Version History

  • v1.02 (March 30th, 2020)
    Fixed password length restriction
  • v1.01 (August 25th, 2019)
    Fixed some debug code
  • v1.0 (August 25th, 2019)
    Initial release for GBJAM 7
P#66935 2019-08-25 09:01 ( Edited 2020-03-31 02:15)
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After I coded some games I want to build my own console with a raspberry pi. Question is:
since most of my games are built with the _update60 function, what pi should i buy to run the games smooth?

Also, I would like to know when I should be using the _update60 vs the _update30.

Thanks in advance.

P#66931 2019-08-25 01:04
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