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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 #gunther_game-3 | 2020-09-29 | Code ▽ | Embed ▽ | No License
4

UPDATE v0.3:

  • added flying "boids" that can be collected. As of now, they only provide 250pts, but they will have a more useful function in the next update
  • added music! I composed a little cheery tune that I hope will not get old too soon ;)

UPDATE v0.2:

  • added "seed" menu where players can choose the random seed used for the obstacle generation (0 keeps it random :) )
P#81545 2020-09-06 17:34 ( Edited 2020-09-29 11:48)
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Cart #fuhozinuda-0 | 2020-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

My first pico8 game guys! Press x to dash, when dashing your kill enemies.
Get combos to rack up your score! have fun :)

Cart #fuhozinuda-1 | 2020-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13


fixed a gamebreaking bug allowing u to escape the arena

  • Can no longer dash while in a frenzy
P#81536 2020-09-06 04:11 ( Edited 2020-09-06 07:30)
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Cart #dehayatufa-0 | 2020-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

Hello, I'm a slime and I need your help to get out of this dungeon. I count on you to resolve the puzzles, because I don't have so much power alone.

Think carefully and enjoy this game :).

This puzzle game was made by Euler Moisés and Felipe Inoue (me) for the GBJam8.

We are from Brazil!!! Let us know what you think! :)

P#81534 2020-09-06 01:45 ( Edited 2020-09-06 01:55)
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Cart #super_mario_world_bros-4 | 2021-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
22


This is basically a graphics and sound remake of Super Mario Bros. (Authentic) By MattHughson so please give him some credit too.
Cart #super_coined_bros-0 | 2021-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
22


Also I made a special thing I'd like to call Super COINED Bros.

P#81524 2020-09-05 19:08 ( Edited 2021-01-15 01:45)
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Procedural Hills Example

with parallax and snow tops!

Wouldn’t be possible without help from the great community on the Pico-8 Discord.

Use left and right keys arrows to move.
Restart cart to get different hills and snow.

Cart #proceduralhills-0 | 2020-09-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

P#81523 2020-09-05 18:30 ( Edited 2020-09-05 18:33)
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Cart #wip_ma_20200905-0 | 2020-09-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Just in time for GBJAM8.
I had to remove the breakable pots to conserve tokens.
I am literally at 8192 tokens even after making even more optimizations!
I had to add the key and door to exit the stage.

P#81517 2020-09-05 11:31
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Cart #soloongamepad-1 | 2020-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

SOLO ON GAMEPAD

(it is strongly recommended to use gamepad)
Enjoy ;)

P#81509 2020-09-04 21:35 ( Edited 2020-09-17 21:15)
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Cart #clipping-0 | 2020-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


I just realized I didn't upload this project from early August!

Controls: Arrow Keys, ('z' or 'c' to select on the Menu)

In the tradition of so many "collect items while something chases you' games, I present Clipping. In this game, you won't see what is closing in. Instead, the screen shrinks as something get closer.

Clipping was developed for the LOWREZJAM2020. Please enjoy my first ever horror game!

P#81507 2020-09-04 20:45
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Cart #arcademariobros_02-1 | 2020-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
18

Credits:

  • Most sprites by 125scratch
  • Logic, music, and miscellaneous sprites by gidigoatguy
  • Fade function by kometbomb
  • PICO-8 by Lexaloffle Games
  • Original game and characters by Nintendo

Controls:

  • Right Button : Move Right
  • Left Button : Move Left
  • X Button : Jump

How To Play:

  • Clear the sewers and collect that money!
  • Down Baddies by hitting the platforms under them, but watch out! Some Baddies are trickier to down than others!
  • Kick the downed Baddies to increase your score and make a coin appear!
  • Don't touch the Baddies when they're up, or else you'll die!
  • Use the POW Block to instantly shake every platform!
  • Don't stay in one place too long, or a deadly fireball may try to get you!
  • If you die, you'll re-spawn (if you have lives, of course) with invincibility for a short amount of time; use it wisely!

Current Features:

  • Simultaneous Two Player Gameplay
  • An original Baddie (Stomp on Kuribo/Goomba's head to down them!)
  • 4 Baddie types (Shellcreeper, Kuribo/Goomba, Fighter Fly, and Sidestepper)
  • Red Fireballs
  • POW Block
  • Music that's kind of repetitive and annoying to be honest
  • Respawn invincibility (thanks @SmellyFishstiks!)

In Progress Features:

  • Freezie and frozen platforms
  • Angry Baddies (after being down for a little while, Baddies become angrier after getting up)

Planned Features:

("???" are "probably nots")

  • Progressive difficulty
  • 1UPs based on score/coins
  • Leaderboards
  • More palettes for plumbers
  • Green Fireballs (slower than red Fireballs, thus making a spot more dangerous for longer)
  • ??? Better/longer music
  • ??? 4 players
  • ??? Online multiplayer

Known Bugs:

  • When spawning Luigi, his palettes are Mario's. (This is due to the fade function, and shouldn't be too hard to fix)
  • Sometimes when a plumber dies, he ascends to the heavens. Unfortunately, as everybody knows, plumbers are unclean, sinful creatures that shouldn't ascend to the heavens.
  • Downed Baddies don't get up after a POW shake (feature?)
  • When stomping at certain angle, the Kuribo will be knocked off despite only being touched once

Let me know if you find anymore bugs!

Changelog

v0.03

  • Added Baddie: Fighter Fly
  • Added Baddie: Sidestepper
  • Adjusted how Fireballs are spawned on top level
  • Adjusted spawn rate of Baddies to account for new Baddie types
  • Baddies are no longer downed during a POW shake when in the air
  • Updated Cart Label (Added Luigi and lowered amount of background tiles)
  • Made code even more messy than before

v0.02

  • Added to Cartiverse
P#81479 2020-09-03 19:18 ( Edited 2020-09-04 19:06)
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I'm developing KONSAIRI, a game I've been working on for a while now that I'm finalizing and checking throughout the game.

As I mentioned before, the goal of the game is to move back and forth between 16 different areas to reach the final destination.

However, it seemed to feel like the same old thing before you even reach halfway through the game.

That's why i added Dungeon mode, which changes the look and feel of the adventure dramatically.

Not only do you take damage when you touch an enemy, but there are hidden passages and hints scattered throughout the game that will help you get to the true ending.

When you stand in front of an enemy, you will see a timing gauge.
It's not for attacking, but for getting through to the enemy's rear.
A well-timed "step move" will allow you to move forward with no damage.
If time passes, you will be damaged.
If you move away from the spot, you can avoid the danger.

You can bring in items, throw them and use skills.
You can open doors, read hints, light up and explore, and more...!

KONSAIRI TRIAL version

https://bitchunk.itch.io/konsairi

P#81477 2020-09-03 16:01 ( Edited 2020-09-03 16:06)
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Cart #wip_ma_20200902-2 | 2020-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Hey again. Goober here.

This revision has me REALLY looking in every little nook and cranny I can find
to get precious tokens. I've had to resort to utilizing SECRET SPECIAL tricks
to making sure I can load as much data as possible while not using very many
tokens at all. In the beginning of my code I've created a special function:

-- handy token-saving function
glb     =_𝘦𝘯𝘷
function vars(...)
    local a={...}
    local b=split(a[1],",")
    local c=2
    for i in all(b) do
        glb[i]=a[c]
        c+=1
    end
end

Pair this with one of my modules - the dialog module, for example:

vars("dlg_active,dlg_id,dlg_port,dlg_snd,dlg_tpos1,dlg_tpos2,dlg_text1,dlg_text2,dlg_next,dlg_pside,dlg_cblnk,dlg_done",
false,nil,0,
0,0,0,
"","",0,
left,0,0
)

This will allow me to assign multiple global variables while saving about 1/3
of the tokens. A lot of data is being converted to strings in order to save
more and more tokens. Data which doesn't need to be written to very often
may also be stored together in strings, but I haven't really gotten to that
point yet.

What will PROBABLY happen is that I'll start looking into using peek/poke
for reading and writing data. One of the problems with using poke, though, is
that each call to this is 4 tokens. [poke ( offset , value]. The ending brace
doesn't count. Peeking is about the same. Even with shorthand peeking, it takes
four tokens to assign a value.

But, there are some features added to this version!

  • When attacking and killing bats, their spheara (currency is souls) is sucked
    in by the magic lantern. When the lantern takes the soul, it glows bright for
    a split second.

  • It's now possible to die. While it's not possible to be hurt by the bats
    right now (fixed this), you can die from spikes or falling into the water at the bottom of
    the stage. This results in a neat effect! Also, when you die, a password is
    displayed. While this password doesn't serve any purpose right now, I'm planning
    on allowing players to input their password upon startup.

  • You still can't end the level yet. The key actor has not yet been implemented.
    Because I'm out of tokens right now, I'll need to save some more before I can
    implement this. It's in the works!

I think that's it for now. See ya!

~ Goober

P#81473 2020-09-03 11:04 ( Edited 2020-09-03 12:05)
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Cart #spenigmadk-0 | 2020-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Information

This is a simulation of the commercial Enigma D and K cipher machines.
K being an updated version of D that retains the same functionality.

For more information on Enigma D and K, as well as other Enigma machines, and other cipher machines, visit:
https://www.cryptomuseum.com/crypto/enigma/d/index.htm

The information in Crypto Museum was very helpful for making this simulator.

Controls

  • Control the mouse pointer with the arrow keys, and click a button, or letter of the on-screen keyboard with the 'Z' key.
    Or enable the mouse by pressing the 'X' key and click with the left button.

  • Swap the left and middle, or the middle and right rotor's positions with the two diamonds in the rotors section.

  • Change the ring settings with the left and right arrows in the ring settings section.

  • Change the initial rotor positions with the up and down arrows in the rotors section.

  • Enter the letter you want to encrypt in the keyboard section. The letter it encrypts as will light up.
    To decrypt a message, set the settings to what they were at the start of the message that was encrypted, and enter the encrypted text.
    You have to manually write down or type each letter outside the program during encryption or decryption. As there is no space, you will have to omit spaces, or use an uncommon letter to represent space, like 'X'.

*The rotor marked UKW on the left is the reflector. It is separate from the other rotors and does not move during operation, only when you change its ring setting and position. It also cannot be swapped with the other rotors.

P#81471 2020-09-03 08:40 ( Edited 2020-09-04 04:00)
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I generated a map and use mset to update the sprites on the map. But when I tested to print out the sprite number using mget and the coordinates of my cursor, it always returns the same sprite number. I am confused about where I did wrong.

This is what I use for drawing the map and updating.

function draw_game()
    map(0,0,0,0,16,16)
    update_map()
    draw_house()
    draw_cows()
    cow_grazing_anim()
    draw_cursor()
    print("⧗:"..game_time,60,8,1)
end

function update_map()
    for g in all(grass) do
        mset(g.x,g.y,g.s)
    end
end

And I use this to check with mget, it returns all the same sprite number.

if btnp(4) then
            --state=2
            local t=mget(to_grid(cs.x,cs.y))
            printh("x:"..cs.x.."y:"..cs.y..",spr:"..t)
    end

I attached an image with the map I draw and the grass sprite should be from 50 to 53 but I get like all 53 or all 52. which is weird. I have attached my cartridge below, would be great if someone enlighten me on what I did wrong.

Cart #mimazihofu-0 | 2020-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#81462 2020-09-03 04:03
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Ice reflection demo

Hi this is a simple cart that has a ice reflection effect in 2 functions!
I was going to use this for little ice reflection tiles maybe but I figured I could share it too.
Feel free to use this! :p

Cart #icereflectiondemo-1 | 2020-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

P#81461 2020-09-03 03:57 ( Edited 2020-09-03 04:05)
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Cart #islander-4 | 2020-09-13 | Code ▽ | Embed ▽ | No License
324

ISLANDER

ISLANDER is an idle crafting game inspired by games such as Forager and Minecraft. Use your pickaxe to mine any and all materials you can find, and craft your way off the islands.

[9/12/2020 UPDATE]
Added New Game+! Once you Escape the Island, press Return to Game to continue playing with new recipies and goals!


How To Play

Arrow Keys - Move/Menu Select
Z/C/🅾️ - Hit/Select
X/❎ - Menu/Back
TAB - Save game to clipboard


Credits

Design, programming, art & audio by @CarsonK
With help from the lovely folks in the PICO-8 Discord

P#81456 2020-09-02 23:51 ( Edited 2020-09-13 06:03)
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Every Extend Extra

Cart #tyubokedu-3 | 2020-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

UPDATE 3RD SEPTEMBER 2020 16:28 PM:

  • Fixed various typos
  • Made bullets bigger and flashy, but same small hitbox (middle circle)
  • You now need a higher chain for an extend based on quicken count
  • There is now a bar on the left which is based on time. The higher your time, the more points you get per chain, but take more damage + lose more time based on how high it is

Every Extend Extra is an arcade game about detonating your ship, causing colourful chain reactions in the enemies, granting you points.

This game is my attempt at demaking it, as it's one of my favourite PSP games of all time and I thought it could do with some well deserved love.

Features:

  • Gameplay highly similar to the original, but in a small replayable Pico 8 format
  • 4 unique backgrounds, songs, and basic enemy sprites, giving you replayability options if you get bored of another
  • 4 upbeat and catchy songs from the Pico Tunes V2 album, by @Gruber
  • Lots of colourful explosions
  • Probably a lot of gameovers!

Controls:

  • Z to slow down your ship
  • X to detonate
  • Z and then X held to delay an explosion
  • Arrows to move

I put a lot of effort into this game. I hope you enjoy playing it just as much I enjoyed making it!

P#81453 2020-09-02 21:02 ( Edited 2020-09-03 15:29)
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Cart #msd1_0-1 | 2020-09-06 | Code ▽ | Embed ▽ | No License
64

This is a demo for a way to store console-size game worlds on a Pico-8 cart, which later became my PicoMap system. It contains every level and sublevel map from the original Super Mario Bros., and you can run and jump through all of them. There's no level progression, sound, or things to interact with besides platforms, but the map data includes placeholders for enemy spawn points and interactive objects, just uncomment a line in the init() function to make these visible. I'm not planning to release the finished game, as I don't want it to be taken down for copyright reasons, but I wanted to show some definitive proof that large-scale games are possible on Pico-8.

Controls:

L/R-------Move
Z---------Run
X---------Jump
Up/down---Select Level
Up+down---Restart Level

Cart Technical Info:

  • Uses standard sprite flags for map interaction
  • 60fps w/ CPU usage between 11-25%
  • 1352 tokens, including streamlined platformer engine and graphics/map decompression systems
  • 35% of compressed storage limit
  • All maps contained in 3.9KB of binary data in map area
  • No data stored in the 8KB spritesheet

The big thing is the last point on the list. Instead of storing the nearly-incompressible level data in strings, I instead store the spritesheet in a string because it compresses over 2:1, leaving a full 12KB of potential level storage space. This means that while leaving the majority of compressed data capacity and token count unused, 3 copies of every Super Mario Bros. level could fit on the cart! By my estimates, This should be more than enough to store the worlds of many NES-era games, with space left over for the extra graphics and sound assets. For example, all the level maps from the original Mega Man fit in less than 6KB.

This demo was built entirely in Pico-8, using an early version of my PicoMap system, the latest version of which you can find here: https://www.lexaloffle.com/bbs/?tid=42848

P#81450 2020-09-02 18:44 ( Edited 2024-02-04 23:54)
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Cart #meas_castle-15 | 2022-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
132

Mea's Castle

Mea's Castle is a Metroidvania-like Game: You're a little Adventurer and your Goal is to find the "Cup of Hope". You can run and jump, and soon you will find some Artifacts that'll give you more Abilities.

🠔🠖 - Move
🠗 + 🠔🠖 - Crouch
(Z) - Jump
(X) + 🠗 - Use the last Powerup

Warning
This Game is difficult. If you're not a Fan of Jump'n Run-like Games, I think it will be too frustrating^^. There are still Checkpoints basically everywhere, but it's still not easy to beat that Game. Expect to die a lot while playing this^^.

Credits

Thanks to

Other stuff

Also, if you like to cheat, you can use

the Konami-Code on Mainmenu to become invincible ;)

Reset the Cartridge (P -> Reset Cart) and do this:
⬆,⬆,⬇,⬇,⬅,➡,⬅,➡,X,Z

If you did it right, you'll hear a slightly different Sound.

Also, here's the Map of the Game. Altough I'm not sure if it's that useful here^^:


Start-Position is where the Map says "Hi":

Hope you'll have Fun with that little Game^^.

Enjoy!

Changelogs

New in v1.11
  • Just a little "saved"-Message after reaching Checkpoint or Artifact.
    if no serious bug is found in the future, this will most likely the last Version I upload. Because I have used all the available Tokens, there are no tokens left anymore^^.
New in v1.10
  • New: Game will now save your progress after you reach a Checkpoint, collect an Artefact or being hit by an Enemy/Spike. If Progress exist, you can continue from the Mainmenu. (If you want to reset your progress, finish the Game or open the Pause-Menu (P) and select "del save+reset".)
  • Swap X/Z through the Pause-Menu will also be saved.
  • Using Doublejump has now an Indicator (Mea's Shirt is now Dark-Red until Doublejump is available again).
  • After a Respawn from a Checkpoint, Mea could jump immediately and without a Button-Press due to the Coyote-Time that wasn't cleared. Fixed.
  • On Devices that don't fully reach 60 FPS all the time, the "Fade"-Script will now work as intended. It will never leave the Area half-lighted until the end.
  • After collecting the Key-Artefact, some places are now locked away from the Player, preventing to wander around and get lost on Levels that the Player needs to visit never again^^.
  • Slightly modified the Credits.
New in v1.09
  • Just a graphical Change: Cannons now "blink" just before they fires.
New in v1.08a
  • Fixed "Slide Down"-Animation facing on wrong Direction, Thanks to Some1NamedNate for finding out that bug!
New in v1.08
  • Just some more graphical stuff: Little changes on Titlescreen and Checkpoints. There's also a Checkpoint-Animation if the Player dies.
  • Also I like the idea that the Castle looks more and more "holey" the more Powerups the Player has. Just a subtle Change in the mood I guess^^.
  • Checkpoints will now always been activated, even while the last Powerup is activated.
New in v1.07
  • Graphical Overhaul. Smooth Walls, Ceilings and so on, Thanks to Youtuber "Dev Quest" and his Tutorial!
  • Screen-Fades everywhere, Thanks to Krystman for his Code on the "Code Snippets"-Section!
  • Particle-Effects on Enemies and Bullets.
  • Particle-Effects and Sounds when Player slides down on green Walls.
  • Menu-Sounds, not just the Music alone.
  • Changed and added Dust-Animation for the Player.
New in v1.06
  • Fixed a Bug where the Game could freeze after leaving a Room near a "Door"-Tile. Thanks to MacadamiaMan for finding that Bug.
  • Fixed a Bug where the Game could freeze while using a treadmill.
New in v1.05
  • Added Coyote-Jump (you can still jump after running off the ledge, for a few extra frames). I really wanted to add that^^.
  • Wallslide-Animation only if the Player slides down.
New in v1.04
  • Performance-Update! Previous Versions uses around ~65% CPU-Usage all the time, is now reduced to ~30%. Now it's playable on slow Devices like a Raspberry Pi Zero.
New in v1.03:
  • Fixed a Bug where the Player couldn't use a Wall Jump on certain circumstances.
New in v1.02
  • Just forgotton to change the Title Screen^^.
New in v1.01
  • Replaced the last Level; it really wasn't that good^^. Thanks to bigjus for the Feedback.
P#81448 2020-09-02 18:24 ( Edited 2022-03-13 23:01)
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Cart #no_jump-1 | 2020-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


Mod of Noel Berry and Matt Thorson's Celeste: https://www.lexaloffle.com/bbs/?tid=2145&pid=11722

You can't jump

Your legs are broken, and you are tasked to climb a mountain. All you can do is dash through the air and jump off of walls. Can you reach the summit?

P#81447 2020-09-02 16:53 ( Edited 2021-11-22 20:07)
[ :: Read More :: ]

Cart #rhagedoza-0 | 2020-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
19

Elite Velocity

Version 1.0 2020-09-01

Asteroid Miner's Flight Training Manual

Up - Thrust
Left/Right - Turn Left/Right
Down - Charge warp (requires fuel)
X - Fire Weapon
Z - Dock at station / tractor beam (requires purchase)

Congratulations on your purchase of the Arrow-class shuttle. This shuttle is rated for asteroid mining and is equipped with a mk1 blaster for destroying asteroids and self-defense. You will also find a warp drive pre-installed, allowing jumps to new systems in deep space. An asteroid-scoop allows easy ore collection by simply flying into floating pieces of ore. Finally, expansion slots allow room for upgrades such as a tractor beam, IFF radar, and powerful mining lasers. These upgrades can be purchased and installed by licensed technicians found at space stations across the galaxy.

Asteroid mining is an extremely profitable enterprise for any intrepid pilot willing to take their vessel into deep space. With some luck, a good captain can score an early retirement in short order! Safe flying, captain!

Tips n' Tricks

  • Shoot and destroy asteroids to reveal ore. Acquire ore by flying over it.
  • Dock at space stations to purchase fuel and upgrades with ore.
  • Once you've cleared out a system of asteroids, use fuel to warp to the next system.
  • Ensure you always have enough ore to purchase fuel, or you may become stranded in deep space!
  • Watch out for space pirates who will attempt to destroy you. The farther you warp into deep space, the more dangerous and numerous they become! Defend yourself with your ship's blaster.
  • Be wary, if you linger in a system for too long, pirates will track you down!
  • Once you've collected enough ore to live out a long and healthy life, you can choose to RETIRE at any space station.
  • If you take damage you can buy a REPAIR at any space station.
P#81427 2020-09-01 18:47 ( Edited 2020-09-01 19:55)
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