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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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How to reproduce:

  • register custom menu entry
  • run game with an endless while/flip loop

bug: menu item code is never triggered

Cart #gijenijato-0 | 2021-01-01 | Code ▽ | Embed ▽ | No License
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P#86023 2021-01-01 14:16 ( Edited 2021-01-01 14:17)
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Dear Pico-8 Community,

The darker colour palette should be available without fiddling with memory or coming up with detour functions.

@BoneVolt @Krystman
(via YouTube and such... not dissing! You guys are great <3)

Palette switches were cute,
but this whole schebang has flopped into an inefficient knot (as far as I can tell).

...I wish that first-time-carts from total amateurs (like me) could also use "dark-brown", lol.
...And that expert carts don't all use ~double the amount of available colours.

Perhaps I don't understand the memory limitations.
And I do appreciate (and want to preserve) the elegance of "0-15"/Proof of concept/Simplicity didactics etc..

But the cats' been out of the bag for a while.

@zep could you please greenlight "night mode" [EDIT: in the UI or functions].
Maybe its impossible at this rate. Maybe it wasn't intended this way.

Dunno. Shäre ur thoughts...

Trying to be constructive. Or did I miss something?
It's a super interesting subject, feels almost political.
Happy new year.

x Phume

EDIT: link to @shy 's cool devkit menu experiment https://www.lexaloffle.com/bbs/?tid=41032

P#86004 2021-01-01 05:54 ( Edited 2021-01-11 19:54)
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Cart #ninjoe_dragon-4 | 2021-12-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
29

Made for TOY BOX JAM 2020

Story


It was a lengthy battle that left you wounded and weak. You cannot recall what the fighting was for but as you wandered the battlefield, exhaustion took hold and the darkness consumed you. (XX) , collapsing where you stood.

The fall was great, you did not see the opening before you fell and you did not have the strength to battle the fatigue. Perhaps you were lucky for in this state your body was able to absorb the impact.

Time passed and you wake in a strange cavern, this was the battlefield no longer. You notice a door behind you, trying it proves futile. You expected it wouldn't open. The door was oddly recessed into the wall, looking out of place for an exit. A wall ahead of you held a lock; it looked like it may open if only you had the tools. Your equipment stripped, no picks at hand, you search something of use.

You spot opening underneath you, or so you suspect, it seems as though it is something you may enter and with luck may provide a way out. If nothing else, it isn't here.

However you have arrived in this place, it was certainly by the devising of some creature.

You are Ninjoe,

You have arrived in the Dragon's Lair, this lair is not one of the Dragon's making but the making of another. The Dragon is trapped here by a curse, the hoard has been scattered as well as the cursed treasures within it.

Once the treasures are separated the curse strengthens its hold on the occupants of the lair... perhaps if they were brought back together... ?

Help Ninjoe escape the Dragon's Lair, if you can ... but will you also help the Dragon?

... Do you even want to?

Information:

  • Jump on enemies to defeat them
  • Pick up keys to open doors
  • If you die, you will reappear at the start of the level as long as you have at least 10 coins
  • Drop-in drop-out multiplayer for up to 8 players (It may not be a good idea to play with more than 3, but the option's there) Press X to join or leave the game.

itch.io: pixel shock

Changelog:


most recent change last

19 dec, 2020

  • joined jam
  • added platformer code
  • added objects
  • fixed tile layering to allow background tiles

20 dec, 2020

  • added coin collection
  • ai for some enemies (red, snek, bat)
  • stomping enemies, with that smb stomp from wisdom4.zip
  • skull is animated in code
  • sometime today, solved the challenge

21 dec, 2020

  • added level functions
  • removed y scrolling from the camera
  • fixed the positions of objects to be aligned to the grid
  • added a level
  • added in-game music
  • put a shared hp bar at the bottom, shows all player hp
  • added a background

22 dec, 2020

  • skull boss has an attack for second phase
  • added 4 more areas
  • bats are now basically invincible
  • they are now the most powerful beings this world has ever seen
  • skull boss is now grey

23 dec, 2020

  • added some new areas
  • added skull boss's ai
  • some story text before boss

24 dec, 2020

  • updated skull boss's ai
  • added collisions for its fire
  • some new story text after the battle
  • you can skip the boss, may or may not fix it
  • decided to fix it
  • fixed it
  • added an intro cutscene

25 dec, 2020

  • probably won't work on it today
  • ... nevermind i guess, added another level anyway
  • fixed the intro cutscene to be fake 3d
  • first level is now stored uncompressed in the first row (leaves space for another level below)
  • moved the levels around in the map area. added a small area just before the first boss
  • moved prime skull's music to kyle, and gave it [#8 boss] from picotunes 1 instead
  • began making kyle's ai (modified prime skull)
  • so much for not working on it today

26 dec, 2020

  • added story and a bunch of empty-looking areas for kyle's story events
  • goodbye, test level. you were great for, well.. testing
  • fixed a few missing reds
  • changed prime skull's music because i didn't like the one i changed it to
  • added wavy print function
  • added a restart level button
  • restarting can duplicate keys and coins. need to fix that
  • fixed it
  • made it constantly rain fire slowly in kyle's boss fight
  • ❎ can jump now

27 dec, 2020

  • added another level
  • added another level again
  • now there's only space for 1 big area or 2 small areas
  • the total will be 18-19 areas
  • made kyle's fire rain appear around the player instead

tokens: 7656/8192
cmprsd: 73%

28 dec, 2020

  • fixed restarting a level messing up the story position and summoning bosses early
  • replaced the arrow with numerals because there was a sprite for an i (area 7)
  • added the last level before kyle's boss arena area
  • there should be 90 total coins (collecting all of them gives you 9 more tries)
  • set music for the newer areas
  • freed up some tiles
  • re-arranged a bunch of tiles
  • added big tiles

tokens: 7936/8192
cmprsd: 78%

29 dec, 2020

  • added multiplayer (since it already existed in my platforming engine)
  • fixed player palettes (was passing an empty string to split instead of a comma)
  • fixed dark palette to account for colour 15 being blue now
  • p2 is blue now (daba dee daba dai)
  • fixed the camera position after a player dies in co-op
  • added a smooth camera to smooth towards the next position instead of instantly changing after a player dies
  • smooth camera now only applies when 2+ players are alive
  • oh no token limit
  • removed unused tile detection for coins (they are objects)

tokens: 8174/8192
cmprsd: 82%

30 dec, 2020

  • added the ability to drop players in co-op
  • fixed the background fillp scrolling while moving even when the camera isn't
  • made the randomised tiles use a seed: srand(level_index)
  • replaced the semi-solid under the door in the vertical bat room with solid ground
  • reset velocity of players that get added after dropping out
  • put more bats in the bat rooms

tokens: i'm here to write code and use tokens, but i'm all outta tokens
cmprsd: 83%

31 dec, 2020

  • fixed: p2 only high bounces when p1 is also holding jump
  • found lots of tokens
  • replaced the invisible walls around the boss areas with visible walls
  • made the title logo on the win screen also wavy
  • players now drop their keys when dropping out or fainting
  • stopped last alive player from being able to drop out

tokens: 8143/8192
cmprsd: 85%

1 jan, 2020

  • yay, release day!

2 jan, 2020

  • fixed a bug where defeating the dragon while it's on a platform or wall will leave you stuck in the boss arena

version 1.2

  • major changes to level design and boss difficulty for balance
  • multiple endings

version 1.2.1

  • adjusted coin-life rules: coins won't count for a life until the next level to prevent duplicating them in levels with more than 10 coins
  • sleeping dragon no longer deals damage in the vault rooms

version 1.2.2 (post-jam)

  • hopefully fixed a crash upon restarting a level

...


why did i make this?
Cart #not_marshmallow-0 | 2021-01-01 | Code ▽ | Embed ▽ | No License
29


P#86005 2021-01-01 05:45 ( Edited 2021-12-22 03:16)
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Cart #appabode-0 | 2021-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a PICO-8 remake of the Atari 2600 game Haunted House! Can you collect the 3 pieces of treasure and escape the house before losing all your lives or running out of matches? How quickly can you do it?

Use X/Z to light a match - be warned, it won't stay lit for long! You can't see treasure or keys without light, and you can't pick up what you can't see. The monsters in the house will pursue you and will blow out your match if they get close. If they catch you, they'll steal your key and treasure to hide them in the house again.

Use left & right arrows on the title screen to toggle match flicker on and off. If you are a player for whom flashing lights/colors can trigger seizures, you'll want to turn the flicker off.

This game was made for Toy Box Jam 2020! All of the sprite and sound assets were created by others and everyone in the jam uses the same assets to make their games. Info on the jam and credits for all the assets provided to the participants can be found on the jam's itch.io page.

A huge thank you to the following folks for some of the code used in the game that they generously released under Creative Commons licensing!

There are probably bugs, but I've played a fair bit without a crash, so that's something at least :). So let me know in the comments how you did - time, matches & deaths!

P#86002 2021-01-01 01:42 ( Edited 2021-01-01 01:44)
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Baie lekker verjaar en voorspoedige 2021!!!

Cart #veelsgeluktharina2021-0 | 2020-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Die liedjie is my poging om They Might Be Giants se Older na te boots: https://www.youtube.com/watch?v=TdIRrmNN_C

P#85992 2020-12-31 21:55
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Cart #yorunakena-1 | 2021-02-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Enjoy this "better than this worst Atari2600 classic" for this new year that we hope better, 2021.

read the post-title intro in attract mode for instructions.

P#85988 2020-12-31 21:08 ( Edited 2021-02-15 16:53)
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Cart #foreverred-1 | 2021-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
122

Foreverred is a mod of Celeste Classic that's been in the works for over a year. Starting as a update to my first mod, Everred, it grew into a complete reimagining, and eventually into the biggest Celeste Classic mod ever released (and potentially one of the largest single-cart pico-8 projects).

The mod is over three times the size of the original game, and features brand new levels, mechanics, sprites, and music (huge thank you to my friends Augie745 and RubyRed for the absolute bops they made)!

Controls:

Z - Jump
X - Dash
Arrow Keys - Move
E - Toggle Flashing Effects

Lots of credit to Maddy and Noel from EXOK Games for the original game, and to the Celeste Classic Discord for all the help and feedback. Extra special thank you to Gonen and Meep, who helped optimize, compress, and fit everything into one PICO-8 cartridge. This project wouldn't have been possible without them.

v1.1 patch notes: https://taco360.itch.io/foreverred/devlog/289748/foreverred-v11-small-update-out-now

P#85983 2020-12-31 18:49 ( Edited 2021-10-25 05:15)
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Cart #lonesector-0 | 2020-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

A simple and brief adventure game. Find a way to warp back home after landing in a strange lone sector.

Thanks to PrincessChooChoo for the warp animation.

P#85968 2020-12-31 12:50
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Cart #steps-1 | 2020-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
139

Steps is a small Minit-like game where instead of dying from time, you die after a certain amount of steps. Explore the cursed island, solve puzzles, and find the hidden coins. Try to run away from the island by finding the Icarus wings as it is the only way to escape the cursed island.

Controls:

  • Arrows: to move around
  • X: to start the game and activate boots

Tips:

  • Try to find different patterns to find secrets (notice different patterns, different wall tiling)
  • Try to find the torch before entering dark dungeons
  • Some walls are just fake walls where you can walk through them.
  • Be careful when using boots in the dark dungeons

Ahmed Khalifa

P#85959 2020-12-31 04:32 ( Edited 2020-12-31 06:13)
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Cart #eightbitultimate-5 | 2021-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

8-BIT ULTIMATE FRISBEE

First team to 4 points wins!

Arrow keys to change the player's direction
X or Z button once to select the player
X or Z button again to throw to him

Press the button once to change direction. Tap quickly to stop running.

gfx, sfx, music, code by roroyobert.

P#85958 2020-12-31 04:05 ( Edited 2021-08-20 21:47)
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Achievements unlocked:

  • do A Programming that's not conceivably related to my job
  • do A Chiptunes (yes, that's the Dies Irae, because 2020)
  • come one step closer to embodying a stereotype

Cart #fohubefik-0 | 2020-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

P#85953 2020-12-31 02:08
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Cart #zofesayafo-1 | 2021-01-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My second pico-8 game.

It is intended to be a de-make of Konami classic Scrambler.

You can destroy the enemies either with the cannon or the free-fall bombs. Meteorites cannot be destroyed, though.

Avoid colliding with the terrain.

Destroy "F"-marked tanks for fuel. If you run out of fuel you'll crash!

Game includes two very difficult levels.

Enjoy!

Updates:

Jan-3rd 2021

Improved collision detection (now it's pixel-perfect).

P#85945 2020-12-30 23:32 ( Edited 2021-01-03 22:24)
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Cart #frozax_tttd-1 | 2020-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
13

Here is my submission to the "Toy Box Jam 2020"!
This is my first game jam ever.

Known issues:

  • The game can only save up to 89 rails blocks due to limited save game size on pico-8.
  • You can't destroy rails.
  • T or X crossings are not supported

Have fun!

P#85946 2020-12-30 23:30 ( Edited 2020-12-31 09:16)
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I'm making a sexy little 16x16 sprite editor with playback and more that should rely on the D-Pad and Buttons. Doing so mainly for use on the Retroflag-GPi case, or any other handheld.

IMPORTANT!
SAVE FUNCTIONS STILL VERY BASIC


UPDATE 11.01.21

  • Added Move-tool
  • Added Palette-swapper
  • Added Tooltips on hover (disable in menu)
  • Added Save (cart overwrite? dunno?)
  • Added Export Spritesheet
  • Added Clear All (Default Empty Project)
  • Improved usability/ button press consistency

TO DO

  • Improved Menu Items / File related Functions
  • Nerf the Mouse
  • Subtle Sound effects
  • General Debugging

Give it a go!
Any help/advice/ideas appreciated.

x Phume

thanks to @tjbynum, @paloblancogames, @shy, @mischa_u

P#85942 2020-12-30 21:29 ( Edited 2021-01-11 22:32)
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I have a weird thing going on that I'm 100% sure is because of something I'm doing wrong, but I can't quite figure it out. Hoping one of you will have some insight!

When I run my cart, I have a title screen music track that plays using music(X), then fades out using music(-1,500) when the user presses X/Z to start the game. There's an intro cut scene where a different track plays using music(Y) then fades out when that cut scene ends, also using music(-1,500). The user plays, there's no music during the game but there are a variety of SFX that play from time to time. When the user wins or loses, there's another cut scene that plays music(Y) - however, for whatever reason, it only plays one of the 2 SFX in the pattern this time around. When that cut scene is done, the user gets the score screen, which plays either music(X) or music(Z) depending on whether the user wins or loses, but again only one SFX in the pattern plays. The user can then press X or Z to go back to the title screen, and music(X) only plays one of the 3 SFX in that pattern.

I suspect that somewhere, something's not getting cleared from a channel and that's preventing the rest of the SFX from playing, but I am not sure how to figure out what I'm doing wrong or how to fix it. Is there any guidance anyone can offer from this vague description? This is for my Toy Box Jam game, so if I can't figure it out before the deadline, I may end up posting it with "broken" music and maybe somebody can help me figure it out from my specific messy code so I can fix it post-release :).

For TL;DR - the flow that leads to this condition is basically:

music(X) --title screen, plays all 3 SFX, player presses X/Z
music(-1,500) --fades
music(Y) --plays both SFX, fade starts when scene ends
music(-1,500) --fades

gameplay with various SFX but no music playing until lose condition

music(Y) --plays only leftmost SFX in pattern, fade starts when scene ends
music(-1,500) --fades
music(Z) --plays only leftmost SFX in pattern, player presses X/Z
music(X) --title screen, plays only middle SFX in pattern
P#85940 2020-12-30 19:36
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v1.2
-fixed issue where vegetation would regrow instantly when frame counter loops around.

v1.1
-added more sounds

v1.0
A holiday-inspired island simulation with dinosaurs and humans trying their absolute best to prosper.

Created after watching Jurassic Park™ 1-5 during the holidays.

You can only observe in this game.

Arrow keys to move camera.
Z to track an entity.
While tracking an entity, tap Z to show/hide ai.
hold X to speed up.
hold X and tap Z to lock ultra speed up and show a faster summary board.
Tap x or z while in ultra speed summary screen to return to normal speed.

The summary board will show the current count of each entity type, as well as the highest generation achieved.
If an entity type is extinct, it will show the remaining respawn delay.

The "AI" is a super simple neural net based on the absolute simplest example I could find online.
First input layer is:
1..n neurons representing a fading signal for each action an entity can take
1 health fraction neuron
2 energy fraction neuron
1-3 neurons for each sense direction (forward, left, right...), for each other entity category (friendly humans, hostile humans, carnivores, herbivores, eggs, plants, non-steppable), as well as one of of these for entities of the same type (or its associated eggs)

The hidden layers are just 2x8 neurons.

Output layer is 1 neuron for each possible action that entity can take, for example:
"move_forwards, move_backwards, rotate_move_left, rotate_move_right, bite_forwards, egg_backwards"
The output layer is used as a weighted action choice, where the brighter neurons have a higher chance to become the selected action.

Each neuron is connected by weights and a bias to the neurons in the previous layer. Negative weights (activation causes sum to go down) are represented by red lines, and Positive weights (activation causes sum to go up) are represented by green lines. Gray lines are < 0.5 distance from 0 weights. The lines light up when their source neuron activates above 0.5)

All actions cost energy.
All entities also require energy just to exist.
Movement costs energy equal to the amount of segments the entity is composed of.
Doing actions which are considered the objective for the entity give them energy:

  • Herbivores get energy from foraging
  • Carnivores get energy from chewing other things
  • Hunters get energy from shooting herbivores and carnivores
  • Girl gets energy from kicking carnivores
  • Cameramen get energy from getting a unique shot of each entity type
  • Paleontologists get energy from observing unobserved entities in a reasonable frequency
  • Tranquilizer get energy from shooting energy stealing darts at carnivores
  • Biologists get energy from healing other entities
  • Park jeeps get energy from same source as Paleontologists
  • Hunter wranglers get energy from same source as Hunters

If an entity gets above 100% energy, it will convert the extra energy to health.

Laying eggs (dinosaurs) or creating a copy of yourself (humans) requires 75% of your energy bar. Eggs increase in energy over time and pop once they are fully charged. Copies are locked for 150 ticks where they can still be damaged, but they cannot do anything.

When an entity lays an egg or creates a copy of itself, the child entity inherits part of the parent's neural net. The second generation takes 50% of the parent weight and biases, the third 75%, the forth 83%, and so on.

If your type becomes extinct on the island, it will respawn as a group after 3000 ticks.

Plants regrow after 1000 ticks.

Plants are placed in 3 layers: low, mid, high.
moschops can only reach low
stegosaurus can reach low and mid
diplodocus can reach mid and high

Different plants have different energy values, where fruity bushes are big trees are the best, while sparse grass have the lowest.

CREDITS:
This thread for rotating sprite code:
https://www.lexaloffle.com/bbs/?pid=52525

P#85933 2020-12-30 19:35 ( Edited 2021-01-03 17:41)
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Is there a PICO-8 official discord server?

If there is, how can I join?

If there isn't, are there any plans to make one?

Because I would like to have one.

Off-Topic

Also, I'm getting better at PICO-8.

Kinda.

P#85928 2020-12-30 17:01
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Rock Paper Scissors / my first game !

Cart #rockpaperscissorsmyfirstgame-0 | 2020-12-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Her is my first game !
Its just rock paper scissors, press left/up/right to select your choice.
It took me 4 day to make it, its slow, but i was abel to understande code logic !
The IA is very simple, it just chose at random when you select something.

P#85927 2020-12-30 14:48
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Cart #picotrainsim-2 | 2021-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

This is a prototype, I wanted to test various things I learned.

v0.3 : updated rail scrolling and start message, added help screen and log
v0.2 : graphics for cabin panel, engine sound
v0.1 : initial prototype release

Development is now over, I will not update it as the things I wanted to do are beyond my capabilities.

Check the ultimate Pico Train Sim by Powersaurus here : https://powersaurus.itch.io/cab-ride

P#85925 2020-12-30 13:19 ( Edited 2021-08-19 16:02)
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Cart #tobubotog-4 | 2021-01-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I feel like I've learned enough to try my hands at doing a simple shump game, like I imagined when I first saw Pico-8.
Any input on controls or better ways do stuff would be greatly appreciated by this novice right here.

Thanks for taking a look.

--future plans--
Add another boss type.
Give bosses unique weapons.
Adding more enemies.
Adding power-ups.
Different flying and shot patterns for enemies.
-----1Jan2021-----
Fixed score add from defeating boss.
Boss gets more health depending on your score.
Changed how the player and player shooting handled.
-----30Dec2020 Update-----
added two new enemy sprites
added a boss, let me know if it needs to be tuned up or down in difficulty.
added a couple sound effects.
added slim chance to get 1ups from asteroids.

P#85922 2020-12-30 07:57 ( Edited 2021-01-02 11:38)
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