Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #nintweetasketch-0 | 2021-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Simple Etch-a-sketch tweetcart in 233 chars

Z and X -> Up and down
Left and Right -> as self
shaking is on the menu

the cart:

s,j,x,y,r,b= 1,64,64,64,rect,btn
menuitem(5,"∧",function()s=1end)::_::if s>0then
memset(24576,103,8191)s=0end
x+=(b(1)and 1)or(b(0)and-1or 0)y+=(b(5)and 1)or(b(4)and-1or 0)pset(x,y,0)for i=60,j do
r(j+i,j-i,j-i,j+i,8)end
flip()goto _
5
1 comment


[sfx]
Some music I made in a few hours. Copyright Nintendo for creating this music.

5
3 comments


PICO Space

Cart #drakeblue_picospace-2 | 2023-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
134

v1.2
Defend the animals of the galaxy from the space weevil invasion in your grandad's space taxi!

Check the notice boards at space stations for prospective passengers. Gain rewards when they're delivered safely and discover how to defeat the weevil menace.

The galaxy is quickly becoming a more and more dangerous place so be careful out there - with 50-70 systems and some questionable government policies an animal needs to look after themselves!

Please report any bugs or if something is unclear below. Feedback helps me improve and is always welcome :)

Controls

Main Menu

  • Use Up, Down and X to select options in the menus.

[ Continue Reading.. ]

134
22 comments


Cart #yezerupoza-0 | 2021-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
0 comments


Cart #blockrush_artridge-3 | 2021-04-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
34

Block Rush is a retro styled puzzle game where you can't stop moving until you hit something.
Reach the chest to win and take the crown for added challenge.
Move with your arrow keys, enter a level with X and exit it with O. Interact with objects with X once in a level.
Encounter a variety of objects as you progress through the increasingly difficult levels.

34
10 comments


Cart #gofastdeliverthings-0 | 2021-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Go fast deliver things

In a world where delivery is plentiful and the times are good the workers, that is the robots, are thinking that perhaps things could be better. While performing deliveries on time you also have an opportunity to make change in the world, the choice is yours, deliverer.

Controls

  • Movement — ⬅️ ➡️
  • Jump / Start / Retry — ❎ / X

Your current deliveries are listed in the top left, you need to visit those house numbers to make each delivery.

Game Jam

This is an entry for the second [Eggplant Community Game Jam #2][] where the theme is "Good Times with Bad Robots". The source for the cart can be be found in this

[ Continue Reading.. ]

0 comments


Cart #zattack-1 | 2021-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Turn-based strategy. Do not let the monsters pass You!
Eliminate 10 waves of attack to win.

1
0 comments


Cart #planets_n_sol-0 | 2021-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


Completely innacurate, but still looks cool IMO.

Also, space music!

I wanted to make a space game that looks like this, but eventually gave up and just made it a visualisation of the first four planets of our Solar System. I think it look cool, and am especially proud of the music.

Enjoy watching the rock spheres spin around and around. I sure did!

5
0 comments


My question(s) is, what is the best way to store level data and/or do you need a special PICO-8 level editor to do that? I am asking because I'm currently making a game with more levels than one map can handle.

28 comments


A question about dialogue boxes!

I'm new to both coding and Pico so bear with me, maybe there's no right answer but would appreciate suggestions.

Say you have a standard type of RPG game with a character who moves, and you approach or talk to an NPC, triggering a dialogue box on top of what's already on the screen (just like any old pokemon or dragon quest game). What would be an efficient way to do this? Load a new scene but don't clear the screen? Disable the player character's movement and actions while a list of text cycles through?

I've made a clunky textbox function (see image) but there must be a better way.

Any ideas or links to successful examples would be great.

Thanks in advance to anyone who answers!

1
4 comments


Cart #sussy-0 | 2021-04-02 | Code ▽ | Embed ▽ | No License
8

I hope nobody presses X

8
4 comments


Cart #happy_bee_time-0 | 2021-04-03 | Code ▽ | Embed ▽ | No License
22

~Happy Bee Time~

Hi! I'm Taffy, and this is my first published Pico-8 game Happy Bee Time!
This is a randomly generated bee simulator where you just try to get as many bees as you can.
You explore by either buying tiles yourself for honey or letting the bees explore themselves.
Once you have enough honey, you can find a tree and get even more beeeeees!
I would like to add more to it in the future, though it will take some time before I do.
This was a very fun project to work with, and I am very happy with the pixel art and where
my programming skills with Pico-8 are going. I have learned a lot, and I hope you guys like it!

Controls:

  • 🔼🔽◀️▶️: movement

[ Continue Reading.. ]

22
10 comments


Cart #frlytweetningow-4 | 2021-04-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Random fireflies that procedurally syncs up in 270 Chr, not bad for a first tweetcart i guess?
Ctrl+r to start again

the code:

s,r,c=sin,rnd,pset p={}
for i=0,200 do p[i] = {}
for j=1,3 do p[i][j] = r(128)-64 end
end::_:: cls()for i=0,200 do for j=1,2 do po=p[i]
p[i][j]=(po[j]+r(2)-1)%128 end
po[3]+=(po[3]>p[flr(r(50))+1][3])and -0.1 or 0.1
c(po[1],po[2],1+s((po[3]/64)*t())%11)
end flip()goto _
1
0 comments



Cart #caroline-0 | 2021-04-02 | Code ▽ | Embed ▽ | No License
88

A Portal demake disguised as a Celeste Classic mod.

Note: This is not a demo, if anything were to make you think so. 👀

Controls

E + S + D + F - Move
Left Mouse Button - Fire Blue Portal
Right Mouse Button - Fire Orange Portal
A or Middle Mouse Button - Clear Portals

by Meep and Lord SNEK

Music by RubyRed

88
21 comments


Cart #tetrachess_ver4-0 | 2021-04-05 | Code ▽ | Embed ▽ | No License
16

Is it Tetris, or maybe chess? Kind of both, but actually neither. Nonetheless, this is a game about strategy and sacrifice, borrowing notes from both Tetris and chess.

Tetrachess is a puzzle game in which your goal is to capture the AI opponent's chess pieces using your own chess pieces, following chess rules. However, the board is not like in chess at all. You have to drop Tetris blocks (tetriminos) containing the opposing chess pieces to the playfield. After you have dropped a tetrimino, it's time to move your chess pieces. You can capture the opposing chess pieces, earning you points, or you can eat the garbage blocks, cleaning up the playfield. After your own turn, the opponent moves their own chess pieces, potentially capturing yours.

[ Continue Reading.. ]

16
5 comments


Example

Cart #coroutine_bug-6 | 2021-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Controls

Up/Down - change number of pixels drawn per frame by 20

Steps to reproduce

Write a program that runs nested coroutines when the frame end takes place.

Resulting and expected behavior

All coroutines except from the top one yield().

It's expected that coroutines resume normal work after frame end.

Example explanation

It's a program supposed to color the whole screen generating coordinates to color with a recursive coroutine (tab 2, "coroutine itself"). It is wrapped by a function that ensures all errors will be propagated and unwraps the output when no error is encountered (tab 1, "coroutine wrapper").

In pseudo code:

function coroutine(depth)
    if (depth == 0) yield{0,0} return

    c = cocreate(coroutine)
    x,y = wrap(c, depth - 1)  -- a wrapper around coresume

    while x do                -- this assumes that if x is nil then the coroutine
        yield{x,y}            -- has reached a return or end.
        x,y = wrap(c)
    end

    c = cocreate(coroutine)
    x,y = wrap(c, depth - 1)

    while x do
        yield shifted {x,y}
        x,y = wrap(c)
    end
end

Info written on screen:

  1. Number of pixels coloured/number of pixels on screen
  2. Number of pixels coloured per frame (adjustable with Up/Down)
  3. Number of calls to subroutines of certain depth/expected number of calls

Failed workarounds

Adding a global table to hold recursive coroutines changes nothing.

Working workarounds

Limit the number of coroutine calls per frame with flip() outside the coroutines.


A wrapper that catches the nil yield and checks if the coroutine is dead. Doesn't work on coroutines that are supposed to yeld() or yield(nil)

WARNING! Skipps some coroutine outputs if flip() is called.

old_coresume = coresume
function coresume(c, ...)
    flag, out = old_coresume(c,...)
    if not flag or out != nil or costatus(c) == 'dead' then
        return flag, out  -- coroutine raised an error, yielded a non-nil value or finished
    else
        return coresume(c) -- resume from the unexpected yield()
    end
end

The example using an equivalent wrapper:


Cart #coroutine_bug-9 | 2021-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


1
15 comments


Cart #menuitemcartdata-0 | 2021-04-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Overview

Here are a couple of code snippets for convenience of adding options/settings that:

  • can be configured by the user via the pause menu (using MENUITEM())
    • up to five settings can be added, limited by the number of menuitems.
  • are automatically saved to & loaded from persistent cart data (0x5e00+ range, using CARTDATA())
  • supports optional callback when setting is changed
    • will also be called when first loaded, for initialization

General version

The first, generic version (tab 0) of the snippet supports:

  • settings can offer multiple choices, e.g. difficulty: {"easy","medium","hard","insane"}

[ Continue Reading.. ]

1
0 comments


Cart #idkgame-0 | 2021-04-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #pico_100_keys-0 | 2021-04-02 | Code ▽ | Embed ▽ | No License
2

Find the key that will open the door, among 100 randomly placed keys.

This game was made for me to practice the program.

inspired by "You Have 293 Keys" game.

2
4 comments




Top    Load More Posts ->