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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

All | Following | PICO-8 | Voxatron | General | Off-site
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So, as demonstrated by my recent post, I have finished my Pico-8 album, noclip. Now I want to export all the music from the cartridges. However, the exporter for music only exports one pattern. If you select multiple, it will simply export the one you just clicked on. Are there any tools made by the community which can export all the music from a cart and reconstruct it? Cheers in advance.

P#96870 2021-09-04 16:57
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Cart #duckpond-0 | 2021-09-04 | Code ▽ | Embed ▽ | No License
10

P#96869 2021-09-04 16:12
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Cart #noclip_finale-0 | 2021-09-04 | Code ▽ | Embed ▽ | No License
4


This is the sixth and final song in my album of short Pico-8 songs, noclip. Enjoy!

P#96863 2021-09-04 12:01
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Cart #siwwiriwi-0 | 2021-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[img]

small 233b demo with procedural sprites.

a={}
b={}
z=300
for i=0,z do
a[i]=rnd(125)
b[i]=-rnd(300)
end
for i=0,2000 do
d=rnd(i%32)%12sin(i/12)
poke2(0+i,d
d)
end
function _update()
cls()
for i=0,z do
f=b[i]
spr(i%20,a[i],f)
f+=1+i%5
if(f>125)then
f-=250
end
b[i]=f
end
end

P#96857 2021-09-04 08:38 ( Edited 2021-09-04 08:39)
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Cart #pintopistola-0 | 2021-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

P#96842 2021-09-03 18:47
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please i need to know this

P#96831 2021-09-03 14:50 ( Edited 2021-09-03 14:58)
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Cart #stake_v1-1 | 2021-09-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

This is a new snake game, inspire by another snake game called "snake_v1".

What's the different from other snakes?

  1. There are more than one kind of foods with different score.
  2. There is bombs born in the ground, be careful don't touch them.
  3. When the score is bigger than a certain number, the snake will change it's color, and the game speed will be quicker.

Thanks for playing my first game.

P#96827 2021-09-03 12:20 ( Edited 2021-09-06 14:56)
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Cart #renenigude-0 | 2021-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#96813 2021-09-03 01:12
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Cart #stick_electriclemon-0 | 2021-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

==Controls==
Move Left = Left Arrow Key
Move Right = Right Arrow Key
Jump = X
Stick = Z
Climb Ladder = Up & Down Arrow Keys

STICK is a prototype of a simple platformer idea. The player character uses a walking stick to poke switches and help them make difficult jumps and avoid dangerous terrain. In this case the only dangerous terrains are spikes and falling off the screen.

I also threw in some collectable mushrooms for good measure that add to your score, as well as a timer that will give you a % bonus to your score if you're quick enough.

It's short, and has some occasional wonkiness which I'll be ironing out. But I'd love to get feedback regarding how the controls feel, especially opinions about the fact that I made the player character snap to grid in the x dimension, which I realize is an unusual choice for a platformer.

UPDATE 1.01: Thanks everyone for the feedback. I updated the stick jump controls, they should be a lot easier to time the jumps now because the stick will now remain pointing down once the initial swing is complete. Also added the tap-to-turnaround-in-place function. Previously the player would move one tile if left or right was tapped. Lastly, the bridge level has been reworked(it was hastly put together the first time).

Please let me know what else is needed to tighten it up more and I'll try implementing it in the next update!

Also if anyone knows how to change which cart version is displayed by default, please let me know in the comments :)

ElectricLemon

P#96804 2021-09-02 20:31 ( Edited 2021-09-04 17:24)
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(Never)

Coming soon!


Ghost Bar

(Pre-alpha photo. Everything seen is susceptible to change.)

In this janky port of the beloved arcade title Tapper, the bartender has been reduced to a mere 128 pixels, and all of his customers turned to ghosts! Thirsty ghosts! The worst kind of ghost. Help him keep the ghosts hydrated with plenty of Bud family and corporate friendly rootbeer.

(Maybe)

Releasing on Linux, Windows, Mac, Pico-8 consoles, and like every browser!

Disclaimer: This is a teaser. It might never happen. Also I was bored and wanted to make something look like a game ad.

P#96794 2021-09-02 17:27 ( Edited 2021-11-10 21:36)
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Hi all, just thought I would introduce myself.

I am 39 year old who grew up in the heady times of the C64 and Amiga. Basically that whole home computer boom. I am studying mathematics part time and have been using Python to do some maths based projects with.

recently I decided to get back into game dev as a hobby like I did with the C64 in BASIC and on Amiga with AMOS. It's been a learning experience bringing myself back into it all again. Especially with having to knock my brain into learning to state machines properly without the help of an engine like GMS2 doing the heavy lifting.

Anyway, just wanted to say I am enjoying my experiences so far with Pico-8. Had it a while and not really done anything with it. That is changing though. So I will be coming looking for advice.

Beta

P#96792 2021-09-02 15:09
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Cart #awake_final-0 | 2021-09-02 | Code ▽ | Embed ▽ | No License
68

P#96788 2021-09-02 13:25
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Cart #fakemedojo-0 | 2021-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#96785 2021-09-02 08:32
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Cart #granddad-0 | 2021-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

P#96776 2021-09-02 00:26 ( Edited 2021-09-02 00:28)
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Cart #onek_frisbee-4 | 2021-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

https://itch.io/jam/pico-1k

Play a very tiny game of 2v2 ultimate frisbee. Post your high scores (mine is only 9 😜). Happy gaming and happy 1k jam 2021 - check the link on itch.io :)

484 tokens / 1023 chars / 3% cart space / 1038 bytes lua / 65 lines

(Press X to reset)​

P#96773 2021-09-01 23:20 ( Edited 2021-09-04 14:28)
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I've noticed that when I try to build a makefile for multicarts that calling export from the command line of my host machine doesn't respect root_path.

For example:

pico8 -root_path ./ -export mygame.html title.p8 intro.p8 mygame.p8

produces an html export that only gets title.p8 but neither of intro or mygame carts if the root path isn't already the pico-8 cartridge directory.

Does anybody know of a workaround short of actually changing the pico-8 system config for each new directory?

P#96771 2021-09-01 21:14
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Cart #monraibresim-0 | 2021-09-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I title this WIP because this is about as far as I got with this project before I realized it would take a fantastically huge amount of time to properly flesh out. So, I might try to update it but I more so wanted to release this project in case someone is interested in making a Pokemon style game with all of the assets already implemented.

TL;DR A lot of the code is superfluous and hastily typed in favor of rapidly displaying what is essentially needed. It's basically pre alpha code if you wanted to use it for your own project.

I've been working on this idea for about a year total on and off. The original concept (aside from really liking pokemon) came from a challenge meme image. I tinkered away at the art and whatnot and wrapped my head around sspr concretely the first time around while working at this.

What's included:
• A start page screen demonstrating a custom Pico-8 Game intro sequence.
• An in-start page screen displaying small scale spr() of each mon as well as the entire sprite map.
• Custom simple art positioned in a typical format of a conventional rpg in-start screen.
• An arbitrary simple loading screen with screen paging already arbitrarily added.
• Custom Assets for (presumably) Fakemon concepts and their potential usage.
(e.g. mini sprites & modeled upscales)
• Even more Custom Assets for general game design e.g. tiles and random colorful sprite work
• Somewhat thoughtful naming and ordering, elemental typing, egg hatching of each mon.
• Simple movement for one player implemented. Random iteration of mon sprites for debug, following mon.
• sspr() upscaled examples of each mon with its name and associated early note ideas about its concept.
• Tabbing with (z,x) to view each mon.
• Sprite sheet page 1 displayed on debug screen.
• Mostly nothing!

This is really just a demonstration of what can be done with the engine with just a little bit of tinkering away. You are free to use all of the code and assets as you please. Check another post I had in my Bren's Pico-8 Prototypes to see an example of another Pokemon inspired small creation. It could be useful if you're going for a "generation 3" look and want to add to this engine with event functions. (post cross link here https://www.lexaloffle.com/bbs/?tid=44439)

[this space for if I update this post with future revisions]
version: pre alpha
To keep with the Pokemon theme and all of their cool version names, if you make a work inspired by this post, consider this version to be called Thunder Electrum Version, for the mon on the cart's photo,

Hight: The electric sky dragon!

P#96762 2021-09-01 08:48 ( Edited 2021-09-03 03:54)
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I have the following (simplified) code, defining the __concat metamethod on a table and using it to combine two table definitions, overwriting keys when they overlap:

tmeta = {
    __concat = function(orig, new)
        for k,v in pairs(new) do
            orig[k] = v
        end
        return orig
    end
}

t = {
    a=1,
    b=2,
    c=3
}

setmetatable(t, tmeta)

t ..= {b=4, d=5}

print(t.a)
print(t.b)
print(t.c)
print(t.d)

This snippet works completely fine, printing the numbers 1, 4, 3, and 5 as expected. However, having a multi-line table on the right-hand side of the compound operator causes it to break:

t ..= {
    b=4, 
    d=5
}

The following form does work fine as a workaround:

t = t .. {
    b=4, 
    d=5
}

so this overall approach is still possible, but it uses 1 more token than the compound form.

Also, the exact same behavior seems to occur with other metamethods (e.g. __add and the += operator), so this isn't anything specific to the concatenation operator.

P#96757 2021-09-01 03:34
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Cart #no_pressure_not_finished-1 | 2021-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

A game where winning is easy... there has to be a way to lose.
(the last revision of the game was just me changing things without checking it)

P#96743 2021-08-31 21:34 ( Edited 2021-09-02 00:25)
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Erroneous-looking interaction between draw y offset and character height in PICO-8 0.2.2c:

poke(0x5f5b, 0x62)  -- draw y=6, x=2
print("shifted\n\n")
-- prints 6 down, 2 over, full text visible

poke(0x5f5b, 0x72)  -- draw y=7, x=2
print("shifted\n\n")
-- prints 7 down, 2 over; text cut off vertically after first row of pixels
-- expected full text visible

poke(0x5f5b, 0x62)  -- draw y=6, x=2
print("shifted\n\n")
-- prints 6 down, 2 over; text cut off vertically after first two rows
-- expected full text visible

poke(0x5f59, 0xa4)  -- char size y=10, x=4
print("shifted\n\n")
-- prints 6 down, 2 over, full text visible

Setting draw y offset to 6 works as expected. Setting draw y offset to 7 appears to change some kind of state that cuts off characters vertically at a fixed height. Setting it back to 6 shows this state persists. Changing character height appears to clear this state.

I also experimented with different character height settings and noticed a character height of 6 prints no pixels, but 7 prints all pixels, and only after I had messed with the draw y offset as above. (The following have the expected effect from a clean reboot.)

poke(0x5f59, 0x64)
print("shifted\n\n")

poke(0x5f59, 0x74)
print("shifted\n\n")
P#96741 2021-08-31 21:23
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