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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 #thatdicegame-0 | 2024-06-12 | Code ▽ | Embed ▽ | No License
3

It's that dice game.

P#149858 2024-06-12 19:53
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Cart #rebsepar-0 | 2024-06-12 | Code ▽ | Embed ▽ | No License


This is a game i made for my friend's birthday, so the "secret" ending won't really make sense

P#149849 2024-06-12 16:09
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Cart #sakafafabe-1 | 2024-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


This is my first celeste mod(and my first time using pico 8)
Its mildly difficult so if you haven't played celeste I would recommend playing that first
Its still a WIP so it may have bugs. if you find anything please let me know
Also, any feedback would be appreciated.

P#149815 2024-06-12 13:16 ( Edited 2024-06-12 14:16)
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Cart #library_page1-0 | 2024-06-11 | Code ▽ | Embed ▽ | No License
3


hehehehe

P#149826 2024-06-11 23:42
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Cart #airattack-0 | 2024-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Controls

Press "X" to drop a bomb.

Rules

This a one button game. The aircraft flies by itself and will descend each time it reaches the end of the screen. Destroy all the buildings to land safely on the ground! A bomb has to explode {destroying 1-4 building blocks) before you can drop another, so use them wisely!

Behind the Scenes

This is my first Pico-8 game and is based on the Commodore Pet game, Air Attack, by Peter Calver. It was released in 1979 by Supersoft. This was the game that sparked my interest in computers and video games. We had a Commodore Pet at college and I typed in the code for this game from a magazine (possibly the December 1979 edition of Personal Computer World). The magic of being able to play this game, even with no understanding of the code at the time, was certainly a seed for my career in software and my love for game development.

The buildings are created randomly, using a seed (incremented between levels) to ensure levels are the same for everyone. I'm basically picking a column, then dropping that block in the column. I'm using mset() to control the map programmatically and mget() for collision detection. Each bomb will destroy 1-4 building blocks - this rule was in the original game. Some new features include a simpler aircraft and animated explosions. I added speeding up the aircraft on new levels to gently ramp up the difficulty, also not in the original game. I'm still learning about sound, so I'm not 100% happy with the sfx.

Credits

Thanks to Lazy Devs Academy and SpaceCat for the awesome YouTube videos on Pico-8 game development!

P#149820 2024-06-11 21:36
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Been following lazy Devs tutorial (with a few edits) and so far have got this:

Cart #tumiwubemi-0 | 2024-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Edit: Added Wibbly Wobbly stars.

P#149803 2024-06-11 11:37 ( Edited 2024-06-11 16:02)
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Cart #snailsattack-0 | 2024-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

2 players only - it's for family, friends or foes...

and for slime lovers --- enjoy

P#149802 2024-06-11 11:31
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Cart #gafjebuya-0 | 2024-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#149800 2024-06-11 10:51
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Cart #senseless_1-0 | 2024-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A short adventure game.

Play as a little creature cursed with deafness an blindness-just not at the same time.
Press X to change curses and solve puzzles to find 3 stones to lift your curses.

Made in 1 day.
Thanks to Astorek86 for his map collision demo!

P#149772 2024-06-11 00:17
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In the second part of my blog (first part here), I show off my process designing and assembling a custom PCB that is able to run a simple PICO-8 demo! You can read it here (medium link)

If you like what you are seeing you can join the waitlist (https://pex-labs.com/) and hop on our discord (https://discord.gg/KzFn8Vb4qw) to stay updated on development!

P#149752 2024-06-10 14:10 ( Edited 2024-06-10 14:14)
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WIP something cooking

Cart #hyirofawi-0 | 2024-06-10 | Code ▽ | Embed ▽ | No License

P#149745 2024-06-10 12:35
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the thing is, this error only happens when I attempt to make a climbable wall.
here's my setup:

my collisions page:

--collisions

function collide_map(obj,aim,flag)
--obj = table needs x,y,w,h
--aim = left,right,up,down

local x=obj.x
local y=obj.y
local w=obj.w
local h=obj.h

local x1=0 local y1=0
local x2=0 local y2=0

if aim=="left" then
x1=x-2 y1=y
x2=x-1 y2=y+h-1

elseif aim=="right" then
x1=x+w+2 y1=y
x2=x+w+1 y2=y+h-1

elseif aim=="up" then
x1=x+3 y1=y-1
x2=x+w-3 y2=y

elseif aim=="down" then
x1=x+2 y1=y+h
x2=x+w-3 y2=y+h
end

--player hitbox test
x1r=x1 y1r=y1
x2r=x2 y2r=y2

--pixels to tiles
x1/=8 y1/=8
x2/=8 y2/=8

if fget(mget(x1,y1), flag)
or fget(mget(x1,y2), flag)
or fget(mget(x2,y1), flag)
or fget(mget(x2,y2), flag) then
return true
else
return false
end

end

my player page:
--player
function player_update()
--physics
player.dy+=gravity
player.dx*=friction

--controls
if btn(⬅️) then
player.dx-=player.acc
player.running=true
player.flp=true
end
if btn(➡️) then
player.dx+=player.acc
player.running=true
player.flp=false
end

--slide
if player.running
and not btn(⬅️)
and not btn(➡️)
and not player.falling
and not player.jumping then
player.running=false
player.sliding=true
end

--jump
if btnp(❎)
and player.landed then
player.dy-=player.boost
player.landed=false
end

--check collision up and down
if player.dy>0 then
player.falling=true
player.landed=false
player.jumping=false

player.dy=limit_speed(player.dy,player.max_dy)

if collide_map(player,"down",0) then
  player.landed=true
  player.falling=false
  player.dy=0
  player.y-=((player.y+player.h+1)%8)-1
end

elseif player.dy<0 then
player.jumping=true
if collide_map(player,"up",1) then
player.dy=0
end
end

--check collision left and right
if player.dx<0 then

player.dx=limit_speed(player.dx,player.max_dx)

if collide_map(player,"left",1) then
  player.dx=0
end

elseif player.dx>0 then

player.dx=limit_speed(player.dx,player.max_dx)

if collide_map(player,"right",1) then
  player.dx=0
end

end

--stop sliding
if player.sliding then
if abs(player.dx)<.2
or player.running then
player.dx=0
player.sliding=false
end
end

player.x+=player.dx
player.y+=player.dy

--limit player to map
if player.x<map_start then
player.x=map_start
end
if player.x>map_end-player.w then
player.x=map_end-player.w
end
end

function player_animate()
if player.jumping then
player.sp=7
elseif player.falling then
player.sp=8
elseif player.sliding then
player.sp=9
elseif player.running then
if time()-player.anim>.07 then
player.anim=time()
player.sp+=1
if player.sp>6 then
player.sp=3
end
end
else --player idle
if time()-player.anim>.3 then
player.anim=time()
player.sp+=1
if player.sp>2 then
player.sp=1
end
end
end
end

function limit_speed(num,maximum)
return mid(-maximum,num,maximum)
end

--attempting to climb
function player_climbing()
if collide_map(player,"right",2)
and btn(❎) and btn(⬆️)
then player.y+=500
end
end

flag 2 is meant to be climbable walls.
should this not increase my vertical velocity by 5?

P#149731 2024-06-10 07:22
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Cart #alien_invasion-0 | 2024-06-10 | Code ▽ | Embed ▽ | No License
5

Jump with Z and shoot with X, this is the alien invasion, this is my second game, thanks for watching, this game belongs to the basic genre play saga, this is adventure, and to finish, fua

P#149712 2024-06-10 01:13
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Cart #stardevourer-0 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Controls:

Left and Right Arrow keys to rotate the ship and navigate through menus

X to open menus

C to absorb stars

Mouse and Left Click to select things in menus

Arrow key Up to accelerate

Enter to open the PICO-8 pause menu

Game:

In Star Devourer you are the captain of The Aurora, one of the last ships supporting the remnants of humanity. However, as the universe is slowly dying, fewer and fewer stars remain, making energy more and more difficult to come by. Your task as captain is to Locate remaining stars, Approach them and Absorb them, to support the energy needs of The Aurora. Energy is sparse so being mindful of your energy usage is of utmost importance! With whatever energy margins you have, you can upgrade The Aurora, making future energy gathering easier!

Info and Credits:

This game was made in about 1 week for the JumJam#2 game jam and is my second finished game I have released. I have never been so stressed making a game before haha. The code is really sloppy and several things had to be rushed and/or scrapped. However, I managed to create a final game that, although a bit basic, I am very proud of! I poured my everything into finishing this and I sincerely hope you'll enjoy it!

Everything is written, coded, drawn and developed by me!

Except for!

Easing functions by ValerADHD

Split2D by Lazy Devs

Simple interpret by Howf

Sprite rotation function by greygraphics (optimised by freds72)

One-off GFX by Heracleum

An extra large thank you to YOU for playing!

P#149707 2024-06-09 23:07 ( Edited 2024-06-10 06:48)
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Cart #fruitdroptut-1 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


I finally did one of the pico-8 tutorials :) Thanks Nerdy Teachers!

P#149697 2024-06-09 19:28 ( Edited 2024-06-09 19:33)
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Cart #bifutotehu-0 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#149691 2024-06-09 15:56 ( Edited 2024-06-09 15:56)
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Cart #emenegro_yetanotherttt-2 | 2024-06-09 | Code ▽ | Embed ▽ | No License
1

Hello! This is my first post here, to present my also first game in Pico-8 :D As the title read, yes, it is another Tic-Tac-Toe, but I picked this one because I consider it an easy playground to learn the very basics of the platform without having to worry about complex gameplay or content. This is not the first time I develop a game... it is the second! My first one was 14 years ago for iOS, a small match-3 that was super fun to make.

My version of Tic-Tac-Toe is the vanilla one, and the simplest possible in terms of development: just 2 players, no CPU, sharing P1 controls. No algorithm to check board, no fancy modes, nothing, just pure old TTT. I've introduced some sound and particle effects to learn how to do it and that's all.

I probably will not update the cart, my idea is to move on to another game, a bit more complex but without having to worry about content or level design. I am considering a lite version of the match-3 I did for iOS.

Thanks for reading!

P#149682 2024-06-09 13:56 ( Edited 2024-06-09 15:12)
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Cart #ziwudatimo-0 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Movement Keys:

Arrow Keys to move and look
X to dash
C to jump

There are 9 levels in total, if you are stuck at a level press 'F' to skip forward. If you've accidentally pressed F, press 'S' to go back

pls play my level then fill in the form...
https://forms.gle/xYzABGA9tiXM6u2T9

P#149676 2024-06-09 11:38
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Cart #stardust-0 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

It's raining fish! Lyra must find her date. Help her navigate through the rain falling in all directions. Jump with X

P#149672 2024-06-09 05:10
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So I was playing around with making a dynamically generated scrolling background, something simple, and I thought about layers of water, with different hues, and some dithering, by slapping strips of tiles to the screen. And that got me thinking about foolish billionaires and implosions and an innocent young man pressured by his father.

So, anyway, I made an extremely simple little "simulation" of a trip in a suspiciously familiar-looking submersible down to the Titanic, except things go wrong.

Cursor keys make you go up or down. That's it. There's nothing else you can do, if even that after some point.

There's not much to this. It's not so much a game as dark commentary. If this sort of thing bothers you, please don't play it.

It's as finished as it's gonna get.

Cart #gepomikafo-0 | 2024-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

It's also on itch.io and my personal website.

P#149658 2024-06-09 02:32
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