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I looked back when i purchased PICO-8 and i am surprised that i had it since Christmas 2015, and it has been quite 4.7 years since i had it around just to play a lot of games. Having it see evolve i was impressed for it to have reached a stage where it improved the interface (and specially the music interface which included sound effect instruments.). The music back when it was released wasn't too awesome as it sounded but now it seemed like the possibilies are enhanced.

By the way, doesn't PICO-8 have plans to expand their system capabilities to include new major features such as proper sampling, more music channels, etc. (likely inspired from the NES' japanese expansion chips which contained extra audio channels, a popular example being the VRC6 which included two pulse channels with a larger set of squares and a Sawtooth channel) even if actually they might be impossible. Probably since we've come to this point there's hardly anything i can think that would be needed, but Pico-8 is quite on the right track and ready to have something amazing done on it.

Anyhow, i came to PICO-8 to actually just make music covers in the end, that's a passion i had since i binge-listened on vg music too much and the use of FamiTracker made me a living out of music trackers than piano rolls.

P#80776 2020-08-14 16:41

I have always wanted to get into programming, at least to some extent, but never really got into it. It always felt so daunting, and I didn't think I had a "programmer's mind". That is, until recently, when my brother showed me PICO-8 and I was sold. I grew up in the 80s/90s, so the aesthetics and concept of PICO-8 obviously appealed a lot to me! It kind of felt less scary to dive into this.

I've also always been fascinated by the demoscene and the amazing demos that have been made throughout the years. The tweetcarts of recent times are also incredible.

Anyways, this thread is intended to sort of be a personal PICO-diary of sorts, where i intend to post my (very) basic concepts and ideas as I learn to crawl. I am very much a newbie at this, so don't expect crazy things :D

Cheers

P#80754 2020-08-14 15:07

just copy of Celeste (https://www.lexaloffle.com/bbs/?tid=2145) where buttons for UP and DOWN are switched.
just for the purpose of playing on iPad with Xbox One controller, where the buttons are switched natively (don't know why, this is easiest workaround i can think)

Cart #kfndate-0 | 2020-08-14 | Code ▽ | Embed ▽ | No License

P#80740 2020-08-14 09:00

Hello. I got Pico-8 back several years ago when it was pretty trend and i enjoyed the vast amount of content the community created. I got it back when i was on the first stages of programming in GameMaker: Studio (until however i stopped after not being able to easily think deeper on what to do.) I am also an addictive video game music fan whom actually has been continously listening to them for a bunch of years before GameMaker.
However, since i can't get the hang on the programming side of Pico-8 i messed around on the sound interface. I had tracker music experience back when i used FamiTracker, so it was easy for me to interact with the tracker interface, however, the Pico-8 tracker was something, it was so limited i can't easily make dope instrumentation with it. All i did was just a bunch of incomplete covers that sounded quite lame to me, but it was a likeable experience.

While i still play around with Pico-8's game carts, i once again came back to the music interface and discovered that i could use SFX instruments as i've seen on some game around. Even with the 64 sfx slot limits, i managed to whip up a (reduced) cover of one of my most listened videogame soundtracks. Well, i've only done the first half of the original because of the limits (all the slots are occupied just as expected!). I could do more, i really like using the music interface.

P#80738 2020-08-14 08:02 ( Edited 2020-08-14 08:03)

Cart #web-1 | 2020-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

My second ever cart. A result of me messing around with rotating objects.
Cart #web2-0 | 2020-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

A version that's collapsing in on itself.
Cart #blackhole-0 | 2020-08-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

The experiment that these came from.

P#80737 2020-08-14 06:34 ( Edited 2020-08-14 06:47)

Is multiple assignment possible within a table, e.g.

e={
 x,y,health,timer=0,0,0,0,
 score_val=100,
 colour=7
}

When I do that, for some reason the timer value is returning nil.

Or, is there a limit to the number of multiple assignments? I am currently setting 16 variables to zero.

P#80734 2020-08-14 00:57 ( Edited 2020-08-14 01:09)

Cart #wip_ma_20200812-3 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Howdy again.

Here to give you some updates on the game so far.

I've managed to save a fair amount of frames by not worrying so much about
keeping information in tables and moving data to the global namespace. What I
mean by this is instead of something like "nested.table.variables" instead
I go with "global_namespace_variable". Using the latter method will save
me lots of tokens. I've managed to add content and I'm actually lower than
my last count in the previous post (5931/8192).

The intro is pretty much done, so now all that's left is to work on gameplay.
Currently there's a test stage. You can't control the player just yet, but
it's next on my todo list. Instead you can pan the camera across the stage.

I was aiming for a huge overworld with a map you could check on, but I guess
instead I'll make it simple and keep the game stage-based, which should help
keep my token count within reason. Each stage can have multiple rooms of
varying length. I may even see about making the rooms loop horizontally, since
the game takes place in a tower.

The test area is currently manually mapped out just for visual purposes.
The parallax looks okay, except when moving slowly. In this test you can see
that I had some trouble lining up the building interior with the foreground,
but it really doesn't look all too good even if it is lined up right. I could
probably do some coding magic to alter the background tiles to interior, or
maybe I just won't be bothered to go to that extent.

Oh, also, there's a secret if you hang around long enough on the "MAGUS AORA"
title screen. :]
P#80709 2020-08-13 13:21 ( Edited 2020-08-13 13:36)

Cart #sinisterworm-0 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

I'm super new to PICO-8 and coding in general, but I accidentally created a very sinister looking worm, so here you go.

EDIT: I made a snake version.

Cart #sinistersnake-0 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#80706 2020-08-13 11:46 ( Edited 2020-08-13 13:34)

Cart #munro_tweetcarts-2 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

All my tweetcarts in one cart, accessible from a unified menu. Will update as I create more.

Menu Controls:

  • Up and down to navigate menu
  • X to run selected tweetcart
  • Enter and select Reset Cart to return to the menu, or Ctrl-R for quick reset.

What is a Tweetcart?

Tweetcarts are Pico-8 programs written in 280 chars or less (the size of a tweet!).

The label image (Eclipse) is just this code snippet:

circfill(63,63,10,0)pal({129,1,130,2,136,8},1)::_::circ(63,63,10,7)x,y=rnd(128),rnd(128)a=atan2(x-63,y-63)c=pget(x,y)if c!=0then
c=rnd()>.9and c-1or c
pset(x+cos(a),y+sin(a),c)end
goto _

Since their so small (even by Pico-8 standards) it's possible to fit them all in a single cart!

Special Thanks

  • Michał Rostocki for their amazing tweets and a bevy of techniques.
  • Marta Fijak for their lovely tweetcart tutorial series and tweetcarts.
  • Zep for creating this wondrous artform.
P#80703 2020-08-13 05:25 ( Edited 2020-08-13 22:57)

Cart #dungeon_witches_minimal-0 | 2020-08-13 | Code ▽ | Embed ▽ | No License
4

Hi, I'm doc1oo. I have just uploaded the cartridge for the first time! :)

Two weeks ago, I completed my Rogue Lite game "Dungeon Witches" and started distributing it on itch.io.
I've always wanted to post a cartridge to the Cartverse, but it was far beyond the capacity of one cartridge on the pico-8, so I couldn't just upload it.

So, today I made the super minimum version from completed version!
The story demos, all of texts, helpful features and tutorials, and directing are all left out, but data of graphics, sounds, maps, and core of the game is same. Perhaps you will get the experience of confusion that like a naked second-hand NES game without manual.

And if you are interested, please check the completed version. (Not known to most people yet, even pico-8 users!)
https://1oogames.itch.io/dungeon-witches

Thank you!

P#80695 2020-08-13 02:31 ( Edited 2020-08-13 02:47)

Current Development

I'm building a relationship between NPCs and area map connections.
These are mainly for the latter 8 areas.
(The "keys" that NPCs have might be easier to understand.)

This game has a combined total of 16 areas.
There are also useful items that will help you move through such a large world.
These items can be found at the end of the first half of the game.

Then, the image below shows the map of the first half of the game.

Reduced map for 8 areas

Most of the maps are over 128*128 cell size.
The aspect ratio varies from area to area and the structure is challenging to explore.
Once you get your "KUWAI", use it! You can look around the entire area.

Actual map display

An animated tile is provided in each area.
These tiles bring about the effect of the wind.
You can use "PERSNIP" to change the wind (flow).

Awaking bells

The status limit is relaxed when you earn a BELL.
When you earn bells, the status limit is relaxed.
Bells can be earned by eating with NPCs when your friendship is somewhat higher.

The higher your status, the less items you'll have to wear out or take time to move around.

The color of the BELL is the color of the POT

Acquiring a bell of the same color (material) will have no effect.
You may be able to get bells of a different color from a different NPC.
The color of the pot and the color of the bell are the same; check it when you help the NPC.

Updated KONSAIRI trial version!

The performance of the action part has been improved!
Download a playable file here.
https://bitchunk.itch.io/konsairi

Have fun in a small and wide world! ;)

P#80624 2020-08-13 02:27 ( Edited 2020-08-13 09:48)

Cart #bobumayuto-1 | 2020-08-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

[SHOCKING] Local Man Uses Obscure Meme To Test Raycaster

P#80681 2020-08-12 19:46 ( Edited 2020-08-13 13:55)

Cart #picogolf-1 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

picogolf (currently) contains a single 9 hole course featuring a range of par 3, 4 and 5 holes. There are no settings, nothing gets saved, if you wanna play again, just reload the page.

It actually started out as a simple breakout clone... I'm not really sure what happened but here we are, I've had a great time working on it and I'm quite pleased with myself for actually finishing something for once.

Cheers
-Chris

Controls

while aiming...

left and right to aim
hold up to zoom out
press down to cycle through clubs
press X to cycle view modes between close up aim, distant aim, whole course and pin
press Z to start your shot

while preparing a shot...

press X to cancel if you haven't already started a shot
press Z to start your swing
press Z to indicate the power of your shot
press Z again to to set your shot accuracy, aim to be as close to the green marker as possible

while driving...

left and right to steer
hold Z or up to accelerate
hold down to brake
park up near the ball to take another shot

P#80676 2020-08-12 18:45 ( Edited 2020-08-13 14:05)

Pico-8 occasionally seems to forget to select a new line if you've copied something and then create a new tab. Because there is no line selected, pasting seems to crash it

Most of the time a new line is selected after creating and switching to a tab, but occasionally it doesn't. I was able to reproduce although unsure if there's another step (may have to do with switch tabs or alt tabbing).

P#80653 2020-08-11 22:28 ( Edited 2020-08-11 22:28)

Cart #mzapibanu-0 | 2020-08-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2
picopicograndprix
Retro racing game for pico-8.
Easy drift operation with some control button.
This software is TLINE practice project.

operation
accelerator--- zkey
blake--- xkey
leftturn--- left arrow key
rightturn--- right arrow key
nitro boost ---- up arrow key

Only time attack mode is possible now.

P#80641 2020-08-11 19:13 ( Edited 2020-08-13 14:35)

Cart #cubg_dungeon-3 | 2020-08-14 | Code ▽ | Embed ▽ | No License
1

An untitled work in progress dungeon game for LOWREZJAM.

Find the exit to move to the next floor.

After each floor a shop will open where you can buy things.

Enemies

  • Red cubes move randomly
  • Green cubes move horizontally
  • Blue cubes move vertically
  • Bombs explode and deal damage when the red and white lines touch
  • Sneks stay still and hiss sometimes. If you move into a tile near the snek while it is hissing it will bite you.

To Do

  • Make a name for the game (or just leave as Untitled Dungeon?)
  • More enemies
  • Proper HUD
  • Title screen

Changelog

0.4

  • Changed player sprite slightly
  • Made enemies have more variety ad you move through floors
  • Added snek. It sometimes appears after breaking a pot
  • Fixed enemies dealing 3 damage instead of 1 if a bomb appeared
  • Player now bounces back after breaking a pot
  • Bombs can damage enemies
  • Updated map to show room exits
  • Made spike traps less common
  • Hopefully fixed a bug that would cause the exit to be placed off the map
  • Changed dungeon generation to make larger dungeons as you go down
  • Added a shop after each floor

0.3

  • Changed colour of walls
  • Made floors start on the space the last one ended at
  • Added particles
  • Fixed a bug where spikes would kill you instantly
  • Changed map screen
  • Added game over screen
  • Bombs can break pots
  • Added HP display

0.2

  • Added player sprites
  • Added bombs that sometimes appear when a pot is broken
  • Added a map screen
  • Added HP bars for enemies

0.1:

  • Release
P#80625 2020-08-11 09:30 ( Edited 2020-08-14 15:30)

Cart #wip_ma_20200811-0 | 2020-08-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

-------------------------------------------------------------------------------
Some new things in this WIP since the previous version:

* Added compressed slide data and slide module. This can fill the playfield
  with a static slide. The slide data is kept as a hex string, so each char
  can hold two pixels (with values 0-3). The playfield is 112x64 pixels,
  meaning that each slide is 3584 characters long. Decompressing and drawing
  the slide once to the screen probably takes more than a whole tick, but I
  was expecting it to be a lot slower. Win win!

That looks like this, for no one asking:

aaaaaaaaaaaaaaaaa8255555556802aaaaaaaaaaaaaaaaaaaaaaaaaaa6a6a6a6a6a6a6a6a46aaaaa
56aa80a6a6a6a6a6a6a6a6a6a6a6a6a6aaaaaaaaaaaaaaaaa0aaa0029a00a82aaaaaaaaaaaaaaaaa
aaaaaaaa666666666666666661aa855498550c26666666666666666666666666a9a9a9a9a9a9a9a9
87aa1aa6a6695309a9a9a9a9a9a9a9a9a9a9a9a966666666666666660fea2aaaaaaaa4c266666666
666aaaa66666666699999999999999981ffc6aaaaaaaad30999999999aa000a99999999956565656
565656503ffcfe00902abf3c165656566801a42a5656565699999999999999807ff1ff28120fff4d
09999999a06809099999999955555555555555406ff3fcaa0283ffcfd15555556180020955555555
5959595959595900aff3f0aaa2a8ffd3a419595962008209595959595555555555555401aba3f2bf
fff8fff25055555562026309555555559595959500959406aaa7cbfffffe3ff401959595a30a6309
959500955555555408055406aa8a0c03fff00ffc555555556309830955540805555555400a80541a
90093cb0ffcb8ff855550055a30a0c29554002055555540002a0006941043c3cffc383f81554200a
8000382aa90002805555400000aa01500104bc3fffc390a805000a2a8555003aaa0000a055550000
002a00000000affffbff80a8800002aa2aaaa03eaa80002815400000000a80001406affffcfe40a8
400002bf03ffff3ffa800002000000000002a802a502affffffe00a4000002bf1000000ffa800000
000000000000a80aa401affffffa00240000aabc1afff94ffe800000000000000000280aa0002bfc
a3e904240000aafc6bf3fa43fea000000000000000000000000006ffffa414240000abfcaffcfe90
fea800000000000000000000000000bffaa0142400002bfcbff0ff90ffa800000000000000000000
5000181aaa40102400002afcafc03f90ffe80000000000000000004140001bc00000002400002afc
6bc03e90ffea0000000000000000014942016fffa480001000002afc1af0fa43ffaa800000000000
000004254800bfffa4aa001000002afc02bfe903feaa80000000000000002825080003ffe9280010
00000aa0b0000003feaa8000000000000000a8290800000000000a00000002802c0000c3faaa0000
000000000000aa940a02aabffaaaaa0000000a0002ffff03eaa80000000000000000aa400282abff
fffff8200000080e202aa802aa800000000000000000a50202802abfffffe820000008280b000202
aa000000000000000000802a002200abfc3aabe00000080002fff800a000000000000000000003ea
800fc00000aabf8200000803c0000030a00000000000000000000ffa8100ff002aaffe0280000aaa
c3003c20200000001000010050000ffe81500bffffffc00a80055402c383fc282800000015000001
50003fff8055002aa800000ea00000028e0faa02080000002955000000003fffa05550000001503f
a00000028a0aaaa02800aaa40aa900000000ffffe05555500055503fe80000008028002aa0005550
01a954000000ffffe05a95555469503ffa000000aaa00000000000000000000095403fffe05aa695
54aa543ffa002a9000000000000000000000000025400fffe06aaa9514aa583ffe00aa5000045500
000000000aaa5000000003ffe06aaa9404aaa80ffe80554000015000000000000aa56aa0000013ff
e85aaa9404aaaa0fff000000000000002aaa8000295aaaa90000243ff85aaa55542aba0fff000000
00000002aaaaa50015aaa5550000a90ff85aaa55552aaec3fc000012aaa000015555550000000000
0000e940005aa955052aefc0c0000016aa50000055500000000000001540ea540056a554012aefc0
0500000555000000000000006aaa90015500fa900056a950000aeff0290000000000140000000000
569550000000fa900056a950004afffc290014000000000000000000a55000000003fe800056a950
0003fffc3a4000000000000000005550550002a90003fe800055aa500013ffff0e8000000a800000
000055400000aaaaa003fe8000556a500010ffff0e80001aaaaaaa940000000000056aaa940ffa00
00156a540054ffff028000156aaaa55aa800000000005695540ffa0100055a5400542bffc2a00005
55555aaaaa80000000000555000ffa014001555555542babc3a000005555555555400000aaa00000
000ff8015000555555552baac3a800000555554000000000aaaa00000000f8000000055501540aaa
83fa01400000000000000000aaaa9400400800000008001020000aaa83f000000000000540000000
a5555500000aa0000140bc03e8038aaa8001000000000015400002a8555555000000950001540bcf
ea3802aa40a90000000000040000aaaa00000001002800000169400ffa0042a6429000008aa80000
002aaaa900000055402a940005aa9543e8554155000940015aaa80000aaaaaa5

* The code's been slightly overhauled in the backend. Some minor speed
  improvements and token saving. I'm really worried about hitting the max
  token amount because I'm already at 6020 / 8192. I'm nowhere near the
  character limit, so the slides mentioned above can hold lots of data while
  barely affecting the token limit.

* Attempts to keep things as modular as possible is saving me from duplicating
  a lot of code for no reason. There's always going to be exceptions, though.

* IF/ELSEIF/ELSE branches are slow when you use them frequently on every tick,
  so plans to swap those out for function references are in the works.

* Sorry for no actual gameplay. I plan to use cheap point-in-rect collision
  detection for whole-pixel movement and not worry so much about subpixel
  stuff. Velocities for actors will still retain floating point precision,
  but actors will "inch" pixel by pixel for the amount they need to move, and
  stop moving if they happen to collide with a world tile. It's simple and
  effective when moving small distances. Since the screen's resolution is
  already pretty small, and things won't move faster than 2-4 pixels at a
  time, I believe this is a great route to take.

* I want to maintain a constant 60 FPS throughout the whole experience, so
  there are going to be some corners I'll need to cut later on. The HTML5
  version chugs pretty bad on my Android device when I'm using per-pixel
  shading (the diamond effect, additive strips on the main menu and intro,
  etc). This causes the drawing FPS to drop to 30 FPS while logic is still
  kept at 60, and it's pretty evident that this can cause some issues with
  areas of the screen that don't clear/update frequently.

S'about it for now.
-------------------------------------------------------------------------------
P#80622 2020-08-11 07:36

Cart #horde-0 | 2020-08-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

HORDE

a survival deckbuilding game

This game was made for the 8-Bits to Infinity "turn based" game jam and is my first completed pico8 game.


The world as you know has changed. The zombie apocalypse has begun. Will you survive?

This is a solo deck building game. The cards you are dealt won't get you very far. Use the survivors to scavenge for weapons, items, and find other survivors in hopes of fending off the impending zombie horde. You have 20 turns to accumulate as much firepower and support as you can.

Play Action cards to gain an advantage, Survivor cards to scavenge better cards, and Weapon cards to attack the zombie horde.

P#80604 2020-08-10 17:21

Cart #virus_attack-2 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Made for LowRezJam 2020

P#80593 2020-08-10 10:12 ( Edited 2020-08-12 15:58)

Cart #cliffside-0 | 2020-08-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

A level mod for Celeste.
Contains 30 new levels and more!

P#80574 2020-08-09 22:30
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