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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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Invaders clone - none of this stuff is serious, just playing with Lua for fun and to share with a couple of friends. Chill people.

Cart #martypg13vaders-1 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

cursor keys left/right, x to fire lasers

P#134412 2023-09-15 22:31 ( Edited 2023-09-18 09:11)
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Hardeste

Cart #hardestev3-0 | 2023-09-18 | Code ▽ | Embed ▽ | No License
6

Hardeste is a mod I made for Celeste Classic.

Features:
Madeline sprites are a bit different
Harder map
Strawbs are (hopefully.) all able to collect.

Post feedback in the comments and have fun!

P#134409 2023-09-15 20:57 ( Edited 2023-09-18 21:25)
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Another quality of life improvement feature request:

Add a screensaver option to splore.

Use case:
Let's say I built a PICO-8 arcade cabinet. Splore works well in that context as a frontend cart interface. But, when the machine boots into splore, it just sits static at the menu until a user interacts with it. While the cabinet is not being used, it would be amazing if splore could wait for some amount of time for user input and then display a screensaver until input is detected, at which point it just goes back to normal splore.

If I could, say, define a list of screensaver carts in a csv file, and then use something like a -screensaver commandline argument to define the filepath, then nothing custom would even need to be created. Splore would just need to randomly select one of the carts in the defined csv file, run it for some period of time (say 5 minutes or whatever) before randomly picking another one. Rinse/repeat until user input is detected.

So, an example commandline might be:
pico8 -windowed 0 -screensaver /path/to/screensaver/cartlist.csv -splore

...and an example cartlist.csv might be:
%AppData%\pico-8\bbs\carts\zinmtamu-0.p8,%AppData%\pico-8\bbs\carts\pipes_p8-1.p8,%AppData%\pico-8\bbs\carts\galaxies_collide_screensaver-0.p8

P#134404 2023-09-15 17:59
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A quick quality of life improvement feature request:

Allow commandline arguments -run and -splore to be used together.

Use case:
Let's say I built a PICO-8 arcade cabinet. Splore works well in that context as a frontend cart interface. But, when the machine boots into splore, it just sits static at the menu. If -run could also be used, it would allow the machine to boot into an Attract Mode cart or a visual demo. From there, the user can still use the "exit to splore" menu option to navigate and play games.

P#134403 2023-09-15 17:36
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Cart #surfer_1k-0 | 2023-09-15 | Code ▽ | Embed ▽ | No License
4

There's too much debris in Earth's orbit! Surf into space on your trusty star and blast that pesky debris away!

Use the arrow keys to move, and press/hold Z to fire. You have 75 seconds to score as many points as you can:

  • +1pt for each piece of debris you destroy.
  • -1pt for each piece of debris you miss.
  • -5pts if a piece of debris hits you.

Star Surfer was made in just 1001 compressed bytes for the PICO-1K Jam.

P#134401 2023-09-15 17:21
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PicoPong

Cart #wooppicopong-0 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Have fun with an A.I and play PicoPong! PicoPong is ping pong against an A.I., have fun and leave feedback!

P#134390 2023-09-15 13:51
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Cart #klunko_factoryline_2-1 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

[48x8]

An arcade-y game based on the Mario Bros. Game and Watch.
This is the second version of my first PICO 8 game. Hope you enjoy it!

How to Play

Move both workers to carry the products up the conveyor belts. Don't let them fall!
Alternatively, control one worker and have a friend control the other in a sort of co-op!

In later levels you will also need to keep track of the winch and siren.
The winch will slowly drop. Too far, and it will break. Move the guy on the right up to the wheel on the top to raise it back up.
Steam will build up over time, as indicated by the siren. Once the siren turns red, the guy on the left must hit the button on the bottom to release it all. Too late, and it will explode!

New things!

You can now save and view highscores! In addition:

Different products

[8x8]
Eventually you will encounter faster moving electronics. Try and keep up!

[8x8]
In later levels you will also need to deal with valuables. They move slow, but the game will be over if even just one falls.

Bonuses

[24x8]
The first bonus will appear between other products. It will fall quickly, but won't take a life. Collect it for points.
The second appears if you made a delivery without dropping anything. Collect it for extra points.
The third acts much like the first, but will return if delivered. Keep it going for a bunch of points!

Powerups

[32x8]
Deliver a powerup to gain its effects.
The wrench will give a life to both workers.
The pipe will open the pipe on the right, allowing you to see ahead.
The weight will raise the winch for you.
The flame will pause the fire valve for a moment.

Controls

This guy:
[8x8]
Move up and down using [X] and [O]

The other guy:
[8x8]
Move up and down using [Up] and [Down]

You don't need to press a button for them to do something, they'll do it if they're in the right spot.

These controls make more sense on keyboard than on controller. You can swap them in the main menu if needed.
You may also pause with [Left] or [Right].

Other things

The controls are now saved between sessions.
There also may or may not be a title screen secret.

I didn't get around to testing the powerups very much so they may be buggy. I also didn't get around to tweaking the difficulty, so feedback is appreciated. I can't guarantee I'll get around to it though

Also had to upload v2.1 because the score was set to 10000, whoops

Thank you to @eeooty for the idea for different item types!

P#134385 2023-09-15 08:47 ( Edited 2023-09-15 09:28)
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Cart #celeste2mod-0 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

I made a modded version of Celeste Classic 2 but with Madeline, where I changed some sprites, and gave you a dash in tutorial area.
play the original mod Here

Give me feedback on how well I did in the comments.
Have fun!

P#134379 2023-09-15 03:05 ( Edited 2023-09-15 03:05)
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1K Demo Collection By @AntiBrain (Me)

This is a collection of 5 democarts that are all under 1KB in total. you can find specific sizes and downloads at the links below or play them at the bottom of this post.

I recommend downloading the executables at my itch page below, because some of them can slow down the web player.

!!EPILEPSY WARNING!!

Many of these carts, especially GradGen and Barf, contain quickly flashing lights and colors. in barfs case, to make as much noise as possible, and in GradGen's case, to create a scrolling effect. if that sounds like it could hurt you, stay away from GradGen and Barf, and show discretion playing any carts here or in any other blog posts. your health always comes first.

Jam:
https://itch.io/jam/pico-1k-2023

Demo Collection Submission Page:
https://itch.io/jam/pico-1k-2023/rate/2262904

Itch.io page w/ downloads:
https://antibrain.itch.io/democollection1k

Individual carts:

GradGen:

Cart #grad1k-0 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

DVD:

Cart #dvd1k-0 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Circ:

Cart #circ1k-1 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Barf:

Cart #barf1k-0 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Amoeba:

Cart #amoeba1k-0 | 2023-09-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Sizes in compressed bytes are listed on the itch.io page and on the jam submission page. downloads for executables and source code are available on the itch.io page (the antibrain one, not the jam ones)

P#134372 2023-09-15 01:16 ( Edited 2023-09-18 23:37)
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Cart #bezikifoyo-0 | 2023-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#134364 2023-09-14 22:44
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Hi all, I got inspired to work on a sequel to PICOhaven (tactical card-based RPG-lite) and am about 70% done-- enough that I'm confident I will actually finish and release it (maybe in a few months?)

I wrote music for the original PICOhaven, though I have no particular musical background-- I noodled around on a mini keyboard with minor chords and an arpeggiator to find some ideas I liked, then built a simple version of that in PICO-8, see the cart below.

For the sequel, one idea I had was finding someone who'd be interested in creating a 'remix' or adaptation-- creating their own take on one or both of the theme songs. I'm open-minded about where on the spectrum of "clear remix" to "loosely inspired by" a composition ends up, but I thought the PICOhaven 1 theme songs could provide a useful creative constraint / starting point.

If this sounds interesting, reach out and let's chat, either here in the comments, in DM on the discord, on mastodon, or so on. I'm also very open to critique+tips on the previous music!

This cart contains two theme songs, for reference:

Cart #bakyohw-0 | 2023-09-14 | Code ▽ | Embed ▽ | No License
1

(in case it wasn't clear, this will be another free labor-of-love game, and there is no pay involved :)

P#134352 2023-09-14 18:01 ( Edited 2023-09-14 18:10)
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Cart #kuzafekuya-1 | 2023-09-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

I made the mini-game in about 2.5 hours, getting the idea from the insane activity of Japanese baseball freaks.
https://www.reuters.com/sports/baseball/tigers-fans-take-it-easy-after-pennant-win-japan-2023-09-15/

X/O(Keyboard: x/c): Move your boat.
Up/Left/Right: Rescue them!

P#134339 2023-09-14 15:34 ( Edited 2023-09-20 06:41)
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Cart #xdn_shooter_mini-1 | 2023-09-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

How to Play

Waves of enemies form in front of you. Destroy them to progress. Waves gradually become more difficult, with newer and different enemy types that each have their own attack pattern.

  • Controller / Arrow Keys - Move the ship in any direction
  • (O) button / Z key - shoot your main weapon
  • (X) button / X key - shoot your spread weapon (requires energy)

Item Pickups

Defeated enemies will occasionally drop items. It's highly recommended that you grab these.

  • Collect Hearts to replenish health.

  • Collect Batteries to charge your Spread Weapon and Deflector Shield.

Collecting Hearts at full health or Batteries at full power awards bonus points.

Gameplay

The more Batteries you collect, the more energy your ship will have. This gives you a better Deflector Shield and a stronger Spread Weapon. Using your Spread Weapon grants you a second of invulnerability but also depletes your energy (and so reduces the power of the Deflector Shield). You are on your own to figure out the right balance of how much offensive and defensive power you want!

Enemies have several forms of attack. All can shoot. Some shots are aimless, some will go straight for you. Other shots will simply be fired in all directions!
Enemies will also randomly do a second attack, which varies even more than the types of shots they have. Some enemies simply fly downward, some fly at angles, some will target your ship and fly directly at you! Others will simply spin or bounce around. Any enemy that leaves the screen without being destroyed will return to its place in the original formation it first arrived in. You must destroy every enemy to progress!


Information

This is a typical shooter / Cherry Bomb knockoff. You encounter waves of enemies, you destroy them, you move on. I'm not that creative or that good of a programmer, but I still tried to make this version of the game "my" version. I kept running into token limits with PICO-8 as I added more and more functionality, and would end up just removing the troublesome code since I couldn't figure out how to do some of the things I wanted.

Graphics were hand-drawn by me, with influence from other games (such as Galaga).

I tried to style and color the various elements (such as items and enemies) to make it easier to quickly distinguish between them. Background stars aren't too bright, health is red, energy is blue, enemy shots are green. I made sure that the enemies' bullets were bright and easy to see. Enemy bullets (green) should be easy to tell apart from item drops such as Hearts (red) or Batteries (blue).

I tried to make the game play a bit differently from Cherry Bomb and other clones, and to reduce the difficulty so that it may be easier for a wider audience to complete.

Play-testing was done with fake08 on an RG35XX. I had friends and family play-test to try and understand ways to improve their experience.

Most sound-effects are original, but the music is not.

Music sources:

Title: Gradius, Stage 1 music
Game start: Xevious Intro Fanfare
Wave start: Gradius Insert Coin
Boss Music: drum beat taken from Cherry Bomb
Game Over: Yoshi's Safari
You Win: Gradius 3 Title Screen

Special thanks to Lazy Devs Academy on YouTube.

Tools used:
PICO-8
VS Code
Aseprite
Denote (MIDI to PICO-8)

Influence:

Galaga
Gun Potato
The.Green.Legion
Red Barron
Solar Assaulted
And, of course, Cherry Bomb

Changelog

2023-09-17, v0.3

  • fixed a large sprite bug
  • new enemy sprite
  • renamed many variables in code
  • better bullet wipe transition
  • additional wave added

2023-09-14, v0.2

  • token optimization
  • removed unused code
  • improved star background updates
  • tweaked sprite colors

2023-09-09, v0.1

  • "good enough" release
P#134337 2023-09-14 14:58 ( Edited 2023-09-18 02:56)
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Cart #breakoutv1-1 | 2023-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

P#134332 2023-09-14 13:06 ( Edited 2023-09-14 13:08)
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Cart #posinijoju-0 | 2023-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

P#134329 2023-09-14 12:55
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Hello, I have a few things about coding. First how do I make a jump and/or map and animations? I am very new to coding and want to make a little game with some abilities.

P#134327 2023-09-14 12:43
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Cart #gerawagoma-0 | 2023-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

note: sprites by me and original Picozelda by thesebonesalone

P#134293 2023-09-13 22:18
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Cart #hueggvo-0 | 2023-09-13 | Code ▽ | Embed ▽ | No License

Hi, i am learning to developing in Pico8, but i feel very frustating because i cant do a "perfect collisions" in a platformer 2d game. When i check the player position, the player stop 1 px before to the wall and if i cotinue pressing the button, the player can move a pixel more until to touch the wall (this happen with y velocity too).

Could you help me?? I apreciate a lot if someone can check the code and fix it :D

P#134273 2023-09-13 13:05 ( Edited 2023-09-13 13:06)
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Cart #klunko_3djumpy-0 | 2023-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

[64x8]

This is a topdown, psuedo-3D platformer I've been working on. There's no actual game to it yet other than getting a few coins. It's definitely a little janky and not optimized at all but I'm still quite proud of it.
I don't know if I'll ever get around to making the game part of the game so I thought I'd submit it in case anyone was interested.

Controls

Arrow keys to walk
(X) to jump

P#134264 2023-09-13 09:43
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Cart #bittienetworkwip1-0 | 2023-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

https://alethium.itch.io/megaman-bittienetwork/devlog/587937/megaman-bittie-network-devlog-pt1

feel free to read the full Devlog.

this project is a homage to megaman battlenetwork and a space for me to learn deeper memory tricks in Pico-8, plan for a future MMBN style action tactics battler project, and generally flex my artistic skills.

the battle field is arranged as an Array, and each tile is an object in that array filled with the current needed information. hit checks are done against that array for collisions. movement is done by altering the tile an entity is on. later the sprites for the enemies might lerp between tiles while megaman will always teleport, ill use fillp later to emulate the digitized teleport he does.

stay tuned for more in this space.

P#134235 2023-09-12 22:00
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