This was a game jam made for the PIGSquad Summer Slow Jams. Unfortunately, I started at 1:00am the night before the end of the jam. I worked until 3am until I couldn't do math anymore, then picked it up the next morning and put in another 3 hours to get it done before the end of the jam. So... uh... excuse the code. It's game jam code. :)
Pop Shot! is a 4-player arena brawler where you eliminate your opponents by charging up shots and using them to knock your opponents into the spikes. You have 3 lives, and if you lose them all, you turn into a floating skull. While you're a skull, though, you can mash the X button to float just a teensy bit faster. If your skull hits the planet, you get an extra life and respawn! (The creative theme for the jam was "The World Is Alive", so in this game, "The World Is A Life".) 😆
I am horrendous at music, so all credit for the music goes to @Gruber who makes fantastic tunes for all of us to use in our games. 😊
You need to find your opponents and defeat them, but your energy is always draining and you only have 5 shots. There are charging pads all around you where you can recharge your energy and shots, BUT! If you recharge on a pad, it TRANSMITS a pulse throughout the level, giving away your position. You can use the pulses from other players to find them and defeat them. If you lose all your charge, you'll lose one heart. Lose all your hearts and you die. You can also fire at other players to make them lose hearts, so watch out for stray shots. The fewer players there are left, the faster your energy drains, so defeat your foes quickly!
This is a 4-player split-screen there-can-be-only-one style game. It requires 4 controllers to play.
This game was created in 48 hours for Global Game Jam 2018 with PIGSquad.
UPDATE: Lots of tweaks and changes!
- Added splats.
- Added diagonal player movement and firing.
- Limited shots to 5 shots per charge.
- Added the standard "flashing and invulnerable while hurt" mechanic.
- Made a much better map.
- Slowed down energy drain. *
- Added "dashing" which lets you move faster, but drain energy faster too.
- Added a help menu.
The whole things plays much better now and is lots of fun if you can get 4 players together. At some point I'm going to add bot code so you can play with less than 4 players. But that's farther down the road.
UPDATE #2: A few tweaks and changes for the XOXO Arcade!
- More variation in the wall tiles
- Cleaner reset when the game is over
- Balance tweaks to energy drain rates
- Move help menu to the intro screen
- Minor map tweaks to facilitate finding each other easier
This was a blast to make! I had one hour, from 2am to 2am when the daylight savings time change occurred. I managed to make the game in just under an hour. (I had, I think, 30 seconds left!)
The goal is to pick up all the orbs on the map in the time allotted. I'll be adding to this game from here, but it's a game! It has a win condition and lose condition.
Yay! Been waiting for 0.1.11 to post this! This is a goofy, fun cartridge in response to a retweet by a friend about the oldest music ever found (3,400 years old). A researcher translated the Sumerian text into our present-day musical scale, so I figured, "Hey, let's throw this in PICO-8 and see how it sounds!" :D
I figured out how to make a not-too-crappy drum beat to go along with it (thanks to @gruber's awesome PICO-8 music tutorials) and then whipped up some goofy Sumerian-style pixel art. Enjoy!
I got a lot of comments about my smooth camera transitions in a recent WIP that I posted. I thought I'd just go ahead and share how I did it with a code sample cart. I'm posting the important function below, but feel free to look at the cart's code to see how it's implemented. I'm not a wizard, and I know it could probably be simplified somehow, so feel free to use and improve as you see fit. If you do improve it, let me know here so I can update the code for others to see!
function smooth_cam(spd) cam_x+=(flr(p.x/128)*128-cam_x)*spd cam_y+=(flr(p.y/128)*128-cam_y)*spd if (abs(cam_x-flr(p.x/128)*128)<0.5) cam_x=flr(p.x/128)*128 if (abs(cam_y-flr(p.y/128)*128)<0.5) cam_y=flr(p.y/128)*128 camera(cam_x,cam_y) end
UPDATE: I fixed a minor bug. (I had smooth_cam(speed) running after map(0,0), when it should be running before. I also added the Z/X buttons to allow you to change the speed of the transition for this demo so you can see what different speeds look like.
This was fun to make. I added a bunch of juicy stuff I usually do in Unity just for fun. The code is heavily commented and more verbose than it necessarily needs to be, because I wanted to make it easy to pull apart for people less familiar with making stuff in PICO-8. I'll keep adding stuff over time, but figured I'd release it as it is so far.
My highest score so far is 232. What's yours?
UPDATE: Added a possibility of slimes dropping a heart if you blow them up.
This is a simple cave game I'm making as part of some curriculum to teach kids how to make games in PICO-8. This would not be their first introduction to PICO-8. This would be after they have learned some other basic concepts. Feedback is welcome. :)
What's your high score?