Grab a friend/family-member/stranger, two controllers and it's time to play Just Hit The Ball!
A very simple 2D volley game, kindof!
Finished in time for the last end-of-the-year celebration! (except for the third of the planet that's already in 2018, oops)
I got my grandma to play it, which was unexpected, so I can assert that this game is For The Whole Family!
(you can press [o] to remove the flying text)
Wishing everyone health, happiness, less bugs and some super good end-of-the-year holidays!!
And to a much better 2018, full of Pico-8 prototypes and demos! Cheers!!!
My entry to the 0h game jam!
It's not suuuper fleshed out but hey, it was made in only 0 hour so... I think I did ok!
Wander through the Lands Of Yocta on this strange night.
double-tap up: run
This is my latest Pico-8 voxel tech demo! It has a completely homemade voxel engine which you can totally borrow if you want to!
Also, you can (and should) read about the tech side of this project in this terribly long walkthrough!
And I do weekly Pico-8 tech write-ups on that blog now, so bookmark it or something! ;D
Special thanks to my generous 'Super Helper' tier Patreon patrons:
Adam M. Smith
If you like this project, the write-up about it and/or any of the other stuff I make, please consider supporting me on Patreon! Even 1$ helps!!
edit: fixed article link!
(please note: you can eat the fruits to heal yourself)
Will you enter the dungeon? Will you survive? Will you make fat stacks of $$$? Will you transform Gar's Den into Player's Den???
Here's what's on the dungeon's pamphlet:
-> Enter Gar's lair
-> Destroy his minions
-> meet the shopkeeper
-> plant your garden
-> kill Gar)
[o]/z ~ action + slash
[x]/x ~ inventory navigation (hold, then use arrows)
[arrow keys] ~ move around
This is my entry to 7DRL! Or at least it would be if I actually had done it in 7 days. I took 14 days instead. (a third of them was spent on saving tokens)
Still a pretty big project for 14 days! I hope you enjoy it! Please report bugs if you find any. And if you think the pacing of the game is off, also tell, I may do a fix for that in the next few days.
If you like it, please consider supporting me by donating on the Itch.io page or on my Patreon! Plus if you support me on Patreon, you get access to cool articles about underrated coding techniques! :)
edit: fixed doors sending you into walls
Animate tiny 8x8 people and things in Tiny Animator! (comes with Pico-8 sprites exporter)
(it should work ok here on the BBS but prefer downloading the cart and loading it in Pico-8, it'll work better)
With this tool you can create your own animations, using the base humanoid model or your own (instructions further below), put an imported skin on it and export the generated sprites, either to a png or to your clipboard as formatted sprites that you can directly paste into your Pico-8 sprite-sheet. And you can also save and load your animations using the clipboard!
EDIT: it seems, the use of the clipboard on the BBS is pretty buggy so if you wanna use the saving, importing and exporting features, please download the cart (right click on "cart" in bottom-left corner of the player and "save link as...").
The best way to understand the editor should be to use it but here are a few things you may want to know to use saves, skins and custom models:
You can import skins to apply to your animation. To do this, simply make a skin based on the shape your using (the humanoid one by default) in Pico-8. Then ctrl+C your 8x8 tile containing the skin, get back in Tiny Animator, ctrl+V and hit one of the free skin buttons.
You can also use a custom base! Be warned, doing so will reset the rest of the editor. Like for the skins, you want to draw your base in the sprite-sheet and then copy it to the animator and hit the base button. If you want to have your base all linked up like the default one, you simply gotta make sure each pair of pixels which should be connected have consecutive colors (e.g.: 4 and 5). Prefer to go from the color 1 and up with each link. The pixel of lowest color will serve as anchor point to move all connected points as one.
'fpf' is Frames Per animation Frames. It's the number of Pico-8 frames (running at 30 fps) between each animation frame. 3 or 4 are generally good values but you may want a 6 or higher for rougher animations. (you can also play your animations backward with negative numbers)
[End of instructions]
To read and write Pico-8-formatted sprites, Tiny Animator uses the Pico-8 & BBS feature that lets you copy sprite on the BBS and back again in Pico-8. So here are a few skins and bases you should be able to use in Tiny Animator! Press the '[8x8]' on the side of the sprites and hit ctrl+C, then get back into Tiny Animator, hit ctrl+V and hit one of the empty skin cases! Or hit the base case if you want to change the base!
This was going to be a personal tool but it drew way more attention than I expected when I posted a first gif of it on Twitter, so I decided to make it better than I previously thought and then release it publicly. It ended up taking a week and I'm pretty happy with result!
Feel free to leave suggestions! I might not implement them but they are still interesting to me!
Also feel free to share animation saves! ;D (put them between '[hiden]' and '[/hidden]' though)
If you like Tiny Animator, please consider supporting me on Patreon, where your support will let me make more cool stuff like this! (there's also exclusive content! ;D)
You are all invited to the Tiny-TV Jam, a Pico-8 gamejam in which you'll have to make a tiny game for a tiny TV!
Here is the base cart:
I fixed the fix because it was stealing 7% of CPU from you when the TV was on, sorry about that. Also, no more weird screen display thanks to qbicfeet!
Here are the instructions to use the cart:
I know the instructions are intimidating but it's actually easier than it looks. If you're hesitating, please give it a go and see how it turns out. If you have any question, feel free to ask here.
tiny tv base cart instructions:
On the limitations:
The main limitation is of course the 10x11 screen resolution.
But there is also the regular CPU limitation which already ~70-75% filled by the TV rendering. The remaining 25% will need to be enough (it should be largely enough in most cases) for your games. Otherwise, consider reskinning your TV to something lighter (see "on the sprite-sheet" section).
Those are the only limitations for the jam but of course, regular Pico-8 restrictions apply as well.
The TV can be turned on and off with the player2's 'O' button ('tab' on a keyboard) or through the pause menu (hit 'enter').
On the cart's code:
At the beginning of the cart there are a few variables you can set only once and only there:
....that's the transparency color on your voxel TV plans.
....It's only useful if you wish to reskin your TV.
....that's the height of the middle of the TV screen.
....Again, this is only useful if you wish to reskin your TV.
....when set to true, 'tab' on a keyboard will let you turn the tv on and off
Then, there are variables you can change whenever in your code:
....rotation around the y axis (0-1, NOT 0-360 or 0-pi)
this variable is added to tv_angle each frame
....x and y offset of the TV on the Pico-8 screen
....because I'm not that good at maths, I couldn't figure out rotation around the x axis.
....instead you have this fake rotation which is very limited and can take values from -1 to 1.
....sorry about that.
....when set to true, the memory and the cpu used by the cart will be displayed at the top-left corner of the screen
These variables are also used by the base cart, which will automatically recenter the tv and direct it towards you. This can be ignored by setting these variables again each frame.
Next are the base functions of your game: _game_init(), _game_update(), _game_draw(). They behave exactly like the regular _init(), _update() and _draw() functions except _game_init() is called when the tv is turned on.
_game_shutdown() is called when turning off the TV.
_set_screen_text() lets you add static text around your tv. it uses the tv_add_text function:
....sets static text to be displayed on the Pico-8 screen.
....alignment can be 0: aligned left
...............................1: aligned center
...............................2: aligned right
Both _game_shutdown() and _set_screen_text() are optional and can be deleted if you don't wish to use them.
Then there is space for your own functions but you can put them before that if you like.
And then there are the base cart's internal functions which you should not change. Changing these functions is against the rules of the jam. Please don't do it.
Note: the TV can be turned on/off in the code by calling 'tv_turn_onoff()'
The base cart calls sfx(0) and sfx(1) upon turning on and off the tv. You can of course change these sfx to whatever you like.
You are free to use as many sfx as you normally can in Pico-8 and same thing for the music!
On the sprite-sheet and the map: (+reskinning TV)
The base cart uses the second half of the sprite-sheet (which is also the second half of the map) as voxel layers for the TV and also for the tile in the background.
You are invited to modify these layers and reskin your tv this way.
If you do so, don't forget to set the tv_transparency_col and tv_screen_height variables if needed.
Note that if black cells are in the screen frame, they will get the screen color, whatever their depth.
Also note that the rendering of the TV renders all non-transparent cells and that is heavy on CPU so try to do empty cases rather than filled ones (i.e. do like it is done on the base cart).
You are also invited to change the background tile.
You are free to use the free half of the sprite-sheet as well as the free half of the map, as you like!
Most important instruction here: when participating to the jam, please make sure to... have fun!!!
[ end of the instructions ]
Here is a video alternative version of the instructions: (sorry for the not-very-good audio :X)
You are more than welcome to customize both your TV and the tiles that are displayed in the background. However, you are not allowed to modify the voxel data and/or the background tiles at runtime.
And here are two reskins if you are into that! You need to click on the [128x64], hit ctrl+c then go to pico-8, sprite-sheet tab 2, first cell there and hit ctrl-v! Don't forget to change the tv_transparency_col and tv_screen_height!
Entries need to be upload here on the BBS, in the Jam section. The created BBS thread needs to be tagged "tinyTVjam"!
If anyone is encountering any problem with the base cart, please report it here as soon as possible!
This is all there is to know.
Good luck and have fun every one!
About the jam:
What: Over a week ago I did a Pico-8 doodle starring a voxel TV on which you could play a tiny Pong on the 10x11 screen. It was then suggested to me to make a jam out of this. This is the invite to this jam.
When: The jam will take place from the January 14th on 00:00 GMT to the January 22th at 24:00 GMT! That would leave you 2 weekends and 5 week days. Spend as much or little time as you need on your carts. You do not have to make something super impressive or anything, it really only has to be something.
Where: Here on the BBS, in the Jam section.
Who: ALL OF YOU!!! You don't have to know Pico-8 super well to participate in this jam. Pico-8 beginners are super welcome! Don't be shy to submit either, you have nothing to lose in it!!
How: A framework cart will be provided at the very start of the jam, with a how-to-use-it guide, stating what you can and can't change along with a few guidelines. The TV will be customizable but the screen resolution will have to stay at 10x11. Expect to be a bit limited in terms of allowed ram. By the way, the invite cart does not use the final framework at all. Teams and collaborations are allowed. There will not be any theme, just make a game for the tiny screen.
Submitting: You will be able to submit your cart before the deadline by creating a Jam thread with "tinyTVjam" in its tags. You can update your cart as many times as you like until the deadline.
Voting: The voting widget used for the p8jam will appear on all threads tagged #tinyTVjam. Voting will be anonymous and it will last the one week just after the jam finished. The results will be announced at the end of the voting period.
What do you win if you win: The high respect and appreciation from the community. And maybe a little surprise. But above all, the aim here is to have fun and make something cool!
During and after the jam, you will be able to browse through the entries from here.
edit ~ Here are some more details that were given further in this thread:
- you can have as much love and instructions as you want in the description of your games.
- you will also be able to have some static text outside the tv but nothing dynamic.
- you can have all the normal controls of Pico-8. The TV will be turned on either with the Player-2-buttons if you don't use them, either with a pause menu option.
- the maximum width for the tv screen is 10 and the maximum height is 11 but you can use less than that if you want to.
These are 45 experimental Pico-8 tiny programs, exploring a variety of effects and simple ideas.
I've been making these for a bit over two months now. The idea is to try out an idea, a visual effect, a generation algorithm, a quick mini-game... whatever it is that's tickling my mind at the time and do it in one sitting of 30 minutes to 4-5 hours.
After I'm done I upload a gif of the result to my Twitter, @TRASEVOL_DOG. (you should follow me, I have more doodles coming and also I make video games)
That's how every single one of these 45 doodles have been made.
Feel free to use any effect in your own creations, and if you do, let me know about it here on the BBS or through Twitter!
Enjoy the doodles!!
And happy holidays everyone!!!
ps: I am sincerely very sorry about flooding the splore, I only realized it would have that consequence halfway through uploading these (it was already way too late).
Please note that the doodles are in the alphabetical order after the first one.
Also, some of these are interactive! When one is, the controls will be indicated in the first few lines of the code!
Explore a mysterious and exciting dungeon filled with exciting mysteries without ever leaving the same room!
Why would you change rooms when clearly this one has all the danger and excitement and danger that one could possibly need?!
Come to the One Room Dungeon and live the rest of your newly mysterious-and-exciting life there!!!
One Room Dungeon is my entry to Ludum Dare #37, of which the theme was 'One Room'!
It's definitely my most ambitious LD entry so far and I'm very happy with it too! Sadly I had to rush the audio a bit towards the end because time was going faster somehow.
Feedback is most welcome, especially on the Ludum Dare page!
Edit: If you are interested, I wrote a post-mortem about this game and the making of this game!
Thank you to everyone who played the game and thank you again if you leaved some feedback! :)
This is my entry to ProcJam 2016!
Feel free to have a read on the code of this thing. The voxel drawing part should be very easy to extract from the rest.
The first quarter (first spritesheet tab in the editor) serves as a map for the voxel drawing, using layers of 16x16 pixels.
The island is generated using custom cellular automata, each layer being a new step based on the previous one.
The seasons are all about reading the voxel map and replacing the colors.
The name generation is super rudimentary, check out the code if you're interested it's something like 20 lines.
Feel free also to leave a donation on the Itch.io page if you are so inclined. :)