The basic idea is that you are a nice "shopkeeper" who gives presents to visitors to helps with their problems. What a nice person! The gifts you give them affects how the story progresses.
Right now I got most of the mechanics done, but the scenarios are still WIP, so the game has only one scene. It was a busier June than I expected T_T. It was fun working with metatables and event managers using coroutines, though!
In this game you play the role of an immoral bio-scientist, producing life in a laboratory to sell for a profit.
You create the life forms in your petri dish, and sell them using the suck-o-vat 3000.
Active life forms are worth more than static life forms. You can make them active by using the "RUN" button, and you can stamp the three patterns in the top on your petri-dish to influence how the lifeforms develop.
However, note that you have a limited number of runs, and using your stamps costs money!
How much money can you make before you run out of resources?
This game is based on Conway's Game of Life, a mathematical simulation of simple life forms as cellular automata.
- Use "Run" to advance the simulation. Moving cells are worth more than static ones.
- Brighter life spots are worth more than darker ones.
- The three stamps in the top are likely to develop into very active life! Use them if your board gets empty.
- It is important to decide whether to continue running, or to suck the board and start with a new stamp.
This game was developed as part of the Ludum Dare 44 challenge. We wrote everything (art, code, music) in 72 hours from 2019/04/27 to 2019/04/29. Most of the game was worked on inside Picopico Cafe. Thanks everyone who participated!
I am trying to make an unmovable actor (for example, a turret). Ie, the actor collides with other actors, but it is not pushed around.
If I set the actor to not collide with anything, it will not move, but it will also not block other actor's path.
If I set the actor to collide with other actors, It will be pushed around. I tried setting the actor's Density, Gravity, and Friction at around 255, but then I have this weird behavior where if the player
touches the actor, the actor will move 1 voxel TOWARDS the player.
Am I missing something obvious?
I am trying to access the Lua scripting abilities of 3.5, but I have no idea how to open the script editor.... I am pretty sure I must be missing something super basic.
I open the designer in Voxatron, and then create a new cartridge. I get the volumetric display with nothing in it, and I can even add one of the two pre-made scripts to the middle of the room, but I have no idea how to open these scripts for editing, or how to create a new one.
This is a quick and dirty cart exploring some AI methods for boardgames in pico8.
The implemented AIs are:
1- Purely Random
2- Random Avoiding win/loss moves
3- Playing randomly a number of times, counting win/losses and choosing "best" moves
4- MCTS (Monte Carlo Tree Search)
(Method 3 can be thought of as an MCTS of depth 1)
You can switch the AIs that the game uses by changing the AI_cofun table. Player_AI just
let's the player pick the move. You can make two AIs fight each other, or make two players
fight each other too.
It was pretty cool putting the AI co-routines together. The code is not the pretties or the most
token efficient, but I might polish it a bit if I find some time on the summer. Hacks are welcome!
This is a small project that I have been working on the past two weeks -- an idle wallpaper/clock for pico-8. Just adjust the window to an appropriate size, make it stick above other windows, and leave it in the corner of your desktop while you work :-)
The position of the sun and moon are set according to your computer's clock, and the color of the leaves and the snow in the mountains are adjusted by your computer's date. You can use the in-game menu to adjust the time manually, if you wish.
Additionally, there are 11 "events" to give the mountain view some charm, such as children playing in the village, or a monster terrorizing the forest. 3 events are chosen randomly at start-up, and these are changed every 5 minutes.
Anyone is welcome to contribute more events to the cart!
Game for the Ludum Dare 39 -- Theme: Running out of Energy
The shy gladiator has to defeat three mythical creatures, but he is too embarrassed to attack,
so instead he must dodge their attacks until the monsters lose all their powers.
You can move left or right, and dodge with "Z". Dodge will give you a few invincibility frames, but also
take some hit points from you.
Can you defeat all three monsters?
Game by @caranha and @conanfelipe
- Better title screen that actually explains the game;
- Better logic for the Cyclops, and calling out attacks;
- Balance the damage amounts better;
I always wanted to make a virtual fish tank with agents to keep at the corner of my screen while I worked.
This cart is the result of some procastination this week. Just look at the fish swim, and relax.
Suggestions of things to add to the fish tank are welcome! Sprites are even more welcome! I'm a shoddy sprite artist.
Also, on linux it seems that Pico-8 gets super slow when its window is not on focus. Does anyone know a workaround?
EDIT: New version, with sharks and octopus.
My first complete PICO8 game, for the Ludum Dare 37.
A small twist on the "factory" genre, you have a limited time to
play, and must make as much money as possible in that time.
What is the optimal build order?
If you enjoy this cart, submit a screenshot with your highscore! :-)
2016-01-08: v1.3.1 -- Fixed menu bug, added bignum, super-buffed sandwiches
2016-12-25: v1.3 -- Rebalanced costs, added two new items, added overwriting
2016-12-19: v1.2 -- Changed the input, added some messages
2016-12-12: v1.1 -- Initial ld 37 version
- Add Music
- Modify the Graph to be log-based
- Challenge Modes: Blocked tiles, unique machines, free build mode
- Improve sprites and add tile variations
- Figure out why the game is getting slow