Best wishes to everyone in the community for the coming Christmas, Winter Solstice Festival, Yule, or a random December weekend that has no special meaning to you!
Here's to another fine year for PICO-8! :)
Updated to 1.01: fixed a bug where levels starting at coordinates other than 0,0 had wonky collisions
This is the second public domain tileset I'd like to share with everybody (after the top-down tileset released a few weeks ago). Like the one before, it was originally created for my PICO-8-based game design workshop, but it would be a shame to limit its use to only the workshop participants. So I made it a little bit more universal, bundled it with the engine code I used for the workshop, and released it here!
The tileset contains heads and bodies for a variety of characters, enemies, obstacles, three terrain types, lots of stuff to climb on, some random items and a few additional things no platformer should go without. As far as I'm concerned, this is all public domain, so feel free to use all of it or parts of it in your platformer projects, and feel free to remix or alter it in any way you want.
The cartridge is commented as heavily as the PICO-8 compressed size limit would allow, but I'm happy to answer any additional questions you might have.
Hope this comes in useful, and do let me know if you make anything with it! Have fun!
This tileset would not exist without the support of the generous folks on my Patreon, especially my top-tier supporters: Ryan Malm, Thorsten Schleinzer and Roy Fielding. Thank you!
So, I've been doing a PICO-8 game development workshop for a while now. One of the ideas for the workshop that ultimately didn't pan out was for me to make a top-down tileset that would allow us to make a game during the workshop quickly.
The workshop went a different way, but a good tileset is a sad thing to waste - so I finished it, and I'm hereby releasing it to the PICO-8 community. The CC tag on the cartridge is not a coincidence - as far as I'm concerned, this tileset is public domain and you can use it and abuse it however you wish!
Wanted to make a PICO-8 medieval tactics game? A Heroes of Might and Magic demake? A Harvest Moon rip-off? A strategy game of some sort? This should help you at least a little bit :)
There is 64 empty tiles left to be filled. If you actually start a project and make some headway, I'd be happy to do a few tiles specific to your game, time permitting.
Lastly, the biggest reason I could spend the time to finish this tileset instead of working on $$$ projects is the people on my Patreon - so a big thank you to the guys and gals supporting me there :)
EDIT: Updated version 1.01 for better precision in matrix calculations, so that shapes don't degenerate too quickly. Thanks @adge_francis for pointing this out on Twitter!
Controls: left, right, (O) - change pictures (X) - restart current picture, down - hide/show info bar
This is the first public release of the Noodle Engine, a PICO-8 thingamajig for making generative 3D art!
This example cart includes a few pictures I made, but the true purpose of releasing the engine is to enable everybody who is not me to make even cooler pictures with it!
It's easy to define new shapes with one or two screenfuls of code. Just load the cart up inside PICO-8 and scroll below the "pictures go here" line. You can play with the examples in there, or add completely new pictures. There is documentation available that walks you through the concepts and explains everything needed to make it all work.
If you're interested in how the engine itself and its renderer works, I have a Patreon where the full, unobfuscated source code is available to all $5+ patrons!
Feel free to share anything you make with the engine in any form, as carts, GIFs or otherwise. Hope it's as fun to play with as it was to make! :)
This Sunday, I finally did the Patreon $100 stream - and the topic was procedurally-generated pixelart planets. The results were very fun, so I decided to flesh it out a bit more and make a small demo out of it.
The controls are pretty simple, since this is a highly advanced spacecraft simulation: press X to warp to the next planet.
The full source code, as usual, is available on my Patreon - if you'd like to know how the sausage is made, that's the perfect place to do it. You can also watch the stream, which explains (I hope) most of the ideas behind it.
At long last, the game is finally done!
Before you play: Dank Tomb is a pay-what-you-want title, which means that if you prefer to play it for free, it's perfectly okay to do so. But I'd really appreciate it a lot if you choose to pay for it through itch.io, or support my future work on Patreon! Supporters get bonus stuff as a thank-you from me: an expedition journal with additional story for Dank Tomb and access to unminified PICO-8 source code for the game ($5+).
Enjoy the game, and let me know what you think! A lot of blood, sweat, tears and elbow grease went into making this game, so I hope you'll have as much fun playing it as I had making it!
If you'd like to put the game down and return to it later, the game features a special room where you can save your progress. Once you see the "progress saved" message, it's safe to close the browser/console. To delete your progress (to get 100% completion on a new playthrough, maybe?), press Enter and select "delete progress" from the in-game menu. Warning: irreversible!
EDIT: updated to 1.1 - now with more generous jumps!
Hey, everyone! This is the final version of my spinning Earth PICO-8 demo, now called Blue Marble.
It comes with two mostly accurate 3D textured spheres, lighting, realtime shadows and even some inspirational quotes that you can toggle by pressing the PICO-8 buttons :).
It's also able to do all this in 60 FPS, because well, why not?
If you're interested in how it's done, please check out my Patreon page - the commented, annotated source code for this demo is available there as we speak!
I might do a write-up later on the inner workings of this - at least if there is some interest?
EDIT: All articles are now up, see below for links!
So, I've been working on a game again (which now has a name: Dank Tombs), and it includes a really swanky real-time lighting engine. Working on it was a blast and I learned a lot of good stuff when optimizing it, so I decided to clean up the code, share it here and write a series of posts on it so that others can benefit as well :).
This is just a demo, so most of the cart is showing off the tech.
Controls: (O)/(X) change the light radius, d-pad walks around
If you want to explore the cartridge for yourself, the best place to start from is probably _draw() - it references all the interesting stuff and clearly shows what order things happen in.
The code is under a CC-BY-SA license, so feel free to repurpose stuff :).
Edit for 2017: The Lair has now been updated with 60 fps support and new pixelart, making it look and feel even better! I also tweaked the combo mechanics so it's easier and more fun to rack up big combos. Have fun!
If you'd like to support me and the game, you can also play and donate at on itch.io!
Controls: Arrow keys - for moving around, O - for stabbing things and controlling menus, X - for blocking things that try to stab you, hold O - for a super-charged attack, double tap direction - for dashing to safety.
So, this is The Lair, a PICO-8 fantasy beat'em up that I've been working on and tweeting about since forever. Try it and let me know what you think!
The whole game was made by two people: @gruber_music, who provided (you guessed it) the audio parts, and me, who provided... everything else ;).