Day 11 of the Pico-8 Advent Calendar 2018!
a battle between efficiency & exhaustion
~a winter classic~
Hey there folks, it's mid-December, and you know what that means: time to shovel the driveway! The snow's packed pretty heavy though - if it piles up too much, you'll have a hard time pushing it and probably just make a mess!
Make sure to check back on the calendar each day for a new gift!
Hey folks! Been awhile since I've posted something on the BBS, but thought I'd share my LD41 entry.
It's local multiplayer only unfortunately (I'd hoped to get a decent AI opponent in but didn't have time). If you manage to get someone to play with you though, let me know how it goes!
HOW TO PLAY
- drop pieces in empty slots
- swap pieces in filled slots
- match 3+ to earn swaps
- connect exactly 4 to win
Hey there! I made a little twitterbot recently that generates 8x8 sprites for PICO-8:
It tweets both a GFX tag ready for copy-pasting into PICO-8 or the BBS and an image preview of the sprite. Currently it has 3 colour modes (1, 2, or 3 colours on a black background) and 3 layout modes (top-bottom symmetry, left-right symmetry, and 4-corners).
Here are some examples of sprites it's generated so far:
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Inspired by @pippinbarr's tweet:
░ ░ ░ ░ GAME IDEA
░ ░ ░
░ ░ YOU ARE AN ELEVATOR
░ ░ ░ JUDGING
░ ░
░ ░ ░ ░ ELEVATOR PITCHES
░ ░ ░
░ ░ BUT NO ONE
░ ░ ░ ASKED FOR YOUR OPINION
Made for The Pippin Barr 'GAME IDEA' Game Jam.
Forgot to post this here the other day: PICO-8-Token-Optimizations
Lots of people working on larger projects (or more topically, the collab16 games) end up hitting the token limit, and people in the PICO-8 community have come up with plenty of handy tricks to deal with that. Some of them are common knowledge or pretty easy to figure out on your own, but others are a bit obscure, so I figured it'd be useful to compile a list of general purpose tricks and techniques for cutting down your tokens.
If you know of any handy tips that aren't listed or have any corrections/improvements, feel free to let me know or contribute to the repository!
Uh oh, a flock of ducklings has gone missing, and it's up to Duck Duck to save the day! Can you help them find all seven?
I mean... it's not really your responsibility. I'm sure they'll be fine on their own. Why don't you just take some time to wander around and enjoy yourself? And hey, if you happened to find some ducklings along the way, that's cool too.
note: the web version on the BBS won't work because the module's TOTAL_MEMORY is too low, but I've included the cart here so you can still download it if you want. If you want to play it online I recommend the itch.io version.
This is a one button dueling game.
Hold to run, let go before passing to attack.
Whoever hits hardest wins.
Rules:
If neither player let go before passing, it's a tie.
If one player let go before passing, that player wins.
If both players let go before passing, the winner is decided by speed. If speeds are the same, it's a tie.
Made for #OneButtonJam.
One of the main things I wanted to try out with this game is an online multiplayer mode using the webplayer + GPIO stuff I experimented with in my PICO-8 twitter feed. You can try that out on the itch.io version of the game, which lets you connect to another player for peer-to-peer matches (using the Peerjs library and a heroku server to broker connections).
Hey there, this is a game made by Ian and I for the "A Game By It's Cover" jam.
Play it on itch.io
Changelog
2016-08-21: fixed PocketCHIP crash (with help from @morningtoast)
2016-08-15: updated menu navigation
2016-08-12: fixed random palette bugs
Hey there! Over the past couple days I've been playing around with PICO-8's GPIO stuff and put together a simple Twitter client. There seemed to be a decent amount of interest in how I got this to work, so I thought I'd share a quick write-up to give others a potential starting point for using GPIO.
Check out P8T over on itch.io or grab the source on GitHub.
This is more of a proof-of-concept than an actual attempt at making a good Twitter client, but hopefully it's good enough for educational purposes!
GPIO
I only discovered PICO-8's GPIO support yesterday. As near as I can tell, the GPIO is meant to represent pins on physical hardware so that PICO-8 apps could use accelerometers, LEDs, etc. on a Raspberry PI or PocketCHIP. I don't know how far along the development is on the hardware side, but in v0.1.7 JavaScript support was added to GPIO in the web player, which essentially gives us 128 bytes of browser/cart shared memory! Using this memory is super easy too:
Current feature list:
-Page colours can be customized (background, button background/hover, text)
-Canvas scale can be customized, has no border, and defaults to 512x512
-Canvas is centered horizontally and vertically
-Canvas and buttons use image-rendering CSS for sharper fullscreen viewing
-First script tag includes "var require = null;" in order to address a node.js issue which prevents PICO-8 games from running in things like NW.js
-Buttons are "text-align:center" instead of "float:left"
-Buttons are slightly smaller to better fit default canvas size
-Button text can't be selected
-Buttons can be excluded
-Link button label/target can be customized
-Page can be autofocused for more accessible iframe embeds (without this, sometimes PICO-8 games won't receive input until you click on a button)
-HTML5 Gamepad API support can be included for singleplayer or multiplayer
Oh no! There's been a disaster, and your crew has gotten lost at sea. Luckily, you've got a supremely buoyant sailboat: it's up to you to pick them up and tow them back to safety!
Controls:
-Arrows for movement
-Z to toggle UI
-X to swap palettes
I went with some extra self-imposed challenges on this one:
-1-bit colour
-No text
-No assets (i.e. sprites, tiles, sounds, or music)
Made for #simplejam.
The finished game:
It turned out pretty good for a first attempt at making a game with PICO-8 in my opinion. The gameplay itself is a little uninspired, but I had a lot of fun playing with the visuals and learning about the system.
Older versions: [hidden]
-Fixed x-overflow/underflow bug
-Changed default palette
-Rough menus
-Points/Combos/Lives
-Generally more stylish
Still needs a lot of work, but it's turning out ok!