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@Liquidream

.NET Dev by day | IndieDev by night (#Pico8) | Made: Low Mem SkySCUMM-8 | Avatar by somepx | He/Him

Low Mem Sky
by Liquidream
Secret Santa
by Liquidream
SCUMM-8 (point & click engine in PICO-8)
by Liquidream

The 💾 PICO-8 Giveaway period has now ENDED.


What WAS it?

I decided I'd like to do a giveaway for FREE copy of PICO-8 💾

...then the following lovely people decided to match my donation! 😲


So we now have 53x Free copies of PICO-8 to giveaway! 🥳


If you would also like to ADD to the Donations (but please, ONLY if doing so will not put you in any financial difficultly), then please feel free to message me directly on Twitter!

Why are you doing this?

PICO-8 has been, without a doubt, one of the best purchasing decisions I've ever made. 😊
It's brought me countless hours of joy, creativity and (in some cases) career opportunities.

From time to time, I see someone that seems very keen to start experimenting with PICO-8, but they simply don't have the budget for the (very reasonable) $14.99 price tag. It makes me wonder what they might've created, if given the option.

Well, I'd like for someone to have that option. 🤓

How do I enter?

To enter - simply reply to this thread, saying (in 50 words, or less)

  • Why you would like to win and, ideally...
  • What you would create with it (should you be lucky)?

What are the terms?

  • Open to everyone, in all countries... NOW!
    • (but PLEASE, do not enter if you already own PICO-8, or can comfortably afford it)
  • Only one submission allowed, per person
    • (don't attempt to abuse this - just be nice to others!)
  • Closing deadline is this Saturday 6th July @ Midnight (GMT)
  • After closing, all qualifying entrants' usernames will be fed into an online random selector
  • I'll then ask the winners to contact me directly with their e-mail addresses, so that I can "gift" them each a copy of PICO-8.
  • The organiser's decision is final.

Any other questions (or anything I've not covered), please let me know.

GOOD LUCK! 😁🤞

P#65499 2019-07-01 17:09 ( Edited 2019-07-08 19:09)

Hi all,

I'm producing miniature physical releases of Low Mem Sky (my attempt to "demake" No Man's Sky),
as a THANK YOU to my supporters on Patreon. 🙏

I not sure, but I think this is the first time anyone's tried (bothered? 😅) to create a "physical" release for a PICO-8 game.

For more information out how you could get one (and what else I've been up to!):
❤️ https://www.patreon.com/posts/27158829

P#64805 2019-05-28 11:49 ( Edited 2019-05-28 11:52)

Hey @zep,

Looks like the ability to load carts via their BBS post ID is currently broken?

Which, with the current absence of the [Copy Cart] BBS feature - means it's a bit of a faff to load a BBS cart into standalone PICO-8.

Thanks in advance.

Paul

P#64157 2019-05-03 07:35 ( Edited 2019-05-03 07:37)

Cart [#lowmemsky-1#] | Code | 2018-12-27 | No License | Embed
41

Low Mem Sky: L A S T

You awake to find yourself on an alien planet, with the desire to achieve one thing... reach the centre of the galaxy!

Made in PICO-8 for #DemakeJam 2018, where the original build came 3rd Place.

FEATURES:

  • Around 180,383,121,450 unique star systems... (I think!)
  • Each system with...
    • Up to 8 procedurally-generated planets
    • Space Station for trading resources, components and ship upgrades
      (all at system-varying prices)
  • Each planet with unique...
    • Continuous procedural terrain generation
    • Climate-specific resources and collectables
    • Seven base alien species (land, water and air-based) + Sentinels
  • Five different ship classes - all with different specs (speed, capacity, warp range)
  • Auto-save & Restore of progress
  • ...all within a single PICO-8 cart!

Planned Features: NONE (No more room!)

CONTROLS:

On Foot:

  • ARROWS = Walk around
  • Z = Run (Hold)
  • X = Collect Item / Take-off (when close enough)
  • ENTER = Quick Menu, with options to
    • "Call Ship" to current location
    • (Also an option to delete save/progress - use with caution!)

Space Flight:

  • LEFT / RIGHT = Rotate
  • UP = <Unmapped>
  • DOWN = Open Galactic Map
  • Z = Engage Pulse Engine boost (Hold)
  • X = Land / Dock (when close to planet / station)

CREDITS & THANKS:

Code , Art:

Music:

Additional code snippets that I used/adapted:

RELEASE HISTORY:


[code]

v1.2: "Low Mem Sky: L A S T" update
-------------------------------------------
- ADD: Can now dock with space stations
- ADD: Trading resources, components, ships at space stations 
  (with system-varying prices)
- ADD: Ship paint jobs
- ADD: Five different ship classes - all with different specs 
  (speed, capacity, warp range)
- ADD: Realistic* wake (and depth) when walking through water
- ADD: Water ripple effect
- ADD: Auto-save & Restore of progress, inventory, etc.
- ADD: Wipe saved data menu option (use with caution!)
- ADD: Seven base types of species (land, water and air-based)
- ADD: Sentinel AI
- ADD: Anti-piracy measures
- ADD: Resources now discoverable on radar (even if “used”)
- ADD: Added “Call Ship” feature (only when a distance from ship)
- ADD: Can now "boost" your ship around the system with Pulse Engine
- CHG: Improved planet surface rendering
- CHG: Improved planet surface generation
- CHG: Optimised star system rendering performance
- CHG: Optimised planet surface rendering performance
- CHG: More variety of resources/life on planets
- CHG: New “shuttle” starter ship
- CHG: Now inventory is capped at ship capacity
- CHG: Remapped system flight controls (now more consistent)
- CHG: Improved radars
- CHG: Improved warp sequence
- CHG: Now returns to planet take-off position
- FIX: Distance calculation bug
- FIX: Now possible to get closer to galactic core
- FIX: Planet and station spacing (no more overlaps)

v1.1:
-------------------------------------------
- Minor bug-fixes and added surface radar

v1.0:
-------------------------------------------
- Initial version

P#60393 2018-12-27 18:36 ( Edited 2018-12-27 18:38)

Hi @zep,

Before you pull the trigger on v0.1.12 - can I ask whether you've enabled extcmd in binary exports?

I just assumed it would work as the screenshot/gif record facility is there in exports, but when I try the code below on a Mac binary export (which is still 32-bit BTW), it does nothing:

extcmd("screen")  -- works in PICO-8, not in binary export?

Is this something that could still be rolled into the next version?

Thanks as always! :D

P#59488 2018-11-30 07:15 ( Edited 2018-11-30 07:18)

Cart [#secretsanta-0#] | Code | 2018-12-20 | No License | Embed
16

"In today's world of modern home security, Santa's job of delivering presents gets tougher every year!"

Created as part of PICO8 Advent Calendar 2018, organised by @Bigaston.

Features

  • Six "Christmas Movie"-themed houses
    • (inc. the BIGGEST building from a Christmas movie!)
  • Four secret tools for assisting in modern-day present deliveries
    • Many security obstacles, including:
    • Motion-sentitive cameras!
    • Laser trip wires!
    • Pressure floor pads!
    • Guard dogs!
    • Sensitive sound monitor - remember to keep quiet!
  • Records your best times - per-level + overall

Mission / Controls

Credits & Thanks

Additional code snippets that I used/adapted:

PICO-8 Advent Calendar

This game was created for the PICO-8 Advent Calendar. Everyday during the month of December, you can play a new free game created with PICO-8.

RELEASE HISTORY:

  • v1.0:
    • Initial version
P#59306 2018-11-24 09:55 ( Edited 2018-12-21 08:03)

Cart [#47789#] | Code | 2018-01-01 | License: CC4-BY-NC-SA | Embed
9

Someone reminded me that I'd never actually posted this silly little line thingy that I made last year while I was bored on a flight. So, enjoy! :D

P#47790 2018-01-01 07:49 ( Edited 2018-01-01 21:41)

Cart [#47547#] | Code | 2017-12-21 | No License | Embed
6

THE GAME:

Santa is relying on you to sort the presents to the correct destination tube.

  • Presents sorted incorrectly will lose points.
  • Dropped presents will lose a life!

CONTROLS:

  • X = Start Game
  • LEFT/RIGHT = Move Elves
  • UP/DOWN = Hi/Low Bounce
  • Hold X + LEFT/RIGHT = Change Bounce Angle

CREDITS:

Originally created for #LD40 Compo,
but now finished and re-entered into @egordorichev's "Christmas Jam"

RELEASE HISTORY:

[b]v2.0 (Post-LDJam):[/b] 
 * ADD: Awesome xmas music & sfx by Gruber
 * ADD: Ability to do 2 Player co-op
 * ADD: Gameplay Tips at start of each round
 * CHG: Various graphical improvements
 * CHG: Adjusted difficulty curve (starts easier now)

[b]v1.1:[/b] 
 * CHG: Made "[X]" the primary action button/key

[b]1.0[/b] 
 * Initial version

P#47548 2017-12-21 05:41 ( Edited 2017-12-22 20:17)

Cart [#45803#] | Code | 2017-11-02 | No License | Embed
2

My entry to the 3-Color Jam (#3CJam), where you had to create a "spooky" game that used no more than 3 colours (and yes, Black is a colour!). It is an attempt to make a short adventure game, based heavily on the movie "Halloween" by John Carpenter.

I created it using my SCUMM-8 point & click adventure game engine (GitHub link)

However, due to the BBS web player not hiding mouse cursor and right-clicks,
I recommend playing it on My itch.io page (LINK)

Also, for the best effect: turn the lights down and the sound up or headphones)! :D

CONTROLS:

  • Mouse is recommended
  • (Arrows / Z / X - will also work)

A "POINT & CLICK" PRIMER:

  • If never played a "Point+Click" adventure game before...
  • Simply use the cursor and (left) click where you want the player to Walk To.
  • To interact with objects, click on the Verb you wish to perform, then click on the object.
  • For example, to Pick-up the Knife... simply click "PICK-UP" and then click on the "Knife" object in the scene.
  • When hovering the cursor over objects, their default verb/action (if applicable) will be highlighted. In this case, you can simply Right-click on the object for the default verb/action to be performed.

CREDITS & THANKS:

  • Code, Art & Music (cover): Paul Nicholas ( @Liquidream)
  • Additional design by Hilda Nicholas.
  • Original "Halloween" Music, Concept & Credit: John Carpenter

RELEASE HISTORY:

[b]v1.1[/b]: 
 * [b]FIX[/b]: Issues with wardrobe doors
 * [b]FIX[/b]: Replaying intro when re-entering first room
 * [b]FIX[/b]: Display issue if user clicks after ending
 * [b]CHG[/b]: Now only offers hint once you've looked at a certain object.
[b]v1.0[/b] 
 * Initial version

P#45709 2017-10-31 10:32 ( Edited 2017-11-02 12:04)

Cart [#aw_survival-0#] | Code | 2019-01-12 | No License | Embed
29

Another World: SURVIVAL
Imagine the game Another World, but with endless waves of enemies to fight! (#LOWREZJAM entry)

This was my entry to the #LOWREZJAM, using a display of only about 1/8th of the Pico-8 display (64x32 pixels), is a new spin on an old classic!

CONTROLS:

  • Arrows = Move player left/right/crouch
  • Z = Kick
  • X = Fire laser - when you get the gun at Level 3
    • (Hold for a few seconds and release to create a defence shield)
    • (Hold for longer to release a BLAST to destroy enemy shields)

FEATURES:

  • Endless number of levels
    • (Theoretically!)
  • Several classes of enemies to survive from:
    • Water tentacles: Don't linger too long next to the pool!
    • Worms: If they sting you, it's game over!
    • Soldiers: They will use all their skills to defeat you!

THANKS & ATTRIBUTION:

RELEASE HISTORY:

v1.2:
 * ADD: Music and SFX! (+can be toggled on/off in menu)
 * ADD: Auto-save of progress (+menu option to reset progress)
 * FIX: Player collision hitbox
v1.1
 * ADD: "Elevator door" (kinda) transition at start of Titles
 * FIX: Double-play of "gun pickup" cutscene
v1.0
 * Initial version

P#44028 2017-09-09 14:14 ( Edited 2019-01-12 14:26)

Cart [#43646#] | Code | 2017-08-26 | No License | Embed
51

Here's my PICO-8 tribute to my favourite end-of-game music, "Still Alive" from Portal.
I also replaced the original credits with some shout-outs to the PICO-8 community! ;o)

Hope you like it and don't forget: the cake is a lie!

(P.S. - The original game music was done by Jonathan Coulton)

References used:

P#43647 2017-08-26 14:11 ( Edited 2017-09-15 12:22)

Cart [#42859#] | Code | 2017-07-28 | No License | Embed
13

THE BALLZ ARE LAVA!
"Nobody knows why - it's just always been this way. Our chance of survival is to absorb all the Green Orbs floating around, while avoiding certain death by touching the Lava - all before the time runs out!"

My entry to the #FC_JAM that came 2nd Place, where the theme was "Union".

For the best experience, download or Click here to play on Itch.io, coz it can hide the mouse cursor!

CONTROLS:

  • Mouse = Move player (Recommended)
  • Arrows = Move player

FEATURES:

  • Endless number of levels*
    • (Theoretically - though probably impossible after a while!)
  • Each level is "consistently random" - learn the best way to win!
  • 6x Power-Ups to help you throughout the game
  • Timed levels - Race the clock!
  • High Score
  • Familiar-sounding thumping music... *cough*

THANKS & ATTRIBUTION:
The following PICO-8 posts & resources were very helpful in the making of this game:

RELEASE HISTORY:

[b]v1.1[/b]
 * ADD: Momentary shrink at press of button (wait to recharge)
 * ADD: New one-time shield power-up
 * ADD: Music can now be toggled on/off via pause menu
 * ADD: Particle effects for deaths & game over screen
 * ADD: Now saves highest level reached
 * CHG: Power-up animations
 * CHG: Pause power-up now works in conjunction with player power-ups
 * FIX: Title anim pos
 * FIX: Power-up pos under ui
 * FIX: Player pos jump at start of level (now controllable during countdown)
 * FIX: Game over screen/anim can now be skipped​
[b]1.0[/b] 
 * Initial version

P#42503 2017-07-15 06:06 ( Edited 2018-03-25 18:25)

Hi all,

In case anyone is interested...

AdventureJam returns for its third year of game development pandemonium as anyone with a computer, an idea, and an internet connection is invited to create an adventure game over the course of 14 days!

Whether you love point & click adventure, text adventure or exploring 3D environments, we want you to jump in and create a game that embodies the spirit of adventure, whatever that means for you! Adventure games have been around nearly as long as computers, and what began with words on a black screen has evolved into an amazing spectrum of gaming experiences. Let's celebrate the awesome legacy this genre has created with 14 days of pixels, puzzles, parody and pathos!

AdventureJam will begin May 5th at 9:00 PM EST, and end precisely 14 days later on May 19th 9:00 PM EST. The voting process will follow immediately after the jam concludes, and will last until June 16th at 9:00 PM EST.

So GET LAMP... GET SWORD... and GET READY... for AdventureJam!

<SHAMELESS PLUG>

SCUMM-8, my point & click adventure game engine for Pico-8, has been included on the list of Resources.
So if you were thinking of making that style of adventure game, you may want to give it a try! :o)

</SHAMELESS PLUG>

Useful links:

Good luck! :D

P#40101 2017-05-01 10:11 ( Edited 2017-05-01 14:11)

Cart [#39678#] | Code | 2017-04-15 | No License | Embed
69

What is SCUMM-8?

SCUMM-8 is a PICO-8 "demake" of the SCUMM engine that powered most of the classic LucasArts adventure games, such as Monkey Island and Maniac Mansion. However, it is only (heavily) "inspired" by the SCUMM engine, not a true replica - for that you'll want good ol' SCUMM-VM.

My plan was to make it possible for anyone to make their own point & click adventure games in PICO-8!

All the code and API documentation can be found on GitHub (link below):

Current Features

• Multiple Rooms (32+, technically)
• Pathfinding for walking
• Dialogs between Actors
• Cut-scenes
• Camera system (pan-to, follow, static)
• Room transitions ("iris", cut)
• Customisable Verbs
• Fake 3D depth "Auto-Scaling" of Actors
• Z-plane ordering of objects/actors
• Custom scaling for Actors/Objects
• Global-level (background) & Room-level scripts
• Game start-up script
• Object dependencies
• Replace Color (to allow re-use of room/object gfx)
• Adjustable Room Brightness Levels
• Screen "shake" effect
• Proximity (between Actors/Objects)
• Animations for Actors and Objects

Getting Started

The above "game" is just a silly demo that I created as part of testing the engine. Unfortunately, due to the large size of the engine + game code, it had to be "minified" to allow posting to the BBS. The original demo game source can be found here (link).

Please see the SCUMM-8 Wiki (link) for details on how to get started creating your own SCUMM-8 game, as well as the the full API reference.

Thanks

The following PICO-8 posts & resources were very helpful in the making of SCUMM-8:
picotool: Tools and Python libraries for manipulating Pico-8 game files
Overcoming tokens
Sample Code: Screenshake and Fading
A* pathfinding example
Coroutines
PICO-8-Token-Optimizations

Release History

[b]v1.1[/b]:
 * [b]ADD[/b]: Fake 3D depth "auto-scaling" of Actors (affects size and walk speed to simulate distance)
 * [b]ADD[/b]: Now made "Scale" an Actor/Obj property
 * [b]ADD[/b]: Actor path-finding now more precisely walks to target point
 * [b]ADD[/b]: Added offset X,Y position for talking overlay sprites
 * [b]ADD[/b]: Actors and Objects can now have animations (via do_anim())
 * [b]ADD[/b]: Can now specify default verb for clicking on inventory items (e.g. LOOK-AT)
 * [b]ADD[/b]: Skip current dialog (left-click/Z)
 * [b]ADD[/b]: Skip cutscene (right-click/X)
 * [b]ADD[/b]: Added UI settings properties (for easy custom UI theming)
 * [b]CHG[/b]: Auto-depth actor scaling is now on by default
 * [b]CHG[/b]: New UI settings properties must be set on game start-up
 * [b]CHG[/b]: Refactored do_anim() function's anim_face param is now face_towards
 * [b]CHG[/b]: Token count and character count have increased a lot as a result of the above changes - meaning less space for actual game content. However, you could always try spanning games across multiple carts, like I just did with my game: ["CODE-8"](https://gamejolt.com/games/code-8/340837)
 * [b]CHG[/b]: enable_mouse property removed - now always on by default
 * [b]FIX[/b]: "Walking to Object, then clicking diff Verb does latter"
 * [b]FIX[/b]: "USE" display (and also sample Game "bucket" logic)
 * [b]FIX[/b]: Hover obj display when executing
 * [b]FIX[/b]: Error if specify invalid sprite state
 * [b]FIX[/b]: Issue for actors without walk anims (defaults to "idle" anim)

[b]v1.0.1[/b]:
 * [b]ADD[/b]: New CAM_X variable
 * [b]CHG[/b]: Diagonal pathfinding optional
 * [b]CHG[/b]: Say/Print_Line can now set duration
 * [b]CHG[/b]: Now skip cut-scenes on mouse click
 * [b]FIX[/b]: UI cols as user-config
 * [b]FIX[/b]: Fixed demo game bug

[b]v1.0[/b] 
 * Initial release

P#39680 2017-04-15 03:38 ( Edited 2018-11-23 07:37)

Hi all,

(I am very aware that this is almost certainly a very stupid question, but if you don't ask...)

Does anyone know if it is possible to take some string content and convert it to functional/executable code in PICO-8/Lua?

[BACKGROUND]
I have LOTS of objects (tables) that all have their own, unique functionality. So unfortunately, there's little potential for sharing data/functions.
For example, many objects like this:

object_1 = {
    name = "my object #1"
    x = 8,
    y = 4,
    states = {145, 146, 147},
    action = function()
        -- code specific to this object here...
    end
}

But as I don't need all these objects to exist at the same time (and could REALLY do with saving some tokens!), I'd like to somehow store these objects + functionality, e.g. within strings.
Then at a later time, restore these back into true objects/tables again.
Something like...

local my_stored_func = "function()  -- code specific to this object here...  end"
local my_real_func = restore_function(my_stored_func)
-- now execute the code
my_real_func()

I've seen similar potential methods of serialising/deserialising from strings - but at best it seems all I could store would be simple object properties (strings, numbers).
Whereas the real benefit for me would be if the whole object (or at least the object's functions) could be string-ified.

Again, I'm pretty sure I'm asking for the impossible, but if anyone has any suggestions that could help - I'd be very grateful to hear them!

Thanks! :D

P#38840 2017-03-29 06:12 ( Edited 2017-04-02 13:56)

Cart [#36300#] | Code | 2017-01-22 | No License | Embed
11

TINY RIVER RAID is my submission to TRASEVOL_DOG's excellent "Tiny-TV" jam.

River Raid was my favourite game growing up with an Atari 2600, so I've tried to do my best to honour the original (quite tough with only 10x11 pixels!).
All levels are procedurally-generated, just like the original. So in theory, the game is endless!

INSTRUCTIONS
• Fly as far as you can down the endless river (don't forget to shoot bridges to enter new areas!)
• Look out for ships, helicopters, jets and oh... hitting land!
• Push forward if you wanna go faster (or pull back if you're scared) ;o)
• Finally... don't forget to COLLECT FUEL by flying over Fuel Depots before you run out and crash!

RELEASE HISTORY
• 1.0: First version

P#36303 2017-01-22 13:06 ( Edited 2017-02-09 16:35)

Cart [#26589#] | Code | 2016-08-06 | License: CC4-BY-NC-SA | Embed
9

My PICO-8 tribute to one of the best games I've ever played... THE LAST OF US

(The original game music was done by Gustavo Santaolalla)

P#26591 2016-08-06 14:41 ( Edited 2016-08-11 18:45)

Hi all,
This is my first PICO-8 submission and, probably, my first ever (completed) game! :)

SLACKER is a tribute to classic "stacking" game that many of us wasted lots of time (and money) playing down the arcade. However, unlike the real one, this game is NOT rigged... (but it IS hard!) ;)
I've even included four possible prizes to select from, should you reach the top!
(who's gonna be the first to "catch 'em all" - no cheating!) ;)

Hope you enjoy it - I spent WAY too long on what was supposed to be a "quick game to learn PICO-8"

Updates in v1.2:
• Now supports 60fps (thanks to @zep for adding it to PICO-8 v0.1.9)
• Also made it a tad easier (was too difficult before - not sure it was really 'beatable'!)

Cart [#28457#] | Code | 2016-09-13 | License: CC4-BY-NC-SA | Embed
23

Controls:
Z/X - Place Block(s) / Select Prize
Arrows - (not used)

--- Release History
1.2: Now supports 60fps and also made it a tad easier (was too difficult before!)
1.1: Removed exploit that made game much easier + added screen shake when prize drops
1.0: First version

P#25853 2016-07-25 08:30 ( Edited 2018-05-20 15:42)

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