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

UnDUNE II - The Demaking of a Dynasty
by Liquidream
Low Mem Sky
by Liquidream
SCUMM-8 (point & click engine in PICO-8)
by Liquidream

Cart #undune2-3 | 2022-03-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
59

OVERVIEW

UnDUNE II is a demake of the classic (and original) RTS game DUNE II, re-created from scratch in PICO-8.

A strategy-based resource management simulation, where three houses fight for control of the planet Dune - the land of sand and home of the spice.

This project started as a fun idea, that I expected to get done within a month or two.
Well... almost 3 years later (working on & off, in my free time) - I'm happy to say that it is finally finished! 😅

FEATURES

👥 All 3 Factions (+Sardaukar)
👨‍🏫 All 3 Mentats (+Bene Gesserit)
️🗺️ All 9 Mission Levels (inc. anim map w/ intros)
🔊 Music + SFX remade for PICO-8 (by @Gruber)
🏭 All 19 Building Types
🚛 All 21 Unit Types
🏯 All Palace Weapons
🏨 Capture Buildings (inc. Harvesters)
🐛 Sandworms
️⛰️ Multiple Terrain Types
️️⛏️ Spice Blooms
🌁 Fog of War
📡 Low/High-res Radar
🤖 Multiple AI Opponents
💾 Auto-saving after each Level
📊 Level End Stats (w/ Rankings)
💾 ️Spanning 12 PICO-8 Carts
️🖱️ Mouse/KB/Gamepad/Mobile-Friendly
⏳ HOURS of gameplay!

CONTROLS

Mouse (Recommended)

  • Left-Mouse-Mutton: Select Unit/Building, Choose destination/target
  • Right-Mouse-Button: Deselect/Cancel

Gamepad/Keyboard

GAMEPLAY

If you've never played the original (or an old-school RTS) before, the basic principle of UnDUNE II is as follows.
Build up your base by ...building! (just remember to put down concrete slab foundations before placing your buildings, to avoid damage).

Wind Traps generate electricity to power your buildings. Refinery's take raw Spice (mined by Harvesters), which are converted into credits, to allow you to build more! Take your units and explore your new terrain.

But watch out, as you are not alone. There are two other foreign factions that will fight you for control of Dune. Not to mention the native lifeforms - such as Sandworms, which can swallow units whole!

Units can be instructed to attack enemy units and may automatically retreat when outnumbered. Harvesters will automatically try to find the closest spice, but can also be told where to mine - they'll also automatically return to base for unloading when full.

Grow your base, expand your building options as you go (more will unlock at later levels). Preserve your Construction Yard at all costs - you can't build another one!
(unless you have an MCV...)

Good luck! 😀🎖️
...feel free to share any cool pics/vids using #UnDUNE2 hashtag

DOWNLOADS

Pre-built Win, Mac, Linux, RPi executables can be downloaded from the UnDUNE II itch.io page.

TIPS

  • Improve radar quality by building a Radar Outpost
    (ensure sufficient power levels are maintained to keep operational)
  • Certain buildings require other buildings to be built before they will be available.
  • Other buildings and units will unlock at the later levels.
  • If you need credits fast, you can send a Harvester back to Refinery early.
  • Some units are only available to certain factions -
    such as Harkonnen Devastator, Ordos Deviator, Atreides Sonic Tank.
  • Build a Repair Centre and units will try to go directly to them get fixed without you having to tell them.
  • Build base foundations quickly by placing 4x4 Concrete Slabs (when unlocked)
  • Build a Carryall as soon as you can (via Hi-Tech Factory) -
    as they will pick-up/drop-off units (such as Harvesters and retreating units) MUCH faster.
  • Trikes are fast and inexpensive - use them to scout enemy bases
    (just make sure you're prepared for a fight once they know where you are!)
  • Sandworms cannot "eat" units if they are on land.
  • Spice Blooms (mounds) can be shot to release payloads of spice.
  • Build an MVC and send it into corner of map
    so you have a "backup" Construction Yard, should your only one be destroyed.
  • Target enemy Spice Refinery first, to stop them from earning credits,
    then go for their Repair Facility and then Unit Factories.

CREDITS & THANKS

👨‍💻 Code, PixelArt:
Paul Nicholas - (Liquidream) - https://www.liquidream.co.uk

🎶 Music & SFX:
Chris Donnelly - (Gruber_Music) - https://www.grubermusic.com

Additionally:

️️🖼️ "Dune Nights" Cover Art by Ahmad Alromeadheen (@AAlromeadheen)
🕹️ Playtesting by Tim Hicks, Krystian Majewski, Chris Donnelly, Dylan Bennett, Maxwel

Acknowledgements:

Rotate Sprite and Raycast 3D Title snippets by @freds72
TLINE Sprite Rotation snippet by @TheRoboZ
PX9 Data Compression by @zep
Good Enough Minifier for Pico-8 by Paul Hammond
picotool (luamin) by Dan Sanderson
Retrospecs by John Parker
A* Pathfinder and Particle System by @morgan3d
Bitmasking example by @MrBigaston
Dialog Text Flow w/ Coroutines by @MBoffin
Palette-Maker by @2darray
• "UnDUNE II: The Demaking of a Dynasty" name suggestion by @thattomhall
• Westwood Studios for creating such an inspiring classic game.

RELEASE HISTORY


[code]

-------------------------------------------
v1.4
-------------------------------------------
ADD: End Credits screen (also accessible from main pause menu)
ADD: Auto-return repaired units to battlefield
ADD: Made it easier to start a new game/switch house
(also via Title cart's "pause" menu)
ADD: Starport now has fluctuating pricing to order from
ADD: Prioritised AI attack  for buildings + periodic attacks until "discovered"
ADD: Hitpoints, Power and Arm stats added to build menus
ADD: AI will now retaliate against attack!
ADD: Atreides can now control Fremen (after initial target order)
ADD: Made it easier to start a new game/switch house
(via Title cart's "pause" menu)
CHG: Better FOW reveal shape (was square before)
CHG: Launcher tanks now have minimum firing range
CHG: Unit order feedback
(now deselects when tell to move - consistent with attack)
CHG: Unit cap now set for each faction, rather than total count
(+now applies to soldiers created on building destruction)
CHG: Build menu now matches ordering of original game
CHG: Increased pathfinding memory (fix broken pathfinding on LVL 9)
CHG: Improved sprite gfx (turrets, storage silos)
CHG: Credit sfx interval reduced (+build/repair speed tweaked)
CHG: Sonic tank + Trooper fire/missile size
CHG: Repair rate reduced slightly (was too fast)
CHG: HQ Radar now shows FOW now more accurately
CHG: Enemy unit/turret fire FOW reveal reduced (was too large)
FIX: Diff. faction level req. for some buildings (Light Factory, WOR, etc.)
FIX: Slabs placed under units are now lost
FIX: Abort attack when unit is collected by carryall
FIX: Build Placement now ignores flying units
FIX: Tech tree requirements
FIX: Broken turrets mid-level
FIX: Ordos now start with Deviators not Launchers on later missions
FIX: Click close menu sometimes triggered radar move
FIX: Crash if click build with no build menu items
FIX: Worms can no longer "eat" flying units
FIX: Now only infantry soldiers are created when buildings destroyed
(not troopers) + reduced count
FIX: Infantry/Troopers reduce too quickly from 3 down to 1
FIX: Harvester info now resets to 0% after unloading
FIX: AI able to build units on levels earlier than should be
FIX: "never the less" Typo on Harkonnen Mentat screen (bug in original)
FIX: Units sometimes spawning with 50% health
FIX: Sardaukar have heavy troopers, not infantry (on LVL 4)

-------------------------------------------
v1.3
-------------------------------------------
ADD: Capturing enemy buildings! (inc. Harvester, if unloading at the time)
NOTE: not all buildings *can* be captured, as in the original 
ADD: Units now auto-return to guard position if too far away
(less cat-herding! 😸) 
 ADD: Build "Paused" indicator (Thx Tim) 
 ADD: Flashing infantry/building when targeting
(Thx Krystian, Petr & FullThrough) 
 ADD: Sending units by clicking on Radar with left-click
(right-click for old way!)
ADD: Soldiers appear after building destruction 
ADD: Units now auto-attack nearby enemy buildings (Thx Tim + Krystian)
ADD: Building size indicator (e.g. 2x2, 3x2, 3x3, etc.)
ADD: Faction prefixes for units (e.g. Ordos Raider Trike)
ADD: Sardaukar to LVL4 (Thx Tim)
CHG: Now allows selection of partially-revealed buildings 
CHG: Death Hand now has a smoke trail
CHG: Sandworm stays around now (rather than periodically appearing)
CHG: Improved some sprites gfx (Turret bases, Carryall, Devastator, etc.)
CHG: Unit speeds have been reviewed to be closer to original game
FIX: Pathfinding performance increase (due to mem leak)
FIX: BIG render performance increase (now using TLINE + diff. shadows)
FIX: Rocket Turrets can now shoot down Ornithopters! (I know, I know...)
FIX: LVL1 End state where credits target reached but nothing happens
FIX: If has Carryall, but no Repair Facility
(it was dropping units ON buildings nearby!)
FIX: Flying units no longer affect ground-level pathfinding
FIX: Walls no longer smoke
FIX: Running over infantry was hit+miss - seems better now
FIX: Starport typo (Thx Krystian)
FIX: Placement indicator z-order (Thx Tim)
FIX: Harkonnen have no barracks (Thx Raphael)
FIX: Harkonnen  light factory can't build trikes (Thx Raphael)
FIX: Ordos have the raider, no trikes (Thx Raphael)
FIX: No faction can order Ornithopthers from the Starport (Thx Raphael)
FIX: Harkonnen have no barracks (Thx Raphael)
FIX: WOR/Trooper not available to Atreides (Thx Raphael)
FIX: Disappearing retreating units that reappear repaired
(Thx Tim + Krystian's videos)
FIX: Sandworm "eat" anim now visible when on spice dunes

-------------------------------------------
v1.2
-------------------------------------------
ADD: Build limits on Units & Buildings (based on total count each type) to help performance & strategy
CHG: Increased repair costs - was almost free (Thx Tim) 
CHG: Lowered credit SFX vol (Thx Tim)
CHG: Performance optimisations
FIX: Crash when unable to auto-deploy unit near building (Thx Quang)
FIX: "Harkonnen" typos in mission info (Thx Tim!)
FIX: Siege/Rocket Tank details info swapped (Thx Tim + Maxwel)
FIX: IX level requirement > Lvl 7  (Thx Tim)
FIX: Heavy Vehicle Factory > req. Light Vehicle Factory (Thx Tim)
FIX: Map edge bounds for units  (Thx Tim)
FIX: Buildings not updating/destroying (Thx Krystian + Quang)
FIX: Pathfinding tweaks - hopefully better when under load (Thx spoike).

-------------------------------------------
v1.1  
-------------------------------------------
FIX: Atreides unable to build Troopers (thx all for reporting!)

-------------------------------------------
v1.0  
-------------------------------------------
Initial release

P#109394 2022-03-31 05:29 ( Edited 2022-03-31 18:58)

Cart #boulderdashttj-0 | 2021-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Boulder Dash TTJ

My 7th annual #TweetTweetJam entry is: Boulder Dash TTJ 💎
An attempt to demake the classic Boulder Dash in just 560 chars, using NO art assets!

CONTROLS

  • ⬆️⬇️⬅️➡️ = Move

FEATURES

  • 🎲 RND Cave Levels
  • 🔊 SFX
  • 🍎 Dodgy Collision & Physics*
  • 💎 Diamond Score
  • ♻️ Auto-Restart on Death (and Win)

*(Alas, I could only fit in basic collision & gravity - so no object "spill over", no boulders pushing and no explosions - sorry! 😕)

GAME ORIG SOURCE CODE (560 chars)

s=mset
g=mget
x=2y=3t=0z=0k=0cls()?"웃◆●◆●\#5::",17,2
?"\#4░\vh░",8,2,0
?"🐱",17,0,5
memcpy(0,6^13,▤)::_::cls()s(x,y,0)a=x
b=y
p=btnp()a+=p\2%2-p%2b+=p\8%2-p\4%2c=g(a,b)
if(c<4)x,y=a,b
if(c==3)z+=1?"\aszx5e1"
if(z>8)s(15,9)
s(x,y,2)for i=0,239do
v=16-i\16h=i%16if t<1then
c=rnd{0,1,1,1,1,1,1,1,3,4}
if(h<1or h>14or v<3or v>15)c=7
s(h,v-1,c)elseif t%3==0then
c=g(h,v)d=g(h,v+1)
if(c>2and c<5and d<1)s(h,v+1,c+2)s(h,v)
if c>4and c<7then
if d<1then
s(h,v+1,c)s(h,v)elseif d==2then
run()else
s(h,v,c-2)end
end
end
end
map()?"\^w9◆"..z
flip()
if(x>14)run()
t+=1goto _
P#100632 2021-11-22 19:15 ( Edited 2021-11-22 19:17)

Cart #amongtweets-0 | 2021-06-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

My final entry to #TweetTweetJam 6 entry is: Among Tweets 🔪
An attempt to demake Among Us in PICO-8, but in just 560 bytes (555 chars), using NO art assets! 😅
(...or as close an approximation of as I could do in 560 bytes - so alas, no random imposter/voting, etc. 😅)

Controls

⬆️⬇️⬅️➡️ = Walk
❎ = Kill

Features

🤼 4x Split-Screen MULTIPLAYER
🛰 SKELD-like ship
🔪 EVERYONE is an Imposter
👻 Dead players can HAUNT
📦 3D DEPTH Effect

Source Code

?"\^c0\-j웃\f7\vv■\+9r\f5o❎&\-0\|luホp"
z=126rect(6,13,19,18)memcpy(0,6^13,▤)h=63g={}for i=8,11do g[i]={x=i*6,y=4}end::_::cls()for i=8,11do
n=(i*h)%z m=(i\2*h)%z c=g[i]camera(c.x-n-32,c.y-m-32)clip(n,m,61,61)b=btn
for t=4,5do pal(5,t)sspr(0,9,h,h,-z,-h+t*5,z*8,z*8)end
for a=3,0,-1do p=g[a+8]p.a=b(0,a)and-1or(b(1,a)and 1or 0)p.b=b(2,a)and-1or(b(3,a)and 1or 0)d=p.a
c=pget(p.x+d,p.y+p.b)
if(b(5,a)and c>7)g[c].d=1cls(8)
if(not p.d)pal(6,a+8)pal(7,12,1)spr(0,p.x-4,p.y-((p.x+p.y)%6<3and 0or 1)-3,1,1,d>0)
if(c>4and i==a+8)p.x+=d p.y+=p.b
end
end
flip()goto _
P#94235 2021-06-30 18:23

Cart #tweettweetsky-0 | 2021-06-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

My 6th annual #TweetTweetJam entry is: Tweet Tweet Sky 🚀
An attempt to demake Low Mem Sky in just 560 chars/bytes, using NO art assets!
(Low Mem Sky was, itself, a PICO-8 "demake" attempt of No Man's Sky within a single PICO-8 cart!)

Controls

⬆️⬇️⬅️➡️ = Fly / Walk
❎ = Land / Take off (when close to planet/station)

Features

🌌 An explorable Galaxy - 7,153 units across
🌖 173 Planets
-Each planet with terrain, lakes & dwellings
🛰 173 Space Stations
-(Tricky to dock - as always!)
🍎 Newtonian Physics
✨ Parallax Starfield
🔥 "Realistic" Thruster
🎞 60 FPS
*(kinda, or as close an approximation of as I could do in 560 bytes - so alas, was not able to fit in: resources, aliens, etc.) 😅

BONUS "Galaxy Map" Companion Entry!

Cart #ttsgalaxymap-0 | 2021-06-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

In addition to the original entry code below, I created a BONUS 2nd #TweetTweetJam entry, which compliments this one
...an Interactive Galactic Map! 🗺

Just like the good ol' days, when space exploration games like Frontier: Elite 2 came with a giant galaxy map poster (only this time, interactive!)
(This might be the first time multiple TweetTweetJam entries were created to compliment each other?)

MAP FEATURES

  • Generated names for all Planets and Space stations
  • Icons to indicate object type (Planet/Station)

MAP CONTROLS

  • Mouse only
P#94064 2021-06-26 08:41

Cart #evalbug-0 | 2020-11-06 | Code ▽ | Embed ▽ | No License
2

Hi @zep,

Unless I'm missing something obvious, I seem to have stumbled on a weird bug.

It seems that inside an FOR..LOOP (potentially other places too),
if the incrementor is something other than 1 or 0.5 (such as 0.4),
then even though PRINT is "saying" the value is 1.4, it is not comparable with that value
(perhaps a precision/rounding happening in PRINT?)

Code below:

cls()

?"-- works -----"
for z=0,3,.5 do
    print(z)
    if(z==1.5) print("😐")
end

?"-- fails -----"
for z=0,3,.4 do
    print(z)
    if(z==1.6) print("😐")  --<<<< NEVER hits this 
end

Hope this helps (or someone can point out the error of my ways!)

Thx

P#83872 2020-11-06 20:05

Cart #alfredo-2 | 2019-12-31 | Code ▽ | Embed ▽ | No License
7

My entry to the first #ToyBoxJam is, a PICO-8 remake of...
Alfredo's Stupendous Surprise!
(Originally created by Tom Hall & John Romero - for Softdisk Issue #98)

I made it as best as I could, within the jam limitations
(e.g. only using pre-defined assets!)

CONTROLS:

Choose options (when prompted) = ◀ / ▶
X or Z to Start/Select

GAME:

Alfredo's back in this PICO-8 remake, especially for #ToyBoxJam
and has he got a surprise for you! 🥳🎉

  • Will Alfredo get to his house?
  • Will he get to blow out the candles on his cake?
  • Will he die in some horrible death?
  • Play his latest adventure and find out!

Have fun & thanks for playing! 😁

Release History

  • v1.0
    • Initial Release
  • v1.1
    • FIX: Bug with 10 Ton weight (thx Tom!)
    • FIX: Co-routine bug on last screen (thx again, Tom!)
P#71549 2019-12-30 20:02 ( Edited 2019-12-31 16:03)


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 | 2018-12-27 | Code ▽ | Embed ▽ | No License
152

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 | 2018-12-20 | Code ▽ | Embed ▽ | No License
39

"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 | 2018-01-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

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 | 2017-12-21 | Code ▽ | Embed ▽ | No License
8

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)

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 | 2019-01-12 | Code ▽ | Embed ▽ | No License
55

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 | 2017-08-26 | Code ▽ | Embed ▽ | No License
124

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 | 2017-07-28 | Code ▽ | Embed ▽ | No License
17

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 | 2017-04-15 | Code ▽ | Embed ▽ | No License
96

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

v1.1:
 * ADD: Fake 3D depth "auto-scaling" of Actors (affects size and walk speed to simulate distance)
 * ADD: Now made "Scale" an Actor/Obj property
 * ADD: Actor path-finding now more precisely walks to target point
 * ADD: Added offset X,Y position for talking overlay sprites
 * ADD: Actors and Objects can now have animations (via do_anim())
 * ADD: Can now specify default verb for clicking on inventory items (e.g. LOOK-AT)
 * ADD: Skip current dialog (left-click/Z)
 * ADD: Skip cutscene (right-click/X)
 * ADD: Added UI settings properties (for easy custom UI theming)
 * CHG: Auto-depth actor scaling is now on by default
 * CHG: New UI settings properties must be set on game start-up
 * CHG: Refactored do_anim() function's anim_face param is now face_towards
 * CHG: 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)
 * CHG: enable_mouse property removed - now always on by default
 * FIX: "Walking to Object, then clicking diff Verb does latter"
 * FIX: "USE" display (and also sample Game "bucket" logic)
 * FIX: Hover obj display when executing
 * FIX: Error if specify invalid sprite state
 * FIX: Issue for actors without walk anims (defaults to "idle" anim)

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

v1.0:
 * Initial release

P#39680 2017-04-15 03:38 ( Edited 2022-04-26 06:15)

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