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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)

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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)

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Cart #39678 | 2017-04-15 | Code ▽ | Embed ▽ | No License
101

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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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)

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Cart #36300 | 2017-01-22 | Code ▽ | Embed ▽ | No License
16

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)

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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)

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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'!)


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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