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:
-
CODE & ART: Paul Nicholas ( @Liquidream)
-
MUSIC & SFX: Chris Donnelly (@Gruber_Music)
Originally created for #LD40 Compo,
but now finished and re-entered into @egordorichev's "Christmas Jam"
RELEASE HISTORY:
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:
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:
- Code, Art, Animation, Music & SFX: @Liquidream
- (Obviously totally in homage to the original Another World, created by the ridiculously talented Eric Chahi)
- Many thanks to @enargy for his "Vaca" Vector animation engine for PICO-8
RELEASE HISTORY:
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:
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:
- blokatt's "fire" tweetjam
- Zoom Counter by RhythmLynx
- Krystman's "Screenshake and Fading" sample code
- Big numbers in PICO-8 (Felice, NuSan, et al.)
- ...and of course, "Funky Shit" by The Prodigy (sorry if I butchered it!)
RELEASE HISTORY:
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:
- AdventureJam Home
- AdventureJam FAQ
- AdventureJam Resources
- SCUMM-8 (GitHub Home)
- SCUMM-8 (Wiki & API)
Good luck! :D
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
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
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
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)
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