A game inspired on the classic Slap Dab for the ZX Spectrum. Only 559 chars of code, so it fits in 2 tweets. Due to reaching 560 char limit, many features have been removed. But hey, there's still a room you have to paint, angry monsters that spawn close to you and chase you. Monsters can only move over painted tiles. Have fun!
Trying some simple procedural terrain/cave generator. Results should look like Voronoi volumes. It's using random points, so generated terrain/cave is often pretty ugly.
k for a new one.
I'm learning Voxatron 0.3.5b API
Not sure if anyone else has ever created a vanishing cheese in Voxatron before...
K resets the cheese. Have fun!
Recently, I had an idea about a game in which you use a boomerang to freeze swarms of enemies. I thought I could make it in less than 560 characters (and submit to TweetTweetJam) but I was wrong. At least, it wasn't a complete failure, as I found the boomerang mechanics rather interesting. So I supposed I could share my experiment to get some feedback or suggestions about implementing something similar in a proper game.
The game is plain simple: survive as long as you can. You can freeze/stun your enemies throwing them the Legendary Boomerang of Ice. If an enemy is hit, the boomerang comes back to you. It also comes back when it reaches its maximum range. If you hit an enemy already frozen, the freeze effect is extended. As time goes by, new enemies pop up (frozen for a few seconds) and also their speed increases. A frozen enemy doesn't kill you but makes the thrown boomerang return to you. Different colours give information about enemy status. Enemies overlap because... because they want to.
A simple "test your driving skills" game in just 560 characters (two tweets). You control not one but two cars at the same time. You must keep both of then on road. Keys: S/F/Left/Right.
Sorry, I couldn't get it ready in time to upload this game to #TweetTweetJam. Anyway, enjoy!
This is my entry for #TweetTweetJam: a platformer game in 559 characters.
This is my first try at a metaballs effect in Pico 8. A bit disappointing: too much noise. Maybe I should consider using ordered dither instead of random noise. Doing internal calculations at a higher precision and then converting to 16 colors is also an option, but no way to make it work @60fps fullscreen.
I have just noticed there's a previous cartridge which did a very good job drawing metaball outlines: Metaballs (Demoscene Effect) by samuelks
ZX Spectrum allowed enabling XOR pixel operation for drawing routines and text. Some interesting interference patterns could be achieved this way.
Recently I've been trying to overlay several gfx layers in different ways to get something useful.
Well, this is what you get when you combine layers using OR binary operator... bitplanes!!!
This small Pico-8 tweetcart280 (278 chars in code editor without comments) is my homage/demake of Spike Dislike by Jayenkai. You can find the original one and lots of other games he has made here: agameaweek.com
I'm new to Pico-8. I've been learning from the great carts very talented ppl publish here at Pico-8 BBS. I've just seen a demo doing pretty colorful spirals and wanted to test myself doing something similar in a per pixel color fashion.
The code is a pretty slow unoptimized version without look up tables or palette reordering, but, hey, it works!
Use left/right/up/down to tweak parameters.