This is a quick little experiment whipped up in about two hours. It's janky and the code is bad (I got lazy) but even though it didn't turn out like I wanted, I think it's still pretty fun to look at. Enjoy!
Disclaimer: This is a trash game made for the joy of making, much in the same vein as Bert: Get That Sports! So don't play it if you're looking for a real game, and also maybe don't play it if you have epilepsy problems. I dunno.
Many thanks to Qbicfeet for the great sine shift effects. Please go look at his stuff.
Of course, a great thanks to Sicklez who created the inspiration for this nonsense, SCRIMMY BINGUS FAMILY EDITION. It's a great game.
And thank you, for subjecting yourself to this.
A lot of stuff, but mostly background. I'm trying some new stuff with entity processing.
UI improvements. Hold the down key to access items.
Generation improvements and visualization.
Something interesting, hopefully.
This is a work in progress randomly generated marble game. I have to shout out Eggnog, who made the excellent game PicoPutt. You should go play that, this game is only possible because of his excellent collision methods, and it's not nearly as good.
A tiny musical loop. While it's not particularly pleasant to listen to, I think making it helped me learn a lot about how Pico-8 music works.
Trying out an idea.
Well, I stand corrected. If you only process the necessary parts of the screen and fake the rest, you can get the effect to take up much less CPU.
I was reading the Dank Tombs articles by Krajzeg and decided to see how far I could get with what I know. I cheated and used a smaller screenspace at 30fps, but not even that could save me from CPU overload...I want to get this effect running well enough that a game could be played using it, but I think at some point to go any farther I'll need to delve into more complicated things than what I'm doing.
Two Minutes To Sunset
You have a city full of people to evacuate and only two minutes to do it before the sun sets and zombies swarm you. Use your helicopter to evacuate the civilians and hold off the zombies with soldiers, snipers, barricades and missile strikes. Play with either a mouse or the standard controls, whichever suits you best! Enjoy RTS-esque gameplay in Campaign, Free Play and Siege modes, with 8+ maps to battle across. Also, George Washington is there!
This game can be played with a mouse, or with the standard Pico-8 controls. When using Pico-8 controls, the D-Pad moves the cursor, O left clicks and X right clicks. Left click to interact and place things, Right click to clear whatever you're interacting with.
The current version is 1.0 and features the following:
Previous versions can be found Here.
It's been a while! Here's the release version. I think it's pretty reasonable. I didn't manage to implement bucket sorting, but if I revisit the concept that's something I want to tackle.
All of the buttons are now functional....I think I am going to call this game Pico Zombie Smasher. I tried to wrap my head around the bucket sorting thing, but it's beyond me...for now.
Ninja-edit: There are some bugs that have cropped up as a result of the new Dist()...but I hope to squash them given time.
I used Fred72's advice for distance checking (thanks for the help, Pico-8 Discord!!) and received a significant performance boost! I can fit more entities onscreen at any given time, now. The bucket sorting thing (I think that's what it is) is another beast entirely...hopefully I can implement that as well.
At this point, I feel like this is pretty obviously a loose demake of Atom Zombie Smasher...so I may do a play off of that for the final name. The gameplay in this version is nice, I feel like. It will probably be better once I implement fred72's advice.
Now you can set down a signal, post soldiers and create barricades. I'm quite pleased with how this is looking, even if the entity counts are lower than I would've hoped.
This is a neat little zombie apocalypse sim thing. I think I'm going to try and make it into a proper game.
Ninja Edit: 4.1 release because I accidentally left in some stuff from testing that made the only event that ever occurred Orbital Strike.
I've hit the token limit, so this seems to be as far as I go, unfortunately. I think it's pretty nice, and dw817's image compression code is to thank for the title screen (thank you!). I may try to optimize this a bit before I release it for real, with the proper title image, since I'd like to add more.
Honestly, I don't even know what to put here. General polish and improvement?
A new enemy type, power ups, and Parallax scrolling background effects. Good stuff.
You can now run AND gun, as the title implies you would be able to. There's a proper menu for multiplayer now, and the game weights different enemies differently (it can spawn 2 wasps for the price of 1 zombie, for instance) and there's just generally a lot of improvements. I swapped the O and X keys because at least on my keyconfig, it felt more natural this way.
It's a run-n-gun type game with support for 4-player coop. Pretty rough right now, but playable enough that I thought it'd be worth getting feedback on.
D-Keys to move/aim
O to jump
X to shoot
Use the menu (Enter) to add additional players (more than 4 is allowed, but not officially supported), enable debug statistics and freeze the game for preview images.
This is a game I made for the fun of making it. It's bad and short. It's about Bert Sampson getting his sports.
Good luck figuring it out.
A big thank you to Lenstar Productions for their inspiring game, Bart Bash.
Uploaded for the Pico-8 Discord to have a look at. A very WIP thing I've been trying to turn into a game concept for a month now.
Death is not the end of this knight's quest. This is a short demo of a game I've been working on for a bit now.
Directional Keys move your character.
Hold the O Key to charge up, release the O Key to attack.
Hold the X Key to use your shield. The shield recharges when not in use.
The current version is 1.0 and features the following changes:
Thank you for playing my game!
A short litttle "game" about a roomba in a decaying world. I made it while thinking about the short story, There Will Come Soft Rains, by Ray Bradbury. In this game there's really nothing to do but watch it happen. You control the Roomba, but that's it.
It's snake, but fancy looking! Eat the apples and help the snake grow.
Left Key and Right Key to change the angle of your snake. O Key and X Key in menus to select options.
The current version is 1.0.2 and features the following changes:
+fixed an issue that allowed the apple to be placed in impossible locations on level start.
Previous versions can be found below:
+fixed a mistake that caused one level to be an instant failure.
+fixed endless mode allowing selection of duplicate maps.
Thank you for playing my game!
You've stolen the blueprint to the most powerful weapon in the galaxy, and The Empire wants it back. How far can you make it?
Directional keys to move.
Pick up loot to increase your score and powerups to repair your ship and improve your guns.
The current version is 1.0.1 and features the following changes:
+fixed music not playing after beginning a game.
Previous versions are below.
Thank you for playing my game!
Testing out some ideas.
Just the barest bits of the beginning of a game here. Uses the mouse to aim, Z to shoot.
Just a lot of map stuff done here. You can also collect a Health Up item, but that's it.
The first dungeon is complete and can be played to the end. The boss is fully finished and gives you the boss item as well. Crates can now be pushed by walking into them, in addition to the existing slash-to-move functionality.
The first dungeon is all but done. You can collect bombs, use them and fight an almost-finished version of the first boss. Hold the X button to see a summary/item select screen.
Very little has changed here, but the effort put into understanding the math that makes bullets target you was monumental.
More work put in..
Still working on some stuff, but the layout of the first dungeon is in and waiting to be finished.
A lot more is functional in this, but it's still pretty empty. Flip() is a cool thing.
A bit of a Zelda-esque thing in progress. I've mostly spent time setting up the systems that will support the game, so it's basically an empty box right now.
My computer recently died and I lost a substantial amount of work on this game. I may return to this at some point, but it's unlikely.
I'm gonna have to change up how the gun works to preserve framerate, but that's okay.
The basic bones of the game are here. It needs more to be fun, but we're off to a decent start, I think.
I recently played Hybris (or is it Hibrys, I can never remember) and was extremely impressed by the gameplay and graphics. This is definitely inspired by it. Right now it's super unfinished, but the end goal is to be a game where you clear out randomly placed infestations from a giant facility.
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