Author of gamebooks, producer of films. @pingo on Twitter. PenguinComics.com and PenguinFilms.com for more info.
Remember SAM? (https://simulationcorner.net/index.php?page=sam).
Would it be possible in some way to use the white-noise for samples and/or digi-speech?
I'm not talking about a full-blown conversion of SAM (https://github.com/s-macke/SAM), but maybe a smaller version. Also - shouldn't it be possible to use at least 3-bit samples on the PICO-8? (https://gist.github.com/munshkr/30f35e39905e63876ff7)
I'm not the person to dive into this, but maybe someone else might be able to do some sort of conversion of the above. Personally, I would really enjoy being able to have short/small samples and make the Pico speak!
Got an idea for a chase-game... Mine Train!
- Try to reach the end of the mine and not get caught by the monsters or killed in some other way...
- Spiders from the roof.
- Tentacles from the broken underground.
- Deadly holes in the train track that has to be jumped over (yea, the cart can jump) :)
- Gain speed by picking up dynamite and throw it at the monster chasing you - and at the same time extend the distance to the chasing cart.
- And other stuff I guess... :)
Suggestions on everything welcome! Code help most welcome! ;)
So... dumping this stuff here, since I will never be able to actually do anything with this myself. Maybe someone else will be able to actually port this?
Short story long:
Back in 1984 I got my first computer (a VTech Laser 210), and it kind of stuck with me since then. So when I discovered some forums and stuff on that back in 2002, I made this stuff for a Barbarian port (which, as you can see, was going to be a collaboration together with Frontier and GOTO80 btw):
The Laser 210 has a high-res mode of 128x64 (wow!) with 4 colors. Yeah, the PICO-8 is waaay cooler! ;)
So today I ported most of this for the PICO... not completed, and the logo is messed up since I wanted to conserve sprites by re-using A and R (and it's not really working... yet...). The snakes need a lot of work, etc.
But, it seems it's possible to push most graphics into the PICO, and I think it should be possible to build the three fight areas too.
This is what the three areas looked like in the original Commodore 64 release (back in 1987):
And here is my PICO-8 version from today:
If anyone wants to have a go at it, I can try to complete the graphics... :)
Here's DIAMOND GHOST!
A 64x64-game, quickly made to learn how to do smtng in lores.
Arrow keys to control the ghost.
X to start game.
You only have three moves. Use them wisely!
You will gain a new life if you catch a diamond and have less than 3 lives...
Have fun! :)
Played around with YellowAfterLife's char-functions, and ended up creating a C64-sprite-font at the same time...
I guess this has already been done a thousand times here, probably much better than this... but I just had to do my own version.
Any help with minimizing/optimizing this further would be cool.
Thanks also to Lumiette for the inspiration. :)
Inspired by the TweetJam-thread, I tried to make a small game myself - but I ended up at 594 chars (though not optimized at all).
Anyone know how to make this smaller?
(It's an "Air Combat" Mini Game... try to shoot down the attacking planes - before they get you! Controls: Arrows and X to shoot. C to restart.)
"Low Nibble Overflow", by Pingo, 2018.
Original Amiga Pro-Tracker Module by GOTO80/HT, April, 1997.
My first take on covering GOTO80's stuff on the PICO-8. I've done some similar stuff on the BeepBox.co before, but this was actually a bit more difficult. :) Anyway - not the whole song, but at least it kind of works.
A take on the C64 game Break Dance from 1984 ([youtube]https://youtu.be/9fT-zK_Kvzc[/youtube]).
Tried to do something for this: elneil's "17 games in on", though I think it can be much more optimized than this. :)
My 2nd game so far on the Pico-8, so I'm still learning, hehe...
This should be playable though, token count 421...
Any ideas on how to improve it (make it smaller) would be great. Thanks!
Played around with some pixeling, based on the C64 version (by MrSid ).
Maybe someone wants to actually code this thing... :)
Should be possible to compress this to even fewer sprites - then of course, do all the other levels and stuff and the amazing animations...
Got PICO-8 yesterday. I had never even heard about Lua. I'm not a coder (as everyone can see) :) but I thought the whole concept was interesting. I grew up with the 64 (though my first computer was a Laser 210), so obviously this is great fun.
Mini Ronin was a first stab at this, to see if I could even make anything that resembles a game.
Have fun! (And yes, the music can be turned off with the down key!) ;)