My entry for the TweetTweetJam 4 game jam -- a game that fits into two tweets. The code for this game is 559 characters.
- Avoid the green meanie.
- Shoot it to score points.
- If you miss, the walls close in.
- Move: arrow keys
- Shoot: X while moving
What's the highest score you can reach?
Escape from Vandermonde by finding your way through the passages to the teleporter. Avoid the robots that patrol the passages or program them to help you.
There are 14 levels of exploring, puzzle solving and action, all intertwined on the one large map.
Gameplay is introduced within the game. You can choose any level to play at the title screen. However, to beat the game you have to play all the way through from level 1.
A physics-based puzzle game with fifteen levels.
Guide the ball around obstacles, to the target.
On the title screen, use the arrow buttons to select a level and O or X button to start play. You can quit a level and return to the level select screen from the pause menu. Gameplay is explained by in-game instructions.
Scoring is like golf: the fewer shots required to hit the target the better. Best scores and times are persisted.
Levels can be played in any order. However, earlier levels introduce game elements used by later levels.
If you're interested in designing levels, let me know in the comments and I'll write up how to activate and use the level design mode.
A board game.
The goal is to trap the other player on a single square.
On each turn, the player can move their piece one square, causing a hole to appear beside their opponent, or jump their piece two squares (possibly over a hole), leaving a hole where their piece was.
There are different options for play:
- two player, one controller (pass the controller back and forth between turns)
- two player, two controllers (each player has their own controller)
- one player, easy AI
- one player, challenging AI
You can choose from a number of board layouts. If you download the cart is easy to add your own board layouts with the sprite editor.
In the menu, use the direction buttons to move between menu entries, and the X and O buttons to cycle through the options of menu entry, or perform a menu action.
In the game, use the direction buttons to move your piece, or hold down the X or O buttons and use the direction buttons to jump your piece. Use the pause menu if you want to abandon a game and return to the title menu.
Gameplay screen shots:
Drawing a board layout in the sprite editor:
I'm loving coroutines -- they make it so easy to write complex animations and user interactions. But without error stacktraces, debugging them is a nightmare. What's the plan around this? Can we expect a new version of Pico-8 with better error reporting from coroutines?
Rocket Rivals, a one-button multiplayer game of brinkmanship.
Each player has a single control button that controls their thrust. Players earn points by flying higher than the other players, but lose everything if they hit the laser beam top of the screen.
Each match lasts one minute.
You can choose active players and their characters on the title screen (at the moment only controller 1 navigates the menu).
- uses @electricgryphon's fast triangle drawing function
Each ball is drawn in the same colour (brown) but it appears red, green or blue depending on which colour stripes are drawn over it.
Inspired by an image shared on twitter. (See https://twitter.com/testingham/status/1139558284631789568)
I thought i'd see if pico-8 can create the illusion even with its limited palette. The answer is: yes it can! :-)
And unlike an image, in pico-8 you can read the source code to confirm the illusion acts as stated.
I’m trying to print text centred around a point.
At the moment my code offsets the x coordinate by half the width
of a string in pixels, calculated as (4* #s)-1.
This works fine for
alphanumeric text but is wrong when the text contains glyphs.
Is there a built in function to help achieve this?
Or do I need to examine every character when computing the pixel width of the text?
An arcade/puzzle game that will challenge your reactions and your wits.
Tap the bubbles that contain a divisor of the number shown at the top-left corner of the screen. When you've tapped them all, the number will increase and more bubbles will appear.
But time is running out. A wrong tap will cost some time. A successful tap will gain some time. Can you get to 100?
This game uses Pico-8's mouse/touch input.