Get as many blue detonators as you can.
Get the + for more weapon
Arrow keys / d-pad to move
Z / 🅾️ to shoot
X / ❎ to toggle direction lock
Arrow keys / d-pad to move
S, E, D, F to shoot
(we're cheating by using the 2-player controls because I honestly thought I would be satisfied with single stick, but here we are)
P: Pause Menu
From the pause menu you can swap move/shoot keys and turn on "autopause" for a more turn-based experience.
Made for 7 Day Roguelike Challenge 2023.
I wanted to take a screenshot and draw it back to the screen like a sprite.
This is useful for screen transitions, like in Bubble Bobble where you scroll up to the next level.
The nice folks on the Pico-8 discord helped me put together this, which copies the screen to 0x8000 (the extended map location in 2.4+). Then when we want to draw it we copy it over the whole sprite sheet, draw that like a sprite, then reload the original sprite sheet.
function _init() cls() -- make something to screengrab for x=0,127,8 do for y=0,127,8 do rect(x, y, x+7, y+7, flr(rnd(16))) end end target_x, target_y = 0,0 screengrab() end function _update() -- test we can draw the screengrab to a different place target_x = (target_x + 1) % 128 end function _draw() cls() -- copy to sprite sheet location memcpy(0x0000, 0x8000, 8192) -- draw it to screen sspr(0, 0, 128, 128, target_x, target_y) -- restore the sprite sheet reload(0x0000,0x0000,8192) -- debug where the screen should be painted to rect(target_x, target_y, target_x + 2, target_y + 2, 7) -- check we reloaded the sprite sheet spr(0, target_x, target_y + 8) end -- copy the screen to extended map location function screengrab() memcpy(0x8000,0x6000,8192) end
Other methods could be used like using memcpy to paint direct from memory - which would be a lot faster. This thread may offer some help with that.
If anyone would like to improve on this example please do. There's not a lot of posts on the subject that offer any working examples so the more the merrier.
The castle is yours - but first you must puke all over it!
Left / Right: arrow keys
Jump: Z, N, C
Puke: X, V, M
Left / Right: S, F
Jump: Left Shift, Tab
Puke: A, Q
Player 2 can join at any time by pressing the 2nd player jump or puke button.
2 players are not necessary to complete the game.
A dev-log for the game is here: https://twitter.com/st33d/status/1436396564046614529
stomp: down / X
jump: up / O
A turn-based-platformer-roguelike. The objective is to get a high score in 300 turns (10,000 is good).
Use your stomp to set rocks rolling, spikes falling, and bombs exploding.
Wall, Drill: 50
Wall, Bomb: 80
Gold Worm: ???
You get half-points for anything you destroy with your amazing stomp - find other ways to destroy stuff.
Please post your best score if you choose to comment.
Arrow keys to move. Z to wait. X to toggle menu.
Cardinal Ramship Pirate
You have descended into Bordered Space in pursuit of the famed Big Golden Chest. The area has many guardians but you have a time crystal and a pirate ramship...
Ram into other ships to damage them. Only the fastest moving ship deals damage.
Use the menu to change equipment - each provides different advantages and disadvantages. Scrap items to regain lost health and fuel - some will even increase your maximum health and fuel capacity.
Made for the 7 Day Roguelike Challenge, 2021.
Check out my other carts if you want just the code for the menu or physics.
I wanted a nice simple menu system for pico-8 so I decided to recreate an old UI I made ages ago in Flash (my game Red Rogue uses it).
The Cardinal Menu only uses arrow keys to navigate. The menu is made of branches. Each item in a branch points to either a string (providing a description panel), a function in your code, a new branch, or nothing (disabled).
The purpose of this system is to make it as fast as possible to build a menu and add options.
In the demo you can see what each option does and there's a demonstration of an inventory system.
The menu system alone is 712 tokens.
This is about as basic I could make it without adding too much noise to the code, but I welcome suggestions for improvements and optimisations.
A quick update...
Let's say you're in a shop and you have 5 gold. A sword is 5 gold and an axe is 10 gold. You want the menu to say the axe option is disabled. So now you can define a menu item that checks if it's disabled - you just point it at a function that gives an answer.
I also added a selection animation for input feedback and trimmed down my math. The menu alone is now 800 tokens but at least it's a round number and easy to build a crafting system with.
I maintained a tweet-log whilst developing this, if you're curious:
Arrow keys to move. Z or X to fire.
Walk into a gun to equip it. Collect gold / fuel / light / more guns.
The desktop build works with a gamepad plugged in (tested on Windows 10).
Cardinal Gun Prospector
You have beamed down your remote droid to loot the famed Monster Caverns. You only have enough juice to beam down a simple pop-gun next to you but plenty of weapons are left around from previous visitors. Get in there and loot as much gold as you can!
Made for the 7 Day Roguelike Challenge, 2020.
Been putting this together rather rapidly. Not only am I fast running out of tokens with no room for polish, I'm finding the gameplay a bit dull.
The idea is that you can only attack on higher ground. Same for the monsters. This is sort of interesting because it leads to a fair bit of dancing around to find a spot where you can attack. But I'm honestly just back-tracking whenever I meet a monster. Changing the numbers as a result of attacks keeps me and the monsters moving, but not in a way I find interesting.
I tried bigger maps with scrolling, but a grid of numbers trundling along is a great source of motion sickness. This idea seems better suited for a much smaller map. I'd probably make more use of the spells by virtue of accidentally looking at them.
Hopefully there's still time left in 7DRL to hack this apart and make something else. But I've gotten this far so I thought it fair to show what I've done.
What's a roguelike without some lighting? #7DRL is fast approaching so I thought I'd re-familiarise myself with pico8. I've ported shadowcasting before but someone on this forum has already done that for me. Unfortunately it's not in cart format where I can see it in action. So let's fix that.
I did some small changes:
Here's the url of the original post: https://www.lexaloffle.com/bbs/?pid=28780
Obviously I'm not looking at pico8's map, just one I've generated. But one could modify it to taste. I'm also being quite wasteful because I only need to iterate through the keys in "visible", but I wanted to be certain there were no bugs and this proves the point.
Left,Right to move.
Z,X to jump. Hold jump to glide.
Wanted to make something with the game-feel-onomatopoeia of "pak-pok". There's a lot of this in games (eg: Mario turtle shells) but the "pok" usually ends in death.
My last cart-game featured a lot of death so I felt like making something nice instead. But then I kinda needed spikes. Sorry. It's a little bit violent, but no one dies.
This game is built on top of the simple platformer engine I posted here: https://www.lexaloffle.com/bbs/?tid=35086
Thanks to the following for helping test the game: Mark Foster, Hafiz Azman, Dugan, Paul Jeffries, Martin Ferenc, German Gonzalez
Updated this page and rewrote the engine to use less tokens and be more extendable. Only saved 252 tokens sadly but every little helps.
A top-down-shooter metroid-like.
Cursors keys to move, Z / X to fire.
1 hour or less playtime, does not save.
This is my first Pico-8 project. Apart from the class definition (which I abstracted) I wrote the whole thing from scratch in 2 weeks of spare time. This meant it turned into more of a shmup odyssey than a metroidvania. I will have to listen to a lot of feedback before I know what weapons, monsters, and topography would have worked better.
Let me know what you'd expect from a sequel.