

Been messing about trying to sort out a psuedo-3d view for a dungeon exploration game, I put together a loose working prototype of the game. Combat goes through without being able to read it properly but it's functional albeit very limited.
The completion point for the demo is to make it down the next ladder.
UPDATE 1: There seems to be a bug with the uploads right now, it's getting stuck in the bootup sequence even though runs perfectly fine locally. Will try and figure out the cause when I upload a new version.
UPDATE 2: Still can't figure out why it's failing to start :/
UPDATE 3: Mostly finished the demo levels, though still can't figure out why the game isn't booting in bbs.


This is some work I did on creating some more fancier looking shadows, which could either be a rectangle version (thanks to @2darray for extra help on that) or using any shaped size or coloured sprite to use as a mask for the shadow effect.
I'm sure with using some additional math and tline you could probably create a lovely dynamic lighting effect with it too.
Press X or C/Z to see the other two tinting types in action. CTRL+P to see the performance hits.
An in-progress/demo of a puzzle dungeon crawler I've been working on.
4/2/24: Got major elements in now, just need to get LOS and enemy movement sorted out before doing SFX for various bits.
7/2/24: Added in event triggers, splash screen, tweaked screen wipe, item handling/classes, and redesigned tutorial levels and demo levels.
8/2/24: Tweaked event triggers, collapsing floors only collapse after you walk on them and monsters move, added teleporters and appearing/disappearing walls, creatures on impassible tiles at the end of the round die instantly
9/2/24: Added basic AI for creatures (still missing LOS code), additional description for classes, a turn counter to track speed and to control dungeon elements





Created by a 6 1/2 year-old, after the creation of her first game idea she wanted to do a runner style game inspired by another game I created, Hanukkah Runner, which she plays off and on. This time not only did she come up with the entire concept she also did a few of the graphics and was a lot more involved in the design aspects, acting as the art director too.
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Designed by a 6 year-old, the whole game was put together in a couple of hours after she asked me to create a game with her. The entire idea is hers, the terrible rushed code is mine.
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So this had bugged me for a long while for binary versions of games, how to load in data while the game was running using the serial connection. I had a quick look for examples but couldn't find any, so if anyone else is struggling with how to do it then this code might be useful for you.
To test it down download the code and run it. You should be able to press X to generate some data to your clipboard (or swap code add in printh command). Save that as a text file. When running just drop the file in and you'll be able to see the data being loaded into memory.
You can tweak a few variables to load in anywhere from 0xf to 0xffff.fffff values which you can then post process to have loaded data for your game.
Hopefully this is of some use to someone struggling out there. For me, I'm going to use it for DLC content
NOTE: This doesn't work with BBS games, and when using HTML versions would would need to mess about with the template load it it in that way. This is just purely for binaries or when developing.
Edit: Beta is now closed and the final game is now here
I've been kicking around the Pico-8 community for about a year now creating games under NerdOfGamers/RyanCavendell (depending on where you might frequent). I'm currently trying to set up the infrastructure to automate a community game jam using Lexaloffle's Edu version. So I'm looking for sign-ups for the Beta to make sure all the automated systems are working in real life as I'm anticipating potential problems (already done testing myself and seems stable but that will only go so far).
If you want to make a small game together with the community and help beta test this then the sign-up form is here > https://forms.gle/dzwgUiGXGebsnhTd7 < with text from sign-up form below

Decided to use Pico8 to lay down the initial design work for an RPG designed for the Thumby which runs using the RP2040 chip. This means I have 264kb (actually probably 232kb) RAM to work with, about 1.5mb of disk space, and a 72x40 screen. So I restricted the display area and made use of poking in an 8x8 font to simulate a lot of the final look of the game.
Version 0.1a is just about pre-alpha, as you have an endless dungeon to explore (max size 10x10) but no victory condition quite yet. There is still a few bits and pieces to finish off, code to tidy up but it's coming along.
Version 0.2a is now pre-alpha. Added in graphical updates, hooked in most abilities, added in some more user feedback, balancing is faaaar from done yet. There are likely still be be some bugs floating around as I haven't gone through a complete bug test yet.







A 0-4 player minimalist 4x strategy game
9 maps to choose from plus a random daily map
Capture bases, farmland, and factories to increase your income
Use science to improve your chance of winning battles
Capture all bases to win the game
Optional fog of war
Rounds last between 2 to 10 seconds based on settings
Based upon the ZX Spectrum game Viking Raiders by Mark Lucas
Completed:
- No game crashing bugs
- but if you do find any strange behavior let me know so I can fix it
- 1 to 4 human/cpu players
- Menu/Enter to reload game
- CPU only game will play by itself for you to watch
- Guide to graphics alike to original
- Seasons
- over about 30/40 turns water will freeze and unfreeze
- catapults and army units can move over frozen water
- boats can only move across unfrozen water
- any land units found in unfrozen water drown and die
- Army units
- can board boats
- can get drunk (drunk units move by themselves)
- can pick up gold
- can recruit/sober drunk army units
- can recruit empty boats
- can destroy adjacent occupied boats
- Boats
- can only move when units onboard
- can only move on unfrozen water
- can recruit empty boats
- can ram other boats to sink them
- Catapults
- uses ranged combat
- cannot directly fight
- Victory conditions
- defeat all the enemy castles
- requires an army unit to attack castle
- game ends when no other players remain
- short delay to give player chance to review
- defeat all the enemy castles
- CPU AI
- ai is easy to beat, provides minor challenge
- picks random choice of:
- return gold (priority action)
- board friendly boat
- target closest enemy castle
- target closest enemy unit
- target closest drinking horn
- target closest gold chest
- (catapults only) move away from enemy units
- (boats only) head towards enemy castles
- SFX
- killing units
- converting units
- defeated castle
- sinking boat
- firing catapult
- minor generic actions
To do:
- Fix any reported bugs
Known bugs:
- Deferred: AI finds it hard to move boats upwards when blocked with land
I had intended for this to be a quick side project but it took longer than expected so code got a little spaghettified in places but it still works, but far from optimised. Barring any major/minor reported defects, or any later tweaks, v0.8 will likely be the last version. When I'm ready to move to completed cart I will update version to 1.0.

Created a Christmas themed game, pretty basic gameplay but with ramping up difficulty with each level. The quality of the coding isn't great as I haven't wanted to particularly devote a lot of time to the project, just slapping the code together to make it playable over producing good quality code as it's more a side project.
Currently my own personal record is level 9 with a high score of 322.
Update: Found a bug, so fixed it.

Second game created using the Pico-8 fantasy console. Loosely based off the board game Heroquest with some adaptations and workarounds for the limited space. 4 different characters, 6 different levels.
Update: Added in a bunch of quality of life changes when inside the game so you have a better idea of what's going on. Changed the scenario around so hopefully a little more epic (and difficult) ending to the 6 levels. Uses a different cart ID as removed one item so items got renumbered. Unless any major defects are present should be last version (speaking of which, I think there might be a random bug with the ambush code which I've not been able to track down yet).
Update 2: After the last update including Split(), I reworked the code a bit to allow music and sound effects.




Got my entry sorted out for Ludum Dare 46, first time in a while since I've posted a game.
Also my first cartridge I've posted here since I picked up Pico-8 a week ago.
Hope you enjoy.
Update: Spent the past month revising the game into v1.2, tutorial and additional feedback are provided in game, as well as 3x3 and 4x4 map so you can choose your difficulty. Removed the rest of the post so as not to clutter things up. Should be final update unless bugs are found I missed.
