a pcm synth tool!
click the notes to play them
you can replace pcm with any C3 note and itll work!
edit slp and elp for looping! (slp = start of the loop, elp = end of the loop)
(you can also play the notes with the keyboard)
(it uses famitracker keybinds)
A collection of all my PNP mods!
original pnp: https://www.lexaloffle.com/bbs/?tid=42715
an upgrade of my submission for Tweet Tweet Jam 6!
use the left and right arrow keys to navigate yourself through the tower to get the highest you can
be careful; the platforms desolve over time!
you can jump on red/green platforms/springs to spring up higher
you can collect coins by jumping on the platform they are on
use the coins to buy skins
there are more platforms that do different things
turn on classic mode in the pause menu for only coins and platforms
disclaimer: i have never played doodle jump or games of that genre, so any similarities are purely coincidental
original jam submission:
He Get Up is an infinite auto-jumper where you jump through a tower to get the highest you can. Use arrow keys to move.
itch.io submission: https://itch.io/jam/tweet-tweet-jam-6/rate/1104848
The main map for my super meat boy demake
Use arrow keys to navigate
Z or X to select a chapter
(there is only currently forest light and dark)
original post: https://www.lexaloffle.com/bbs/?tid=42090
edit: this project is discontinued
source will be uploaded to my discord server at #pico-8: https://www.discord.gg/FsYGwsD
This is a demo of a demake of Super Meat Boy
1 remix of a song from the original soundtrack
all made by me
hope you enjoy
(there will be more as well as newer versions)
if you find any bugs please tell me and i will do my best to fix them
Left and right arrow keys to move
Z to jump
arrow key and Z on a wall to wall jump
-saws have smaller hitboxes
-fixed Meat Boy's hitbox when colliding with a wall
-fixed some wall and floor collisions
-gave animations to bandage girl and meat boy
--gave the sawblades animations (thank you dylan for the tutorial on animated map tiles https://www.youtube.com/watch?v=MkXeXYPF2pw)
--there is a chapter select now: https://www.lexaloffle.com/bbs/?tid=42345
--made dark world (new music coming soon)
--fixed bug with top right collision
edit: this project is discontinued
the source will be uploaded to #pico-8 on my discord server: https://www.discord.gg/FsYGwsD
So, this cart generates a random pop art picture from pico-8's 32 colors and 4 preset pictures.
This cart's data is really messy, so only use it if you have a lot of spare tokens in your cart.
Re-run the cart whenever you want a new picture.
So you know how half of the sprite sheet is shared with the map? Because of that, usually I use the half for the map, one spritesheet tab for sprites, and one tab for map tiles. Well, I just figured out that in doing so I dont use 1/4th of the tile data. This program I made uses the 1/4th tile data to flip the map tile. I will be making a tool to use this easily soon.
Code to import:
function _map(x,y,sx,sy,celw,celh,layer) local x=x local y=y local celw=celw local celh=celh local layer=layer --not used yet if x==nil then x=0 end if y==nil then y=0 end local sx=x local sy=y if celw==nil then celw=16 end if celh==nil then celh=16 end for i=0,celw*celh do tile=mget(x,y) if tile<64 then --first tab flipx=false flipy=false tile+=64 elseif tile>63 and tile<128 then --second tab flipx=true flipy=false elseif tile>127 and tile<192 then --third tab flipx=false flipy=true tile-=64 else --fourth tab flipx=true flipy=true tile-=128 end spr(tile,x*8,y*8,1,1,flipx,flipy) x+=1 if x==sx+16 then x=0 y+=1 end end end
The code uses the 2nd spritesheet tab for the tiles.
Call _map() whenever you want to use the function in your game.
Mod of Noel Berry and Matt Thorson's Celeste: https://www.lexaloffle.com/bbs/?tid=2145&pid=11722
You can't jump
Your legs are broken, and you are tasked to climb a mountain. All you can do is dash through the air and jump off of walls. Can you reach the summit?
I'm trying to create a game where there are multiple enemies on the screen at once, but I can't find an easy way to store the enemys' position other than to create a million variables. Is there any way to avoid this?