Lava Joe is a fun game to play to kill time. Its simple gameplay loop allows you to play it while putting most of your focus on something else, and that's exactly why it's my go-to game to play on the side while doing stuff such as watching YouTube and things like that. However, over time, certain things in the game started to bug me, and while it was fully understandable that the game wasn't the most polished thing in the world as it was made for a game jam, I still had a little voice in me telling me to change it to my likings. And so, recently, I did just that.
The main issue that bothered me was the fact that all enemy types give the same amount of points(50). To me, this makes no sense as the later enemies prove to be quite a pain to deal with before the lava flood gets you. As such, I have modified the system so that starting with the snake, each new enemy would give an extra 25 points for its defeat. So, the little blue guy is still 50 points, the snake is 75, etc.
Next, I added something completely unnecessary, that being a slam. Pressing the down button on the DPad will now immediately turn your vertical velocity to the minimum it can be, sending you straight down. This can be useful when you've just jumped to get an item and the lava flood is very close to you. In such a scenario you can slam and quickly get to the ground, saving you some time to jump to the next platform.
Expanding on the slam, I also added a stomp. A stomp will occur when you slam into an enemy. A stomp will immediately kill any enemy, but will give you significantly less points. Jumping within 5 frames of a succesful stomp will double the jump height, allowing you to skip a platform. This mechanic is especially useful if the lava is about to catch up to you and you need a quick boost to survive.
I've also made the camera shift slightly with the player's horizontal position to make the camera feel a bit more dynamic.
This is the version I've been using for the last week or so, and personally, the scoring fix and the added mobility have made the game a lot more fun for me. You may prefer the original, and that's fine, but I hope you still enjoy this version of the game. Cheers!
I'm working on a version of VMap which fits into a Pico 8 Education Edition cartridge (for showing to my computer science class). This, of course, required a significant amount of minification to fit into the encoded 2040 character limit. I did, however, manage to do this with a combination of hand written changes and using Pahammond's GEM. However, when I try to save to @url, it provides me this error:
I may be misunderstanding the way URL saving works, but you can clearly says that it failed, even though the character count is below the limit. Apart from the code (found below), I have a single 24×16px sprite located at sprite 0. I would appreciate if someone could help me out here.
I decided to mess around with trig functions and came up with this. It's simple, but looks fairly convincing in my opinion.
The code is a mess, I should probably fix it sometime soon.
I am working on a productivity suite of sorts for PICO-8, and this is the very early version for the text editor.
The bug comes from scrolling with up and down. To reproduce, do the following:
- Type some text on the top line, press enter
- Type some text on the second line
- Scroll as far down as possible
-
You should see the entire second line.
- Delete all
- Leave top line empty, press enter
- Type some text on the second line
- Scroll as far down as possible again
You should now see that the top two rows of pixels of the second line are not visible.
My code does not measure the length of the text, but the length of the table containing all lines, separated by new line characters. I have tried to debug, but that has not yielded any results.
Decided to extend Finale, and add a bit of a better animation. It evolves as the music goes on, so watch until the end. Enjoy!
So, as demonstrated by my recent post, I have finished my Pico-8 album, noclip. Now I want to export all the music from the cartridges. However, the exporter for music only exports one pattern. If you select multiple, it will simply export the one you just clicked on. Are there any tools made by the community which can export all the music from a cart and reconstruct it? Cheers in advance.
This is the sixth and final song in my album of short Pico-8 songs, noclip. Enjoy!
I've decided to have a go at developing a Portal/Portal 2 fangame since I'm a big fan of the series. This is the first public version of that, with most of the core engine code finished.
For those wondering, this takes place in the very, very early version of Aperture Science Innovators back when the facility was essentially a spiced up salt mine (hence the name).
Arrow keys to move, (X) to interact.
I've looked around and found out that literally no one has posted anything about attempts to implement BASIC on the PICO-8, which honestly kinda disappointed me. BASIC is, well, basic, so I would have thought someone would have at least tried to implement it... and now I want to do it.
Thoughts?
This brings up an error at line 21. I genuinely have absolutely no idea what it means.
Say a player has a way to design a custom painting in a game. This painting should persist between playthroughs, and be stored on the spritesheet.
I know that this should be done via cstore(), but I simply do not understand how.
function painting() -- code for modifying sheet through sset() here -- cstore(A,A,L) end |
What I actually need is the values for A and L.
Cheers in advance.
Decided to make a game about exploring a bunch of islands. Obviously needs a lot of work, but it's a start.
Hold S or (<) P2 to see the map.
Use P1 arrow keys to move.
Hold X or (X) P1 and press any of the P1 arrow keys to place/destroy a platform on water.
To do:
- Add Scenery (e.g. trees, plants, etc.)
- Add crafting + resource management
- Make music
- Make player look not trash
Decided to make a little 64x64 RGB display. 64 colours in total, which means 64x64x64. Neat.
Anyways, yeah. I've messed around a bit, and found some interesting colours. This probably won't be used at all, but it was fun to make, and I'm proud of it.
Decided to arrange some of the colours from the 32 colour palette, and this was the result. It consists of four gradients. Every colour has been named by yours truly to give some inspiration to the uses, but you can really use it for anything. If you use this for anything, please comment here! I want to see what you create with the colours.
EDIT: Due to SPLORE attempting to preserve explorer colours to keep visibility, it has sacrificed some of the colours in the label preview on native PICO-8. Not a bug, but I'm saying this just so that people don't get confused.
Long winded explanation:
UPDATE 0.2:
- A bit more content to show possible use cases
- Implemented scrolling with mouse wheel with @Einstein2's tips
- Now shows mouse
I decided to make a simple class implementation. Here's what I managed to come up with:
function class(c) name=c[1] _𝘦𝘯𝘷[name]=function(...) local initargs={...} local obj={___fnccore={}} for k,f in pairs(c)do if type(f)=='function'then obj.___fnccore[k]=f obj[k]=function(...) obj.___fnccore[k](obj,...) end end end obj.__init__(unpack(initargs)) return obj end end |
The (preferred) syntax to use this with looks like this:
class { 'classname' __init__=function(self,args) -- Stuff goes here -- end, -- Other functions here with "self" or something like that as the first argument -- } |
Here's an example:
class { 'printer', __init__=function(self,a,b) self.a=a self.b=b end, thing=function(self,c) print(self.a..self.b..c) end } test=printer('one ','two') test.thing(' three') |
The output for the above would be:
one two three |
Here is the cartridge containing the above example:
Feedback would be nice!
My test for a smooth camera system. I plan to integrate it into a FNaF style game. Feedback is appreciated!
I've decided to make a horror shooter. This one has easy to expand multiplayer. Just add as many new_player() statements as you need!
Update 1.1.0:
- Added map loading from-sprite
- Fixed a few bugs
So, as most of us know, .p8 cartridges consist of sections. lua,gfx,map, etc etc. Well, I found this other section named gff. I just wanted to know what it did, since it doesn't seem to directly correlate to anything you can edit. I'm just asking since I'm making a cart generator in Python so I need to know if gff is an important memory region.
View Older Posts