taxicomics [Lexaloffle Blog Feed]https://www.lexaloffle.com/bbs/?uid=54999
ChunkyRally
<p>
<table><tr><td>
<a href="/bbs/?pid=172377#p">
<img src="/bbs/thumbs/pico64_rallytron-2.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=172377#p">
rallytron</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=172377#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h1>Rallytron</h1>
<p>I really enjoyed driving in Grand Theft Auto San Andreas and wanted to get as close to that feeling as possible within Picotron. This is a soft first release to catch any bugs prior to a release on itch. </p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/RallyTron_5.gif" alt="" />
<h1>Learning the game</h1>
<p>All the courses are unlocked from the get-go, but you have to finish them with the Pinter to unlock the other cars. The on screen instructions can be toggled in the pause menu. </p>
<h1>Controls:</h1>
<p>THIS CAN NOT/HARDLY BE PLAYED ON MOBILE!</p>
<p>WASD to move your car/choose a car and race<br />
SPACEBAR to use handbrake/confirm<br />
CTRL to restart the game</p>
<h1>About the game</h1>
<p>Tinkering with sprite stacking is really rewarding, and I enjoyed it a lot. Have fun chasing the best times and your ghosts, do let me know what kind of cars and tracks you'd like to see in potential future versions!</p>
<h1>Credits</h1>
<p>The game wouldn't have been possible without freds72 efficient sprite rotation function. I also used xietanu's userdata based particle engine for the skid marks and a few of abledbodies SFX for the music.</p>
<h1>Feedback</h1>
<p>These are some of the questions I have:</p>
<ul>
<li>Do the cars feel distinct enough? </li>
<li>How long did it take you to feel "comfortable" with the controls?</li>
<li>What tracks did you enjoy/what would you like to see added?</li>
</ul>
<h1>Update 21.8.25</h1>
<ul>
<li>changed menu theme</li>
<li>made medal reveals respect your time</li>
<li>convinced the ghost car to come in on time</li>
<li>reduced camera jitter</li>
<li>revised the save system(sorry for your saves <3)</li>
<li>changed label</li>
</ul>
<h1>Update 25.8.25</h1>
<ul>
<li>added controller support</li>
<li>added Dusk map with two new tracks</li>
<li>added car lights</li>
<li>gave "Addo" a bit more "oomph"</li>
</ul>
https://www.lexaloffle.com/bbs/?tid=151046
https://www.lexaloffle.com/bbs/?tid=151046Mon, 18 Aug 2025 07:31:37 UTCCustom Pause Menu Template
<p>
<table><tr><td>
<a href="/bbs/?pid=170886#p">
<img src="/bbs/thumbs/pico64_pausemenu-1.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=170886#p">
pausemenu</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=170886#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>Hi! This is a pause menu template you can use as is or as a jumping off point. It allows you to shut down Picotron(useful for exports) and control the volume. It has support for sub menus and custom actions. It can also be controlled by two players, which is important for STEAM to like your game. It consists of four parts of which you only need to use three. </p>
<ul>
<li><code>init_pause_menu()</code> initializes all the important stuff, use it to customize your pause menu. All menu elements consist of a title and a corresponding action. e.g.:<code>{"Exit","EXIT"}</code>.<br />
it also declares a new global called <code>game_paused</code>. Use it to halt the execution of other update functions. Sadly we can't just stop the execution of the program due to our custom menu behavior. Use this function in your _init()</li>
<li><code>update_pause_menu()</code> handles the navigation. You can customize the inputs here.</li>
<li><code>draw_pause_menu()</code> draws the menu. Customize it however you'd like! One important note: It calls <code>camera()</code> to make sure that it is drawn in the center of the screen. It does automatically detect the resolution, though.</li>
<li><code>do_pause_menu_action()</code> is just a helper function for the update function. No need to use it yourself. It is only useful if you want to implement your own menu actions like maps, inventories etc.</li>
</ul>
<p>You should be able to just save this script and include it into existence. Do let me know all the bugs it causes!</p>
<p>Here is the script in it's best copy&paste-ability:<br />
<div><div><input type="button" value=" Show " onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerText = ''; this.value = ' Hide '; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = ' Show '; }"></div><div><div style="display: none;"></p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre>function init_pause_menu()
--if you declared your window somewhere else comment this line out and
--add pauseable=false to your window
window{pauseable=false,autoclose=true,capture_escapes=true}
--
game_paused=false
pause_menu={
title="Game Is Paused",
title_reminder="Game Is Paused",
items_and_actions={
{"Continue","BACK"},
{"Options",{{"<\16\16\16\16\16\16\16\16>","VOLUME"},{"Sound On","TOGGLE_AUDIO"},{"Return","BACK"}}},
{"Exit Game",{{"Go Back","BACK"},{"Really Exit","EXIT"}}},--comment this line if you don't want to exit accidentally
{"EXIT TO PICOTRON","DEV_EXIT"},--delete this for your exports
},
sounds={--comment this for no sfx or set this to your own sfx if you want UI sounds
blip=1,
select_item=2,
toggle_visibility=3,
},
current_item=0,
current_sub_menu=nil,
}
end
function update_pause_menu()
if game_paused then
if btnp(2) or btnp(2,1) or keyp("w") then
pause_menu.current_item-=1
if pause_menu.sounds then
sfx(pause_menu.sounds.blip)
end
elseif btnp(3) or btnp(3,1) or keyp("s") then
pause_menu.current_item+=1
if pause_menu.sounds then
sfx(pause_menu.sounds.blip)
end
elseif btnp(5) or btnp(5,1) or key("esc") then
do_pause_menu_action("BACK")
if pause_menu.sounds then
sfx(pause_menu.sounds.blip)
end
elseif btnp(1) or btnp(1,1) or btnp(0) or btnp(0,1) or keyp("a") or keyp("d") then
local action=pause_menu.items_and_actions[(pause_menu.current_item%#pause_menu.items_and_actions)+1][2]
if pause_menu.current_sub_menu then
action=pause_menu.current_sub_menu[(pause_menu.current_item%#pause_menu.current_sub_menu)+1][2]
end
if action=="VOLUME" then
if btnp(1) or btnp(1,1) or keyp("d") then
do_pause_menu_action("VOLUME_UP")
elseif btnp(0) or btnp(0,1) or keyp("a") then
do_pause_menu_action("VOLUME_DOWN")
end
end
elseif btnp(4) or btnp(4,1) or keyp("space") then
if pause_menu.current_sub_menu then
do_pause_menu_action(pause_menu.current_sub_menu[(pause_menu.current_item%#pause_menu.current_sub_menu)+1][2],pause_menu.current_sub_menu[(pause_menu.current_item%#pause_menu.current_sub_menu)+1][1])
else
do_pause_menu_action(pause_menu.items_and_actions[(pause_menu.current_item%#pause_menu.items_and_actions)+1][2],pause_menu.items_and_actions[(pause_menu.current_item%#pause_menu.items_and_actions)+1][1])
end
if pause_menu.sounds then
sfx(pause_menu.sounds.select_item)
end
end
end
if keyp("escape") or btnp(6) or btnp(6,1) then
if game_paused then
do_pause_menu_action("BACK")
else
game_paused=true
end
if pause_menu.sounds then
sfx(pause_menu.sounds.toggle_visibility)
end
end
end
function draw_pause_menu()
--remember to call camera() before this function to nullify your own offset
camera()
if game_paused then
local half_screen_height=get_display():height()/2
local half_screen_width=get_display():width()/2
local y_item_padding=15
local y_size=#pause_menu.items_and_actions*y_item_padding
local y_start=half_screen_height-y_size/2
local width=200
local x_start=half_screen_width-width/2
rectfill(x_start,half_screen_height-y_size/2,x_start+width,half_screen_height+y_size/2,1)
rect(x_start+1,half_screen_height-y_size/2+1,x_start+width-1,half_screen_height+y_size/2-1,7)
local length=print("\^w\^t\^o0ff"..pause_menu.title,0,-10000)
print("\^w\^t\^o0ff"..pause_menu.title,half_screen_width-(length/2),y_start-16,7)
local counter=0
if not pause_menu.current_sub_menu then
for i in all(pause_menu.items_and_actions) do
local length=print(i[1],0,-1000)
local pretext=""
if (pause_menu.current_item%#pause_menu.items_and_actions)+1==counter+1 then
pretext="\^odff"
end
print(pretext..i[1],half_screen_width-length/2,y_start+y_item_padding/4+1+counter*y_item_padding,7)
counter+=1
end
elseif pause_menu.current_sub_menu then
for i in all(pause_menu.current_sub_menu) do
local length=print(i[1],0,-1000)
local pretext=""
if (pause_menu.current_item%#pause_menu.current_sub_menu)+1==counter+1 then
pretext="\^odff"
end
print(pretext..i[1],half_screen_width-length/2,y_start+y_item_padding/4+1+counter*y_item_padding,7)
counter+=1
end
end
print("\131\148 or W S to navigate \142 or SPACEBAR to choose \151 or ESC to exit",half_screen_width-165,get_display():height()-8,7)
end
end
function do_pause_menu_action(what,menuitem_string)
if type(what)=="table" then
pause_menu.current_sub_menu=what
pause_menu.title=menuitem_string
pause_menu.current_item=0
elseif what=="BACK" then
if pause_menu.current_sub_menu then
pause_menu.current_sub_menu=nil
pause_menu.current_item=0
for i=1,#pause_menu.items_and_actions do
if pause_menu.items_and_actions[i][1]==pause_menu.title then
pause_menu.current_item=i-1
end
end
else
game_paused=false
end
pause_menu.title=pause_menu.title_reminder
elseif what=="VOLUME_UP" or what=="VOLUME_DOWN" then
--determine current volume
local cur_volume=peek(0x5538,2)
if what=="VOLUME_UP" and cur_volume<64 then
cur_volume=cur_volume+8
elseif what=="VOLUME_DOWN" and cur_volume>0 then
cur_volume=cur_volume-8
end
if pause_menu.sounds then
sfx(pause_menu.sounds.select_item)
end
poke(0x5538 ,cur_volume)
poke(0x5539 ,cur_volume)
--visually represent the change and change the menu items label
local new_label="<"
for i=1,8 do
if cur_volume/8>=i then
new_label=new_label.."\16"
else
new_label=new_label.."-"
end
end
new_label=new_label..">"
if pause_menu.current_sub_menu then
pause_menu.current_sub_menu[(pause_menu.current_item%#pause_menu.current_sub_menu)+1][1]=new_label
else
pause_menu.items_and_actions[(pause_menu.current_item%#pause_menu.items_and_actions)+1][1]=new_label
end
elseif what=="TOGGLE_AUDIO" then
--poke the global volume setting for both sfx and music (0x40==1.0-->0x00==0.0)
current_volume=peek(0x5538,2)
local new_label="Sound Off"
if current_volume==0 then
poke(0x5538 ,0x40)
poke(0x5539 ,0x40)
new_label="Sound On"
else
poke(0x5538 ,0x00)
poke(0x5539 ,0x00)
end
--visually represent the change and change the menu items label
if pause_menu.current_sub_menu then
pause_menu.current_sub_menu[(pause_menu.current_item%#pause_menu.current_sub_menu)+1][1]=new_label
else
pause_menu.items_and_actions[(pause_menu.current_item%#pause_menu.items_and_actions)+1][1]=new_label
end
elseif what=="DEV_EXIT" then
exit()
elseif what=="EXIT" then
send_message(2, {event="shutdown"})
end
end</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
<p></div></div></div></p>
https://www.lexaloffle.com/bbs/?tid=150491
https://www.lexaloffle.com/bbs/?tid=150491Wed, 23 Jul 2025 19:21:43 UTCHow To Publish A Picotron Game on Steam
<h3>Dear fellow devs!</h3>
<p>I fell in love with Picotron and wanted to create a bigger title fit for a release on Steam. That's how "Journey Through The Nightmare Realm II" was born, and it just <a href="https://store.steampowered.com/app/3784870/Journey_Through_The_Nightmare_Realm_II/">released on Steam</a>. It would mean the world to me if you could check it out or wishlist it to appeal to the algorithm. Thank you!</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Moneyshot.gif" alt="" />
<p>Here is what I learned about the process:</p>
<h3>Why?</h3>
<p>Picotron and PICO-8 are really nice and cozy development environments, creating games and other applications in them feels great. The spirit of helping each other and sharing your games in our community is really important to me and I will never stop doing so. From time to time I create bigger projects that I sell on Steam, which I used to create with Godot, another great engine. Playing around with Picotron has shown me that it is very possible to create bigger (read >2 MB) projects in this engine. So I set out to do just that, and find out the following:</p>
<ul>
<li>how do "regular" gamers react to games made in Picotron with it's retro-aesthetic and lack of modern conventions?</li>
<li>how do Picotron games behave on handhelds like the Steam Deck? </li>
<li>how is the compatibility with the different platforms? </li>
<li>can this be a viable alternative to Godot for me personally?</li>
</ul>
<h3>How</h3>
<p>For those who have not had a look at the process yet: Everybody can publish a game on Steam, and the past years have had a huge increase of indie games of varying quality - a trade off of Steam's decision to democratize the access to it's platform.<br />
You register with Steamworks and buy an app credit which allows you to create a game on Steam. There is a LOT of setup required: You need store graphics, library graphics, system requirements, at least one trailer, multiple screenshots and at least two weeks of time to wait for Steam to approve your game's store page and game build(separately).</p>
<h3>Store Page and library assets</h3>
<p>The graphics need to fit very specific requirements, they need to be the correct resolution etc. The description needs to fit your project, the trailer needs to meet certain criteria, the screenshots too. And Steam needs to think so, too. Plan ahead and give yourself enough time for multiple revisions. </p>
<h3>Game Build</h3>
<p>The same is true for your game build. Depending on whether or not your game is played with a controller you need to fit a different set of requirements. Also keep in mind that "regular" gamers have no idea that our control scheme with X and O exists or where to find those buttons! My title is a local CO-OP title, so it can be played by up to two people with controllers. Steam is very specific about controller support and, at it's current stage, Picotron does not fit all of it's demands. I was NOT able to display my game as supportive of controllers even though it absolutely is, because player two couldn't control the built in pause menu. I started out with controller support, and everything worked out of the box, but Steam's review of my game's build forced me to disable it. This means that players on the Steam Deck need to do some manual setup to make the controller behave as intended. It is fine for players on PC's, though.<br />
You are also expected to display the correct button graphics for different types of controllers, in my case Playstation, Picotron, PC and the Steam Deck. Picotron can not detect the type of controller - I solved this by having different fonts for the different controllers and prompting the players to choose a layout on their first boot, changing the font to the one corresponding with their choice. Xbox controllers do NOT work at the moment, the shoulder buttons do not map to picotron's shoulder buttons. So be careful if you plan to have local or remote play CO-OP!</p>
<h3>Platforms</h3>
<p>I only support Linux and Windows as I do not own any MacOS devices and I do not intend to battle the lengthy process of making the game behave well on MacOS. </p>
<h3>Remote Play together</h3>
<p>This is a magical feature of Steam-and I'm glad to report that yes, it does work great! The only times I had trouble with it was when playing cross platform, so a mix of Windows and Linux. But this is an incredibly valuable tool that allows for online play without us having to do any networking. Marvelous!</p>
<h3>Expectations</h3>
<p>I do not think my game is going to sell particularly well- retro games are a rather small niche, twin stick shooters are even smaller and, let's face it, there are fancier shooters floating around the internet free of charge. But I'm still happy to have gone through the process and I can't wait to see whether future versions might fix some of the issues and allow us to incorporate controllers a little smoother. Steam support is on the roadmap-and I for one am excited to see it. </p>
<h3>Special mentions</h3>
<p>Picotron executables are tiny! To think that the whole game, all of it's graphics, sfx, music etc fit in just 4MB is crazy to me. One Curator on Steam took note and included it in their collection. </p>
<h3>Special thanks</h3>
<p>I couldn't have finished the game without the help of these people:</p>
<ul>
<li><a href="https://www.lexaloffle.com/bbs/?uid=93379"> @abledbody</a> for their magic instrument skills, they created INCREDIBLE sfx and provided a lot of playtesting feedback and an impressive highscore</li>
<li><a href="https://www.lexaloffle.com/bbs/?uid=86166"> @washburnello</a> helped me with artistic feedback, playtesting and they featured a pre-release built of JTNR2 on <a href="https://www.twitch.tv/videos/2499248002">Twitch</a></li>
<li><a href="https://catladygames.itch.io/">CatLadyGames</a> for playtesting</li>
<li>My dear neighbor Alex for playtesting</li>
<li><a href="https://www.lexaloffle.com/bbs/?uid=40166"> @packbat</a> for their wonderful two node instrument collection</li>
</ul>
<p>Thank you for reading all of this, feel free to ask any questions you might have, I'll try my best to answer them. Have a great day!</p>
https://www.lexaloffle.com/bbs/?tid=150238
https://www.lexaloffle.com/bbs/?tid=150238Sat, 12 Jul 2025 14:17:57 UTCHow To Use Color Tables
<p>
<table><tr><td>
<a href="/bbs/?pid=167728#p">
<img src="/bbs/thumbs/pico64_colortablesexmaple-0.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=167728#p">
colortablesexmaple</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=167728#p">
[Click to Play]</a>
</td></tr></table>
<br />
Hi! </p>
<h3>TLDR:</h3>
<p>Color tables are basically free to use because the gfx pipeline uses one by default. By modifying it we can achieve effects-in this case we add 2 colors that allow us to draw "shadows" and add lit areas. Copy the function below and give it a 64x64 sprite as a color table. Now draw shapes with color 32 and 33 to apply the effects.</p>
<h3>My attempt at explaining color tables</h3>
<p>I've struggled with understanding color tables, but thanks to <a href="https://www.lexaloffle.com/bbs/?uid=86166"> @washburnello</a> I finally got it. He is using a sprite to visually represent the color table, which makes it much easier to plan.<br />
This small function allows you to do the same and use a 64x64 sprite to visually represent and plan the color table. It then memmaps it into the appropriate spot in memory.<br />
The color table sprite looks like this: <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/102_Screenshot_20250528_214320.png" alt="" /><br />
On the vertical axis are the colors that you are drawing with. The horizontal axis are the colors that are already on screen at whatever position you're drawing. Their intersection is the color that will get drawn instead.<br />
The first 32 colors will always get drawn as themselves(in this case) with the exception of color 0, which is always mapped to the color that is already on screen. This is how Picotron makes transparency work.<br />
Two colors got added: Color 32 and 33 have alterations to achieve the lightning effects. Color 34 is another set of our original colors as a starting point for your own custom effect color. </p>
<p>This is the function: </p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre>function apply_color_table(color_table_sprite)
local sprite=get_spr(color_table_sprite)
--copy the sprite into the address 0x8000 in memory
memmap(sprite,0x8000)
--poke the bit that makes it work for shapes(circ,rect etc.), the bit for sprites
--is already set by default.
poke(0x550b,0x3f)
--the color table got copied and will be used. This is the same color table
--that pal() modifies.
end</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
<p>The function takes the sprite, which is userdata, and puts it in the appropriate spot in memory. It also does a poke <code>poke(0x550b, 0x3f)</code> to make the gfx pipeline apply the color table to shapes like <code>rectfill</code> etc. </p>
<p>The cart provided above will result in this effect:</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Color_table_example_2.gif" alt="" />
<p>Picotron has the ability to handle 64 colors, but only 32 are being used by default. The color table allows us to define color 32 and 33 as our "shadow" or "light" color respectively. Play around with the color table, switch colors around, add more shapes to the code, make them overlap, have fun!</p>
<p>I enjoyed playing around with it a lot and came up with a little sample scene. All the lightning effects were achieved using nothing but shapes drawn with color 33 and 32. </p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Color_Tables_sample_project.gif" alt="" />
<h1>EDIT 31/5/25</h1>
<p>This function allows you to change just one specific row of your colortable.</p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre>function apply_colortable_row(color_table_sprite,color_row)
local sprite=get_spr(color_table_sprite)
local address=0x8000+color_row*64
for x=0,63 do
c=sprite:get(x,color_row)
poke(address+x,c)
end
poke(0x550b,0x3f)
end</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
https://www.lexaloffle.com/bbs/?tid=149249
https://www.lexaloffle.com/bbs/?tid=149249Wed, 28 May 2025 19:58:37 UTCBullet Template
<p>
<table><tr><td>
<a href="/bbs/?pid=166505#p">
<img src="/bbs/thumbs/pico64_bullettemplate-3.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=166505#p">
bullettemplate</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=166505#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>This is a base project to create your very own Bullet Hell/Heaven, Shooter, Stealth etc. game!</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot_20250504_215642-1.png" alt="" />
<h1>Controls</h1>
<p>Best played with twin-stick controller! </p>
<p>Controller:<br />
LEFT STICK - Walk<br />
RIGHT STICK - Aim & Shoot<br />
X(bottom button)-Advance to game</p>
<p>Keyboard+Mouse:<br />
WASD - Walk<br />
MOUSE - Aim<br />
LEFT MOUSE - Shoot<br />
C - Advance to game</p>
<h1>Content</h1>
<p>It includes:</p>
<ul>
<li>a system to manage the different types of guns and bullets with different values</li>
<li>multiplayer support</li>
<li>basic AI that looks for the player and follows them</li>
<li>basic enemies(one melee, one ranged)</li>
<li>a basic item system</li>
<li>a particle system</li>
<li>a handy function to switch maps </li>
<li>environmental damage(spikes)</li>
<li>a basic HUD</li>
</ul>
<p>Feel free to use this as a base for your games, and please share them with me once you're done :)</p>
<h1>UPDATES</h1>
<ul>
<li>5.5.25 added a fancy label, better control instructions and a simple game over screen</li>
</ul>
https://www.lexaloffle.com/bbs/?tid=148800
https://www.lexaloffle.com/bbs/?tid=148800Sun, 04 May 2025 15:03:16 UTCPeak Of Empires (Age Of Empires Demake)
<p>
<table><tr><td>
<a href="/bbs/?pid=165109#p">
<img src="/bbs/thumbs/pico8_peakofempires-6.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=165109#p">
peakofempires</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=165109#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h1>Best played in fullscreen or with a controller</h1>
<p><img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/age_of_pico p8_5.gif" alt="" /> <img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/age_of_pico p8_3.gif" alt="" /></p>
<h1>Welcome to Peak Of Empires v1.0!</h1>
<h2>How To Play</h2>
<ul>
<li>Mouse Or Arrow Keys to Move Pointer</li>
<li>Left Mouse Button or X to Choose Units</li>
<li>Right Mouse Button Or C to Send Units</li>
<li>ESDF or screen edges to Move Camera</li>
</ul>
<p>Click units or buildings to view their stats and actions. Keep an eye on your resources, which are wood, food, stone, gold and housing. Make sure to build enough houses and send your workers to work! Once you've given them a task they will try to keep doing it until there is nothing in their vicinity left to interact with. </p>
<p>Whenever the game spots a "lazy" worker it will offer you to select that worker with a button next to your minimap.</p>
<p>Although the game does support controllers it is best played with the mouse.</p>
<h2>How to beat</h2>
<p>Make sure to get rid of all the enemies units on the map. Once you've done that you've beaten that scenario and can advance to the next one.<br />
More about the game</p>
<p>This is a small bite-sized Age Of Empires demake with 5 scenarios to beat. </p>
<p>The idea came from <a href="https://www.lexaloffle.com/bbs/?tid=42092">this post</a> on the PICO-8 forum, and I'm happy that <a href="https://www.instagram.com/florianrosier/?hl=de">oNek</a> agreed to collaborate on this game.</p>
<h1>UPDATES</h1>
<p>7.4.25 </p>
<ul>
<li>added in-game instructions</li>
</ul>
<p>8.4.25 </p>
<ul>
<li>added camera movement with the player 2 movement controls</li>
<li>added controller padding to the camera movement(the camera now only gets moved when you are at the edge and trying to go over it, no more scrolling zones when using the controller</li>
<li>made the units finally respect their movement speed</li>
<li>gave the juggernaut a new set of armor</li>
<li>fixed the blinking "lazy unit" icon</li>
<li>fixed UI deselection bug</li>
</ul>
https://www.lexaloffle.com/bbs/?tid=148276
https://www.lexaloffle.com/bbs/?tid=148276Sun, 06 Apr 2025 18:13:47 UTCFades and Transitions Collection
<p>Hi!<br />
Let's start a library of transition effects!<br />
They should take one argument called <code>progress</code>. If you want to fade out instead of in you just use <code>fade(1-progress)</code>.<br />
My first contribution:</p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre>function fade(progress)
for xx=0,15 do
for yy=0,15 do
circfill(xx*8+4,yy*8+4,8*(1-progress)+sin((yy)/15),0)
end
end
end</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/board_adventure_1.gif" alt="" />
https://www.lexaloffle.com/bbs/?tid=148256
https://www.lexaloffle.com/bbs/?tid=148256Sat, 05 Apr 2025 17:46:21 UTCBloodletting
<p>
<table><tr><td>
<a href="/bbs/?pid=160813#p">
<img src="/bbs/thumbs/pico8_bloodletting-4.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=160813#p">
bloodletting</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=160813#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h2>Controls</h2>
<ul>
<li>Arrows to move</li>
<li>X to attack</li>
<li>C to dash</li>
</ul>
<h2>TLDR</h2>
<p>Zelda dungeons with an orange cat friend. (Thx <a href="https://www.lexaloffle.com/bbs/?uid=87901"> @8bit_gnosis</a>)</p>
<h2>Story</h2>
<p>You're taking a casual ride on your dragon when all of a sudden the dragon has to sneeze! You and your cat companion get thrown off, and now you have to try to climb the dragon tower to get back on. </p>
<h2>What is Bloodletting?</h2>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2025-01-19 165112.png" alt="" />
<p>The tower is powered by the blood of fallen dragon riders - and it offers you certain deals for your blood.<br />
These deals can make or break you, so be careful!</p>
<h2>Beware!</h2>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2025-01-19 165000.png" alt="" />
<p>Destroy the chests to sometimes find a heart</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2025-01-19 165021.png" alt="" />
<p>These buttons unlock gates, but careful, they have an evil twin!</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2025-01-19 165030.png" alt="" />
<p>Try to find a key to open these doors.</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2025-01-19 165042.png" alt="" />
<p>These spikes are the towers way of collecting your blood.</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2025-01-19 165057.png" alt="" />
<p>Try to find the stairs up so you can reach the top!</p>
<h2>Updates:</h2>
<p>29.1.25 The refactoring update </p>
<ul>
<li>changed the loottables (more casual difficulty now)</li>
<li>weapons are now only available through trades</li>
<li>changed Game Over Screen to combat OCD</li>
<li>reduced spike damage</li>
</ul>
<h3>Credits:</h3>
<p><a href="https://www.lexaloffle.com/bbs/?tid=34367">PICO-8 SFX pack by Gruber</a><br />
Playtesting:<br />
<a href="https://www.lexaloffle.com/bbs/?uid=78524">Retro_Pup_Pico_8</a><br />
Tony Clifton<br />
@morganqdev<br />
haher69<br />
<a href="https://www.lexaloffle.com/bbs/?uid=66501"> @Heracleum</a></p>
https://www.lexaloffle.com/bbs/?tid=146626
https://www.lexaloffle.com/bbs/?tid=146626Sun, 19 Jan 2025 15:28:09 UTCLast Minute Cookies
<p>
<table><tr><td>
<a href="/bbs/?pid=159316#p">
<img src="/bbs/thumbs/pico8_lastminutecookies-6.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=159316#p">
Last Minute Cookies</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=159316#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>A tiny golfing game for the <a href="https://www.lexaloffle.com/bbs/?tid=145806">2024 Advent Calendar</a>.</p>
<h1>Last Minute Cookies</h1>
<p>Santa is coming but you forgot to put a cookie on his plate!<br />
Try your best to nudge it on there so he can enjoy it.</p>
<h2>How To Play</h2>
<p>Nudge the cookie onto the plate and try to beat the par(times of strokes an "average" player needs to beat the level) for any given level.<br />
Watch out for obstacles, blue spots slowing you down and yellow spots speeding your cookie up.<br />
This game saves your progress, so do share your achievements!</p>
<h3>Special thanks</h3>
<p>First and foremost a big thank you to <a href="https://www.lexaloffle.com/bbs/?uid=49583"> @bikibird</a> for organizing this amazing calendar!<br />
Special thanks to <a href="https://www.lexaloffle.com/bbs/?uid=25532"> @freds72</a> , <a href="https://www.lexaloffle.com/bbs/?uid=25898"> @NerdyTeachers</a> and <a href="https://www.lexaloffle.com/bbs/?uid=73264"> @Mr_Ceppah</a> for their invaluable playtesting</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/79_icon.png" alt="" />
<p>made by taxicomics</p>
https://www.lexaloffle.com/bbs/?tid=146142
https://www.lexaloffle.com/bbs/?tid=146142Mon, 16 Dec 2024 13:30:46 UTCThe Count Is Enraged!
<p>
<table><tr><td>
<a href="/bbs/?pid=155674#p">
<img src="/bbs/thumbs/pico8_thecountisenraged-1.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=155674#p">
thecountisenraged</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=155674#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h1>The Count Is Enraged!</h1>
<p>Bring back peace to the asteroid belt by slaying Count Jaspawd! This is the first level of that game. </p>
<h1>Controls</h1>
<p>ARROWS to Move<br />
X or x to shoot<br />
O or c to shoot torpedos</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/taxi_shmup p8_0.gif" alt="" />
<h1>but...why?</h1>
<p>I was sick this weekend and tried another game for my mission:<br />
I'm trying to make one game of every genre, even the ones I could never get into. This is my weekend attempt at making a shmup, a genre I'm not really familiar with.<br />
Do tell me about all the things you hate in it and I might even work on it some more!</p>
https://www.lexaloffle.com/bbs/?tid=144727
https://www.lexaloffle.com/bbs/?tid=144727Sun, 13 Oct 2024 19:02:16 UTCJump And Run / Metroidvania Template
<p>
<table><tr><td>
<a href="/bbs/?pid=154615#p">
<img src="/bbs/thumbs/pico64_jumpandrun-0.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=154615#p">
jumpandrun</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=154615#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>Hi everybody!</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/video_28.gif" alt="" />
<p>This is yet another template-have fun with it. Or don't. Kinda tired of promoting my stuff. This will be my goto template for Metroidvanias. </p>
<p>You can jump but you can't hide. </p>
<p>UPDATES:<br />
-27.9.24 added ladders and one way platforms and made all of those and spikes sprite flag based.</p>
https://www.lexaloffle.com/bbs/?tid=144348
https://www.lexaloffle.com/bbs/?tid=144348Sun, 22 Sep 2024 12:57:10 UTCBoxart Template
<h1>Creating boxart for your games</h1>
<p>After watching <a href="https://www.lexaloffle.com/bbs/?uid=78688"> @thesailor</a> create a manual I felt inspired to create some boxart for their game.</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/box3.jpg" alt="" />
<p>I also turned the file I used for that into a template that I would like to share with all of you. Your games deserve a nice box, your games deserve to be displayed! Maybe add a little manual or a QR code that leads straight to the game. And do share what you come up with :) </p>
<h1>Make your own boxart!</h1>
<p>You can find the template <a href="https://taxicomics.itch.io/diy-retro-gamebox-template">on my itch.io</a></p>
https://www.lexaloffle.com/bbs/?tid=144251
https://www.lexaloffle.com/bbs/?tid=144251Sun, 15 Sep 2024 14:20:18 UTCTop Down Engine
<p>
<table><tr><td>
<a href="/bbs/?pid=153263#p">
<img src="/bbs/thumbs/pico64_topdownengine-3.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=153263#p">
topdownengine</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=153263#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h1>Top Down Engine 0.5</h1>
<p>This is version 0.5 of my TopDownEngine, so please still consider it prerelease!</p>
<h2>Videos explaining the engine</h2>
<p><a href="https://www.youtube.com/watch?v=qmxzME7ZJGs&lc=UgwPzW38c2pjUSx4qqZ4AaABAg">Quickstart guide</a></p>
<h2>What does this do?</h2>
<p>This project aims to:</p>
<ul>
<li>support single and multiple players at the same time</li>
<li>provide a window system to render these players</li>
<li>include saving and loading</li>
<li>include a map animation function</li>
<li>provide a system to work with multiple maps<br />
using a "doors"-table</li>
<li>include functions for basic code-side inventory<br />
management with item checking, giving and taking</li>
<li>provide an easy to use text system</li>
<li>include the framework for interactables</li>
<li>include basic enemy system with animations and states</li>
<li>include basic ranged weapon system</li>
<li>include basic pickups</li>
<li>include basic interactables</li>
<li>include basic particle system with premade efx(xplode, blood, smoke)</li>
<li>include a tileset (<a href="https://opengameart.org/content/classic-rpg-tileset">https://opengameart.org/content/classic-rpg-tileset</a>) to get you started.<br />
Thank you jestan! The tileset was recolored and some tiles were dropped. Some<br />
other tiles were NOT part of the original tileset and were added later.<br />
Read the full license terms here: <a href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</a></li>
<li>include map scanning to spawn anything you'd like</li>
<li>map pooling to affect every player and enemy in the same way and boost perfomance</li>
<li>different camera modes(free and smart chunkbased)</li>
<li>& much more!</li>
</ul>
<p>It includes a documentation.txt in the project files, do let know what you think.<br />
I plan on making videos to explain the project a little better and get you started, but<br />
please have fun with this and report any bugs you might find!</p>
<h3>Updates</h3>
<p>27.08. minor bugfix<br />
01.09. v0.6<br />
-fixed the map interactables inclusion<br />
-added the conditalk interactable for easy quests<br />
-added the "amount" and "change_to_tile" option for chests<br />
-unified the interactables so they all take their content as a table argument<br />
-added optional lootdropping for slain enemies</p>
https://www.lexaloffle.com/bbs/?tid=143877
https://www.lexaloffle.com/bbs/?tid=143877Mon, 26 Aug 2024 12:57:09 UTCAquatic wallpaper
<p>
<table><tr><td>
<a href="/bbs/?pid=153026#p">
<img src="/bbs/thumbs/pico64_aquarium_wallpaper-0.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=153026#p">
aquarium_wallpaper</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=153026#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>I isolated the aquatic part of <a href="https://taxicomics.itch.io/tensum">TenSum</a> to use as a wallpaper and I thought I'd share. Just move it to <code>/appdata/system/wallpapers/</code> and choose it in the settings to activate it. Have a great day! </p>
https://www.lexaloffle.com/bbs/?tid=143783
https://www.lexaloffle.com/bbs/?tid=143783Wed, 21 Aug 2024 12:34:21 UTCTenSum - Cozy Counting
<p>
<table><tr><td>
<a href="/bbs/?pid=150016#p">
<img src="/bbs/thumbs/pico64_tensum-3.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=150016#p">
tensum</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=150016#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h1>TenSum</h1>
<p>When Tweetjam happened I got addicted to <a href="https://pancelor.itch.io/make-ten">MakeTen</a> by <a href="https://www.lexaloffle.com/bbs/?uid=27691"> <a href="https://www.lexaloffle.com/bbs/?uid=27691"> @pancelor</a></a>. A simple concept, perfectly executed in 500 chars. But the eyestrain from Pico8's HD resolution was just too much, which is why I started making my own version in Picotron. </p>
<h2>How To Play</h2>
<p>You control the whole game with your mouse.<br />
The goal of the game is to connect fields that add up to 10. The bigger the area you cover the more points you get. </p>
<h2>Afterthoughts</h2>
<p>Pancelor is working on an update for MakeTen, packed full of new,crazy gamemodes and hours of fun. You can play this while you wait for that version.<br />
This is my second game for Picotron, and I really hope our little community will continue to grow. Do let know your highscores, do let me know what you think. </p>
<h2>Beware of the Web Version!</h2>
<p>I advise you to play this in Picotron itself for two reasons.<br />
The web player is still very messy, audio doesn't work and neither do userfiles-and you probably want to hang on to your highscores!</p>
<h3>Updates</h3>
<p>16.6.24 -added "How to play" section in Main menu<br />
12.8.24 -redesigned Main Menu and background, added "ZEN" mode<br />
12.8.24 -fixed a game crashing bug(thanks <a href="https://www.lexaloffle.com/bbs/?uid=27691"> <a href="https://www.lexaloffle.com/bbs/?uid=27691"> @pancelor</a></a>) with the help of <a href="https://www.lexaloffle.com/bbs/?uid=93843"> @snowkittykira</a> 's dithering function (<a href="https://www.lexaloffle.com/bbs/?tid=141280">https://www.lexaloffle.com/bbs/?tid=141280</a>)</p>
https://www.lexaloffle.com/bbs/?tid=142730
https://www.lexaloffle.com/bbs/?tid=142730Sun, 16 Jun 2024 16:09:53 UTCUnfinished Business
<p>
<table><tr><td>
<a href="/bbs/?pid=149384#p">
<img src="/bbs/thumbs/pico8_unfinishedbusiness-1.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=149384#p">
unfinishedbusiness</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=149384#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h2>TLDR</h2>
<p>Help other ghosts reach the afterlife in a creepy, old mansion while being hunted by Ghostists</p>
<h1>Unfinished Business</h1>
<p>This game was created for the MicroJam 15, I also released it on <a href="https://taxicomics.itch.io/unfinished-business">Itch.io</a> It placed 5th out of 87. </p>
<p>Ever wondered what it is like to become a ghost? You've worked as a Ghostist your whole life-but this one last job flips your world on it's head.</p>
<ul>
<li>Explore a haunted mansion</li>
<li>Outwit other ghost hunters that are trying to shoot you with their salt guns. </li>
<li>Help the ghosts to pass on to the after life</li>
<li>Find tons of secret passageways</li>
<li>Find a powerful magic item that helps you to fool the Ghostists</li>
<li>Want to be quick? There is a speedrun timer, post your results in the comments! My best time is 8:22 for 9/9. </li>
</ul>
<h2>Controls</h2>
<p>Arrows Move the player<br />
X Interact with the world<br />
O Check your inventory</p>
<h3>Special thanks</h3>
<p><a href="https://www.lexaloffle.com/bbs/?uid=27691"> @pancelor</a> did some great playtesting, thank you! </p>
<h3>Updates</h3>
<p>Update 10.6.2024<br />
v.1.1(postjam update)</p>
<ul>
<li>changed intro</li>
<li>fixed inventory popup after dialogue</li>
<li>changed ghosts needs</li>
<li>changed map and enemy spawns</li>
<li>changed music volumes</li>
<li>added a ghost</li>
<li>made items a little easier to find</li>
<li>made cracks in walls easier to spot</li>
<li>made enemies less triggerhappy</li>
<li>added shortcut FX</li>
<li>changed and added sounds and music</li>
<li>added step sound</li>
</ul>
https://www.lexaloffle.com/bbs/?tid=142564
https://www.lexaloffle.com/bbs/?tid=142564Mon, 03 Jun 2024 15:16:03 UTCSaving and Loading in Picotron
<p>I've been trying to wrap my head around saving and loading in Picotron.</p>
<p>As always feel free to correct or improve, I'm always happy to learn. </p>
<h3>2 main concepts to understand</h3>
<p>As far as I know there is no automatic allocation of space for persistent userdata like in Pico8. You save your userdata as you would in other conventional game engines as an extra file. This makes it a whole lot easier. </p>
<p>This data is best stored as a table, so try <code>player_vars={"Tammo",{"Sword",1},}</code>. That data structure is internally stored as a .pod, which can be saved or read via <code>store</code> and <code>fetch</code> respectively. (Otherwise you'll have to arrange your data and <code>pod</code> it before saving just to <code>unpod</code> it after loading it. </p>
<p>Now you'll just need a place to store your data. It is good practice to create your own folder inside <code>/appdata</code> with <code>mkdir</code>. For example <code>mkdir(save_dir)</code></p>
<p>These files can be opened and read, but this is fitting for our open community. Let's imagine the easiest possible usecase. We want to keep track of the highscore. We need to check for any existing high scores on <code>_init</code> and load them if they exist. If not we'll just start with the default value.<br />
Here are the functions needed, tune them to your usecase:</p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre>--NEEDS these files in the main script
--save_dir="/appdata/TheDollarDream"
--save_file="my_save.pod"
--player_vars={
--"Herbert",
--{"sword",1},
--}
function save_game()
local err=mkdir(save_dir)
if err!="" then
print(err)
else
print("worked")
end
store(save_dir.."/"..save_file,player_vars)
end
function load_game()
local presave
presave=fetch(save_dir.."/"..save_file)
if presave!=nil then
print("loading succesfull")
player_vars=presave
else
print("no save file detected")
end
end</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
<p>These functions need both a <code>save_dir</code> and a <code>save_file</code> declared globally. </p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre> save_dir="/appdata/PicoWings"
save_file="highscore.pod"</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
<p>In this case we also need our player vars:</p>
<div>
<div class=scrollable_with_touch style="width:100%; max-width:800px; overflow:auto; margin-bottom:12px">
<table style="width:100%" cellspacing=0 cellpadding=0>
<tr><td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
<td background=/gfx/code_bg0.png>
<div style="font-family : courier; color: #000000; display:absolute; padding-left:10px;
padding-top:4px; padding-bottom:4px;
">
<pre>player_vars={high_score}</pre></div></td>
<td background=/gfx/code_bg1.png width=16><div style="width:16px;display:block"></div></td>
</tr></table></div></div>
<p>And please do correct me if I got it all wrong. Have a nice day!</p>
https://www.lexaloffle.com/bbs/?tid=141483
https://www.lexaloffle.com/bbs/?tid=141483Sat, 06 Apr 2024 13:02:20 UTCPICOWINGS
<p>
<table><tr><td>
<a href="/bbs/?pid=143696#p">
<img src="/bbs/thumbs/pico64_picowings-2.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=143696#p">
picowings</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=143696#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>Altough I was born a little too early to call this a "childhood" game I can still appreciate it's relevance of this game as a good first game for any beginner programmer. Enjoy!</p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/PicoWings.gif" alt="" />
<p>Controls:<br />
Flap with Mouse or Up</p>
<p>I'd love feedback on the code if anybody is willing :) </p>
<p>UPDATE:</p>
<ul>
<li>incorporated <a href="https://www.lexaloffle.com/bbs/?uid=79935"> @Cutievirus</a> feedback, it feels way better now. Thanks! (fun sidenote: All I had to do was shift "-" right once.</li>
<li>made it playable with the up button-making this a single button game. Thanks for the feedback, <a href="https://www.lexaloffle.com/bbs/?uid=62631"> @ahrotahn</a></li>
</ul>
<p>UPDATE 6.4.24:</p>
<ul>
<li>added automatic saves</li>
</ul>
https://www.lexaloffle.com/bbs/?tid=140865
https://www.lexaloffle.com/bbs/?tid=140865Mon, 18 Mar 2024 14:06:32 UTCCave Diving Gone Bad(Flooded Caves Rewrite)
<p>
<table><tr><td>
<a href="/bbs/?pid=139584#p">
<img src="/bbs/thumbs/pico8_cavedivinggonebad-1.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=139584#p">
cavedivinggonebad</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=139584#p">
[Click to Play]</a>
</td></tr></table>
</p>
<h3>This game is inspired by NuSan's brilliant <a href="https://www.lexaloffle.com/bbs/?tid=47247">Flooded Caves</a>, it is a fan game :)</h3>
<p>It is your job to save people who went cave diving from drowning! Water is entering the caves, use your drill to carve tunnels to redirect the flow of water and try to save as many people as you can.</p>
<h2>Controls:</h2>
<p>X or V or Left Mouse Button to carve<br />
Arrows or Mouse to move the cursor</p>
<p>The difficulty still needs some finetuning, do let me know how you like it! The Cave generation is based on GPT`s idea of a Noise Algorithm, I might clean it up in the future cause it was useful to me. </p>
<h2>Update 6.1.24</h2>
<ul>
<li>Updated the menu to reflect the inspiration by <a href="https://www.lexaloffle.com/bbs/?tid=47247">Flooded Caves by NuSan</a></li>
<li>renamed "Easy" to "Learning Difficulty" and made it even easier and quicker</li>
<li>added rescue animation and sound</li>
<li>some bugfixes</li>
<li>a nod to <a href="https://www.lexaloffle.com/bbs/?uid=11048"> @NuSan</a> in the game's menu</li>
<li>added a "perfect win" indicator when you manage to save everybody</li>
</ul>
https://www.lexaloffle.com/bbs/?tid=55613
https://www.lexaloffle.com/bbs/?tid=55613Wed, 03 Jan 2024 17:22:06 UTCJourney Through The Nightmare Realm
<p>
<table><tr><td>
<a href="/bbs/?pid=137325#p">
<img src="/bbs/thumbs/pico8_j_t_nightmare_realm-4.png" style="height:256px"></a>
</td><td width=10></td><td valign=top>
<a href="/bbs/?pid=137325#p">
j_t_nightmare_realm</a><br><br>
by <a href="/bbs/?uid=54999">
taxicomics</a>
<br><br><br>
<a href="/bbs/?pid=137325#p">
[Click to Play]</a>
</td></tr></table>
</p>
<p>I procrastinated my Godot Project by creating this game instead. I got a timelapse of the coding process over on Mastodon, it was all done this weekend. So please excuse some messy code bits. Anyway.</p>
<h1>Journey Through The Nightmare Realm</h1>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/journey_through_the_nightmare_realm p8_1.gif" alt="" />
<p>You (and up to 7 friends) awaken in a dark dungeon. Nothing is as it seems. You have to stick together to not loose one another in the ever changing layout of the dungeon. The dungeon seems to keep track of your progress and rewards you with some stairs leading deeper into the dungeon every so often. </p>
<h2>Controls</h2>
<p>Player 1:<br />
X to Shoot<br />
Arrows to move</p>
<p>Player 2:<br />
Q to shoot<br />
ESDF to move</p>
<h2>Multiplayer</h2>
<p>Connect up to 7 controllers to play with up to 8 people at once! </p>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/Screenshot 2023-11-13 211417.png" alt="" />
<p>The first player is the "king/queen" (notice the little crown), if they die the game is over for everybody. The other players can respawn with a totem.</p>
<h2>Pickups</h2>
<img loading="lazy" style="margin-bottom:16px" border=0 src="/media/54999/weapons.png" alt="" />
<p>The heart that replenishes 1 HP</p>
<p>The Totem that can bring back a dead friend(if you're playing with friends)</p>
<p>The pistol you know and love, slow but reliable</p>
<p>The submachine gun you long for, try not to swap it for a pistol</p>
<p>(NEW) The shotgun has quite the knockback, but it one shots the grunts</p>
<h2>Updates</h2>
<p>-12/11/23 Refactored a lot of maps, made it harder without testing them. Reduced max HP. This is gonna be fun.<br />
-12/11/23 Fixed a collision thingy, refactored some more maps and added whimsical minimal animations<br />
-13/11/23 The Blooddate: Added the shotgun, a LOT of blood and made some more balancing changes<br />
-13/11/23 Added 30 FPS and a menu option to toggle the gore(thanks, <a href="https://mastodon.social/@[email protected]">Kevin Trepanier</a>)</p>
https://www.lexaloffle.com/bbs/?tid=54997
https://www.lexaloffle.com/bbs/?tid=54997Sun, 12 Nov 2023 19:24:08 UTC