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This is my Game Off 2023 jam submission (theme was "Scale").
Skle is a puzzle and strategy game about numbers on 3 different scales: 1s (numbers 1-9), 10s (numbers 10-99) and 100s (numbers 100-999).
The game starts with a table full of numbers and is played through rounds. Each round has 2 stages:
At the end of the round, your score will be increased by the number of points you get in the round. The round score is calculated using this formula:
round_score = # cleared_cards X points_per_card X multiplier
There are 2 multipliers:
Every now and then, some extra numbers will be spawned at the end of the round. Keep an eye on the spawn bar (brown line) to know when it'll happen.
The game ends when there are less than 5 numbers on the table.
Can you beat your own highscore?
Code, art and music by Vicente Romero.
This is my first PICO-8 game. You play as a fly and avoid the clock handles while collecting berries to get a high score. Post your highest score below! (mine is 520)
All mechanics are done, And all levels are almost complete! There's just a couple things i need to do, then i can get started on sounds and music.
Im getting close to the limit ;-;
Feel free to ask any questions you may have, ill answer them!
hi I got a copy of this console for a course coming up, however when I load it the controller does not map to player one?
with the input display script from help pages with pico8 binary the control pad will map to player 2 and with pico8_dyn the controller will map to player 1 (index 1?)
I have changed the index value in config also added an sdl mapping for the controller.
is there a way to specify which controller the pico8 will run for primary input?
I have run the binary with -joystick x applied, however it does not define first controller?
thanks, appreciate any help.
Rumors are abound of a diamond hidden beneath the surface. Curious as you are, you've decided to check things out for yourself. Time in the cave appears to function strangely- you can only spend so much time in there before being forced back to the surface. Can you retrieve the diamond before time runs out?
Special thanks to AbyssalMari who did the sprites and music for this game.
Follow the arrows and deliver as many pizzas as possible before time runs out, and avoid other cars!
This is a Crazy Taxi like game about delivering pizzas. I had a lot of fun rendering the buildings and cars.
Be warned, the collision physics are a bit finicky sometimes.
Some code is a bit messy, and I'm all out of tokens.
Hope you have fun!
Whoever can tell me what the music is inspired by gets a cookie (it's pretty obscure).
You ever feel like spinning the wheel as a cat? no? Well if you ever do, you can play this game.
Hold X to charge up for a spin. Move around and interact with the few NPCs. Try for a high score. House head man will give you a free spin or reset for you if you scratch him enough.
Very much a work in progress, the plan is to have unique events for each pie slice, more NPCs and some progression as you're able to get better scores.
Thought I'd share this early version in case anyone wanted an example of a spin-the-wheel mechanic. It was not trivial for me to implement! Most of my attempts blew the CPU through the roof and 60 fps was just a dream. Simply drawing lines from a center point out in a circle leaves many holes and jaggies and is slow. TLINEs are even slower sadly. Had to fill a whole square and mask it with CIRCs but I'm very happy with the performance now!
Anyways, Feedback and suggestions very much appreciated!
I tried using flip() but it was a very small delay. I dont want to use time() because doing it that way is very complicated. Is there any other way to make a pause.
\132 is the scattered dot emoji. \129 is the checkerboard emoji. \128 is the horiz rectangle emoji.\146 is the star emoji. I want a pause between every cycle of the for loop
this is my code:
for i=1,4 do if (i==1) then print("\132\132\132 \132\132\132",36,63,7) end if (i==2) then print("\129\129\129 \129\129\129",36,63,7) end if (i==3) then print("\128\128\128 \128\128\128",36,63,7) end if (i==4) then print("\146game over\146",36,63,7) end end
This was a little project I started around Halloween, something I've seen a few attempts of before, but wanted to try it m'self: remake the first FNAF game in PICO 8.
The actual mechanics of the game are fairly simple, most of it's just timers + dice rolls, but trying to ape the presentation of the game was probably the biggest challenge. In the end opted for a sort've mix of first person and top down perspectives.
Think the behaviours are fairly authentic to the original, there's a couple of functional under the hood differences. Despite being decompiled and heavily analysed there's still a lot of vague information about how some of the mechanics work in the original, but there was enough there to get the basics down.
As always this is a fan made demake - all characters 'n concepts are (c) Scott Cawthon.
Stuff that didn't make it:
Plenty of tokens left for adding stuff and code is mostly awful.
Number of times I jumpscared myself while working on this: 7
A little Truchet tile sketch for funsies
Interact to randomize
After a break up, I had to give back the computer I was working with and acquire a new one.
I've downloaded the latest update of Pico 8 on my new cheapo ~2017 macbook air
(similar to the last computer, albeit running the most up to date MacBook OS)
now my game, the biggest I've ever worked on, runs as a black screen, and doesn't seem to want to go through the code and check where all the functions are.
I think it's because
A) I didn't work on this file on this computer
but more likely
B) it's running on a more up to date version of Pico 8...
to make matters worse:
the stupid recent Mac OS won't let me run my .bin exports I made while the game was running perfectly on that original computer
(unfortunately, foolishly, I never exported the game as a cartridge while it was running on the prior computer... only the .bin export....)
Has anyone else had a problem like this before?
where the game no longer seems to look through the code completely?
any tips or help appreciated-- I can send somebody my .bin export of the game to see if they can run it...
Jogo em desenvolvimento
Resumo em 1 frase: um demake de Overcooked
Proposta: você é um elfo que trabalha na oficina do Papai Noel e precisa montar os brinquedos das crianças.
Fabrique os brinquedos de acordo com o pedido nas cartinhas das crianças. Sua pontuação é calculada no tempo decorrido entre o pedido e entrega para postagem e na acurácia do pedido. Ao final do dia seu salário é calculado e isso impacta no decorrer do jogo.
Inscrito para a 🎄 GameJam NATALINA 🎄 da comunidade victoriemini
This cart shows the cards of a Spanish deck. I had a lot drawing them and making sure they adjusted to the resolution and palette constraints of Pico 8. I will probably use this at some point to code a Spanish card game.
Made in 3 days for SpeedJam 3.
X: Place gravity zone
How to play
Speedrun through a short platforming level as fast as possible.
Placing a gravity zone will flip gravity inside a short radius. If you land on the roof while inside a gravity zone, the entire worlds gravity will flip.
You enter a slide when landing on the floor/roof after a long fall or after flipping gravity. The slide gives you a boost in speed, which can be maintained if you are in the air.
I had a hard time debugging "Cannot load" error message when running a cartridge with
pico8_0.2.5g -run, where the cart contained an
import missing_spritesheet.png statement. I thought that "Cannot load" meant "Cannot load cart" but in fact the cart was loaded, only the spritesheet was not. This was due to the spritesheet missing from the carts folder, but I only understood this thanks to an older version of PICO-8, pico8_0.2.2c which would print an extra error message in the console:
> failed to import spritesheet; file: /path/to/missing_spritesheet.png
Is there a particular reason why the terminal message was removed? To make the terminal cleaner? In this case, could we at least have the full error message in PICO-8 instead?
To repro: create a cart with "import dummy.png" (where dummy.png is a file doesn't exist in carts/) and run it with
pico8 -run from terminal.
(<) or (>) - Move
(O) or (C) - Jump
(X) - Petrify
Make sure to look the enemy in the eyes to petrify!
This game was made as a final submission for the Greco Roman Mythology course.
During the course we saw countless myths, about gods, heroes, monsters and a lot of other things, many stories about injustice, death, fear, love, joy. And for my submission I decided to portray the perspective of the deadly gogor, Medusa, who had to survive countless heroes trying to kill her.
This is still a prototype version of the game, the only enemy implemented so far has been the hand scythe enemy, plans are to add an enemy in the future for each item that Perseus used to defeat the gorgon.
I'm Chico, my real name is Mateus, Design student, lover of game design, illustrator and programmer, you can find my networks under the nickname "Oiichico"