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Cart #10212 | 2015-04-25 | Code ▽ | Embed ▽ | No License
22

Two-player deathmatch game. Players draw lines which will damage the other player if touched. Pick up ink bottle power-ups to increase your draw speed, ink reserve, and refresh speed. Includes 9 characters and 14 randomized maps.

Player 1 keys: Cursors + Z / N
Player 2 keys: SDFE + tab / shift

X/Q change the player color on the home screen.

This is a complete version of my entry into Ludum Dare 32: An Unconventional Weapon. http://ludumdare.com/compo/ludum-dare-32/?uid=15743

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5 comments


ver 0.8 (15244 chars)

Cart #10992 | 2015-05-29 | Code ▽ | Embed ▽ | No License
25

Controls: Left, Up, Right, Down to move. A + Direction: interaction without moving.

[hidden]

ver 0.7 (14903 chars)

Cart #10981 | 2015-05-29 | Code ▽ | Embed ▽ | No License
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ver 0.6 (15275 chars)

Cart #10953 | 2015-05-28 | Code ▽ | Embed ▽ | No License
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ver 0.51 (14441 chars)

Cart #10481 | 2015-05-05 | Code ▽ | Embed ▽ | No License
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ver 0.5 (14228 chars)

Cart #10450 | 2015-05-04 | Code ▽ | Embed ▽ | No License
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ver 0.4 (13327 chars)

Cart #10424 | 2015-05-02 | Code ▽ | Embed ▽ | No License
25

ver 0.3 (12420 chars)

Cart #10391 | 2015-05-01 | Code ▽ | Embed ▽ | No License
25

ver. 0.2 (11575 chars)

Cart #10356 | 2015-04-30 | Code ▽ | Embed ▽ | No License
25

ver. 0.1 (6373 chars)

Cart #10210 | 2015-04-25 | Code ▽ | Embed ▽ | No License
25

Hi everyone!

Many thanks to the creators of the most awesome, briliant thing since the wheel :)

Got hooked up on Thursday evening (thanks Rezoner ;)) and this is my work in progress on a clone of a very popular game from Atari / Commodore. Not all core features are implemented yet, but since I'm currently at 6.3k / 15.3k there is still plenty of room :)

There is no restart or menu so if you die, you need to restart the cart (I'll have the menu in 0.2, I promise :)).

[ Continue Reading.. ]

25
10 comments


Cart #10208 | 2015-04-25 | Code ▽ | Embed ▽ | No License

I am SHITTY at music. Also fairly terrible at pixel art and code structure.

0 comments


Hey everyone! I recorded a quick screencast on how to get started with responding to player input and animating a sprite to match the input.

Check it out!

1
7 comments


I don't know if this is a bug or feature, but it seems to me that nested loops do not work.

I attempted to use the following code, debugging the text showed that only one loop occurred:

local x=0
local y=0
while(x<16) do
 while(y<16) do
  val=mget(x,y)
  print(val)
  y+=1
 end
 x+=1
end

I don't know if this is intended or a limit of lua, but I was able to work around it with the following code:

local i=0
while(i<256) do
 local x=i%16
 local y=(i-x)/16
 val=mget(x,y)
 print(val)
 i+=1
end
2 comments


Cart #10188 | 2015-04-24 | Code ▽ | Embed ▽ | No License
4

Working on making a simple RPG style game, so far I've just been working on getting the very basic movement and collision detection code working. Let me know if you have any questions. Thanks!

4
1 comment


Cart #11093 | 2015-06-03 | Code ▽ | Embed ▽ | No License
262

Here's the small shooter I made with the early version of pico-8.

  • fire with Z
  • launch all missiles with X
  • missiles recover with time
  • missile deal double damage on non-shielded targets
262
30 comments


Cart #10177 | 2015-04-24 | Code ▽ | Embed ▽ | No License
2

I'm not much of a musician, but I made this this morning. Yay bleeps!

2
0 comments


Hey.

I really like PICO-8 - it's really helpful to be able to learn a little tool, and stay inside that same tool until I finish a whole game.

However, one of my goals in playing with PICO-8 is to practice Lua.

Is there a way to turn off the PICO-8 specific syntax, so that I don't acquire "bad habits" of using += or whatever?

Thanks!

Johnicholas

8 comments


A silly face generator. By me.

Cart #10173 | 2015-04-24 | Code ▽ | Embed ▽ | No License
4

4
0 comments


Cart #10169 | 2015-04-24 | Code ▽ | Embed ▽ | No License
3

I'm not 100% sure this is working correctly but it was a good first try.

-- conway's game of life
-- by ian seyler

maxinit=1400

cls()
for t=1,maxinit do
 x=rnd(127)
 y=rnd(127)
 pset(x,y,15)
end

while(1) do
 for y=0,127 do
  for x=0,127 do
   neigh=0
   for tx=-1,1 do
    for ty=-1,1 do
     if(pget(x+tx,y+ty)==15) then
      neigh+=1
     end
    end
   end
   if(pget(x,y)==15) then
    neigh-=1
    if(neigh<2 or neigh>3) then
     pset(x,y,0)
    end
   elseif(pget(x,y)==0) then
    if(neigh==3) then
     pset(x,y,15)
    end
   end
  end
 end
end
3
3 comments


Cart #10159 | 2015-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

experimenting with pico hardware

neato features:

persistent loading/saving (not sure yet if this works in the web player?)
day/night cycle
shitty music

2
2 comments


Cart #10151 | 2015-04-23 | Code ▽ | Embed ▽ | No License

This is just me trying to learn how to use the map data. That tempting "door" at the top doesn't work yet.

2 comments


Cart #10145 | 2015-04-23 | Code ▽ | Embed ▽ | No License
2

The Argus is watching all, always,. .

(small graphic/sound test)

loving the hard limits of this system,.

except the color limit, can we currently peek/poke to dynamically alter the colors in the 16 ?
I like the limit of 16 palette,. however would rather be able to change these sometimes., all greens or blues,. cycle one, etc.

very cool system otherwise.

2
0 comments


Cart #piconave004-0 | 2021-02-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

A very simple game I made while getting used to Pico-8 commands and api.

v 0.0.4 :

  • Enemy variations

v 0.0.3 :

  • End screen
  • Better enemies
  • Better background
  • Better effects

v 0.0.2:

  • Fixed enemies awarding more than one point
3
1 comment


Cart #10135 | 2015-04-22 | Code ▽ | Embed ▽ | No License
4

You are Flynn Flier, Ace Aerospacer, Space-Dart Superhero! After escaping Tranus's Test, you fly to planet Zondak, a land of energy-ball beings! You've been tasked with circumnavigating Zondak--with every ball of plasma on the planet trying to kill you! Weave through the world of the Zondaks, zapping everything in your way! Will you make it through the 13 zones of Zondak?

SPACE-DART PILOT'S MANUAL

Use the ARROW KEYS to maneuver your craft LEFT, RIGHT, FORWARD, and BACKWARD. Note that you will pilot this ship in THREE DIMENSIONS!

Press the Z key to ASCEND. Release the Z key to DESCEND. Your ship will automatically hover above the ground, so don't worry about crashing!

Apply pressure on the X key to fire an ENERGY BLAST. Your ship can only manage the energy for one ENERGY BLAST per second, but each one is powerful enough to disrupt one Zondak Plasma Sphere.

You will score 10 points for each Zondak Plasma Sphere you destroy, and clearing a zone scores you 100 points times that zone's number (clearing zone 1 gives you 100 points, zone 2 gives you 200, etc).
You have 3 LIVES to reach Zone 13. Once you have made it past the final zone, you will see the GAME OVER screen, with your final score flashing on screen. Post a screenshot of this screen, with the zone and score clearly visible, and see how you stack up against other pilots!
4
8 comments


Over Ludum Dare #32, sugarbyte and I made Extinction Explosion!!one!

While reviewing games, I discovered PICO-8.

This is (the beginning of) a very crude demake, of the already simple jam game.

Cart #10111 | 2015-04-22 | Code ▽ | Embed ▽ | No License

0 comments


Cart #10099 | 2015-04-22 | Code ▽ | Embed ▽ | No License
2

A simple little 2.5d test. Arrow keys move left/right and "forward/back", Z key jumps.
I created this effect by drawing the sprite to the screen at X, Y+Z*"angle" where "angle" is a value between 0 and 1.
For this demo, it's set at 0.5.

2
6 comments


sin(0.25) that as far as I understand resolve to sin(0.25 PI 2) returns -1 counter intuitive to traditional math +1

Is this intentional?

3 comments


Cart #10086 | 2015-04-21 | Code ▽ | Embed ▽ | No License
12

Hi everyone! Here goes my first submitted thing : a recreation of the good old rotoscaling effect, quite known in the demoscene... scene... in way less than 1kb of code. I made it fit to a round 1kb by comments in the source code to explain some tricks about the calculation.

Rotoscaling is based on two things : rotation (good old cossin sin-cos) and scaling. I precalculate scaled sine and cosine tables according to the current angle in the update loop to gain some overall speed.

I programmed it on the alpha 0.0.5. I don't know if anything changed around to the speed/cpu usage but this should run quite quickly (don't expect 30 FPS neither, I couldn't make the pixel blit faster) on the 0.1 alpha.

I really liked playing with PICO and I'm not done at all with it! :D

12
5 comments




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