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by jph
Cart #10258 | 2015-04-27 | Code ▽ | Embed ▽ | No License
5

full sized map 128x64, with step-time movement,.

not much to do yet, Z randomizes the forest, . X triggers a sound for testing.

if you move over a seed (smallest objects) the GUI text shows what you are effecting,.
context sensitive controls to be added,. . Take Seed, Drop Seed, Eat Seed,. etc.
should lead to some map manipulation style gameplay eventually.., forest management?

more to come,.

5
0 comments


I'm trying to port Write Fight for playing on a cocktail cabinet (players at opposite ends of a face-up screen). So one of the things I want to do is write text & HUD elements oriented to the player who collected it. Is there a function, such as camera(), where I could flip/rotate all draw calls until reset?

I'm doing work-arounds in the meantime, but I thought I'd throw out the question.
Thanks.

0 comments


A little game about a chameleon that digs up graves.

Controls:
movement : up/down/left/right 
fire tongue : z
dig : x

Cart #10249 | 2015-04-27 | Code ▽ | Embed ▽ | No License
6

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2 comments


Cart #10300 | 2015-04-29 | Code ▽ | Embed ▽ | No License
4

Little test space game, might flesh it out a bit more, loving pico-8!

Update : 29 April 2015

Added a bit of game flow like title screen and stuff.
Enemies move towards you.
You can die.
Score!
Konami Morning Music

TODO
Add a star field
scrolling
generate levels on seeds
enemy motherships spawn enemies?
momentum based ship movement?
Who knows! Just kinda going with ideas when i get a little tinker time.

4
3 comments


I was playing some of the cartridges last night on my TV, running Chrome on Android 4.4 on the Tronsmart Orion R28 hardware (RK3288 chip),. I had a XBOX 360 USB wired gamepad plugged in. The controllers Left Analog stick AND the D-pad functioned well,. however the only button that worked was the Back button would go back a web page ending the game. It would be great if the action buttons could be mapped as well,. since the browser supports fullscreen and the games play well.

I just tried the 360 controler on my win7 PC and running on Chrome I get no gamepad support,. however running the actual Pico-8 I get movement with the Left Analog Stick and the Action Buttons are mapped and work,. however the D-pad does not work,.

1
10 comments


Cart #10225 | 2015-04-26 | Code ▽ | Embed ▽ | No License
18

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3 comments


So, this may not work in future versions of Pico-8, but right now, I've noticed that if you do a load() within your game game code, you still have your base ram untouched until you run run(). With that info, you can use objelisks technique (https://www.lexaloffle.com/bbs/?tid=1860) and use cstore(x,y,z) and some empty space in the spritesheet to transfer info from one cartrige to another. Then use run() to switch to the new cartrige and peek to read back the transfered info. A single sprite equals 32 bytes with is good enough for a metroidvania.

As I said, there's no guarantee that load() will work like that in the future and it probably wouldn't work like that on a "real" Pico-8 console, so in a way it could be considered cheating. But right now it works.

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6 comments


by
Cart #10269 | 2015-04-28 | Code ▽ | Embed ▽ | No License

thanks guys! :D We've added an updated version that now uses a rather scary looking "MASTERBUN/GLITCHBUN" to draw all of the sprites (except the chubby one), using pal() to recolour the different areas as needed to save space.

We went from 6 sets of 2x2 sprites at 4 frames each (96 sprite-blocks) to only 2 sets (32 sprite blocks, + potential for more buns). This is especially important since we have not decided if we want to use the shared memory space for sprites or for the map.

The only problem is that pal(x, 0) remaps x to actual black instead of transparent, as I expected. Unless I find a work around I will have to create additional master-sprites for bunnies with bows on one and both ears (bringing the total back up to 64 blocks), which is really too bad.

This is my first time programming a game myself (and the first time working with my sister!) and I'm really please with how things are going. If anyone knows the solution to the transparency/black problem, I'd love to hear it!

old version:

[ Continue Reading.. ]

5
5 comments


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
25

ver 0.6 (15275 chars)

Cart #10953 | 2015-05-28 | Code ▽ | Embed ▽ | No License
25

ver 0.51 (14441 chars)

Cart #10481 | 2015-05-05 | Code ▽ | Embed ▽ | No License
25

ver 0.5 (14228 chars)

Cart #10450 | 2015-05-04 | Code ▽ | Embed ▽ | No License
25

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.. ]

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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.

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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!

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1 comment


Cart #11093 | 2015-06-03 | Code ▽ | Embed ▽ | No License
261

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
261
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!

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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

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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
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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

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2 comments




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