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Cart #11626 | 2015-07-16 | Embed ▽ | No License
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Please Note: THE GAME WILL START AS AN EMPTY BLACK SCREEN, THIS IS INTENDED.

With One Spirits Wish
Three Worlds Collide
Each One Has
A Key to Hide

The Spirit Must
Collect All Three
Otherwise
It Will Never Be Free

Please report any bugs, or problems in the game, if you can figure out if they are problems or not.
This game is designed to be (brace yourself) INSANELY MEGA HARD!

Feel free to ask question, as this game is filled with a lot of mystery. (I will not answer all though)

Also I would've loved to add music, but the premade voxatron music doesn't fit my style, and i can't use milky tracker. This was made and uploaded in Voxatron version 0.3.2

Final Note: I started this game sometime in February this year, I spent a lot of time on it.

Now go ahead and play, and try not to die (if you can).

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Puzzle Arkade

Cart #11836 | 2015-07-26 | Code ▽ | Embed ▽ | No License
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Grid movement test

Cart #11675 | 2015-07-18 | Code ▽ | Embed ▽ | No License
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Space shooter test

Cart #11630 | 2015-07-16 | Code ▽ | Embed ▽ | No License
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I'm LOVING this engine <3
And I plan on putting my latest test here

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Cart #22833 | 2016-06-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
81

Have you ever felt like you don't have enough trains in your life?
Have you ever thought : "Man, I'd really go for a never-ending train ride right now"

Well look no further because endless train is here!

Complete with:
-Trains!
-Seats!
-Handles!
-Stations!
-Tunnels!
-Bumps!
-Internal monologue!
And much more!

So what are you waiting for? Hop in and take a ride in the endless train! ᶠᵒʳᵉᵛᵉʳ

Changelog :
[hidden]
1.2 (2016-06-13)

  • Fixed a bug where the tunnel wind sfx would never stop

1.1 (2015-07-27)

  • Fixed the tunnel's very low spawn probability
  • Tunnels will always give a different region
  • Actually changed the whole way tunnels work

1.0 (2015-07-15)

  • Initial release

[ Continue Reading.. ]

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Cart #11631 | 2015-07-16 | Code ▽ | Embed ▽ | No License
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I've heard e-cigarettes are all the rage these days.

N to smoke.

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Cart #11606 | 2015-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Seeing what kind of heavy splashy snare I can get with multiple sfx channels.
As usual, please use or adapt the music for something if you like.

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Cart #11604 | 2015-07-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
42

This cart demonstrates basic wall collisions, animation and actor-based world objects. I hope it's useful either as something to study for ideas, or as a starting template for a platformer or overhead map-based game. I noticed a few carts reusing stuff from Jelpi, which is great -- but Jelpi might be a little complex to get started with.

See move_actor() for the important part:

 if not solid_area(a.x + a.dx, a.y, a.w, a.h) then
  a.x += a.dx
 else   
  -- otherwise bounce
  a.dx *= -a.bounce
  sfx(2)
 end

 -- ditto for y

 if not solid_area(a.x, a.y + a.dy, a.w, a.h) then
  a.y += a.dy
 else
  a.dy *= -a.bounce
  sfx(2)
 end

The collisions work like this:

  • wall sprites are tagged with flag 1 (orange) in the sprite editor
  • solid_area() checks to see if a given rectangle in the map overlaps with any walls
  • each actor has a velocity (a.dx, a.dy)
  • in move_actor(): before moving an actor along each axis (x, then y), the new potential collision rectangle of the actor is tested against the map. Note the "+ a.dx" in the call to solid_area() to give the candidate position rather than the current one.
  • If the candidate rectangle includes a wall, then the movement along that axis is rejected (and it bounces instead).

This means that as long as actors start outside of walls, they should never end up inside a wall.

There are many minor improvements that could be made -- for example, placing the actor exactly against the wall after it collides. But I've tried to keep it simple to demonstrate only the important concepts.

Note that none of this is the 'right' way to do collisions or anything else in pico-8 -- it's just the way I happen to do it.

If you have any questions about how it works, don't be shy!

EDIT: another example -- this time also with actor collisions.
Exactly the same principle, but instead of looking for solid walls, it searches through all the actors and checks for overlapping actor collision rectangles.

[ Continue Reading.. ]

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A quick Speed-Modeling I did for an artist on deviantart who's comics and artwork I enjoy immensely... :)

https://www.youtube.com/watch?v=N-Ye1EDo944

Also, go check out her stuff: http://tamarinfrog.deviantart.com/

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Cart #11587 | 2015-07-14 | Code ▽ | Embed ▽ | No License
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First experiment!

With which I wanted to start learning how make one sprite loop animation and one music loop. Two things I've never done in my life before ...I think...
The rest is just drawing lines. One of my favourite features of PICO-8.

The beats are HEAVILY based on Jelpi's ( or maybe some other of zep's carts... ), but I do start to understand the magic now.

Edit: I am not a very clever man. I deleted the cartridge reference u_u'
Edit2: Uploaded again.

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Cart #11579 | 2015-07-13 | Code ▽ | Embed ▽ | No License
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Kitty on a mission

Avoid snakes and the bat.
Collect hearts and spinning fish bones.

My first game in PICO-8.
No music because I cant create a tune to save my life.

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7 comments


Cart #11569 | 2015-07-11 | Code ▽ | Embed ▽ | No License
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M / X to confirm/dance
N / Y to restart from the final screen

Inspired by game idea bot:
https://twitter.com/good_gameideas/status/61946976913843814

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Here's a photo of PICO-8 running on my arcade cabinet. Jelpi (with 2nd player activated) is super fun to play on it.

I re-mapped the cabinet's MAME-style inputs to what PICO-8 expects, including P1 START to Cmd-R to start/re-start the game, but I still have to manually type "LOAD JELPI" first. Is there a way to specify a cart to load via the command line? That would be ideal for the custom game picker/launcher that I have on the cabinet.

-josh

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this is in reference to post by Gacha

Where he/she talks about bullets giving you negative damage (effectively healing a player)
I didn't know bullets can do this so I made something to test it out. You have a monster that heals you if your damage is less then 3.5

Cart #11541 | 2015-07-10 | Embed ▽ | No License

0 comments


Noticed healing bullets don't stop at the maximum amount of hearts, is this a bug? (even if it isn't, it'd be neat if it /did/)

7 comments


Cart #11533 | 2015-07-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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dubstep gun by: Sam, instructor Matt upload and optimization by: Greg
We had trouble uploading this at first with size of cartridge 1.05 MB, then we reduced
the size to 265 KB and it uploaded no problem

This was put together during digital monkey school camp summer 2014

Please feel free to use and remix.

Cart #11523 | 2015-07-08 | Embed ▽ | No License
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Cart #11519 | 2015-07-08 | Code ▽ | Embed ▽ | No License
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M or X to confirm
Arrow UP / DOWN to select

Couldn't come up with a worse name.

The idea is to have a typical RPG final boss battle without anything that'd normally happen prior to that. Ironically, the placeholder for said final boss is a tiny blob. This is obviously very early, you can beat the game as it is, but what the game is right now is nothing but a demonstration of the mechanics. So, a tech demo, uh-oh.

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Hello fellow pico-8-ers!

I would like to create a fanzine for the pico 8 console. Ideally it be an invitation for people to learn how to code and to be able to do their first game quickly. It also could be interesting for more advance coders to see good practice or to learn how to quickly prototype with pico 8.

It will be free and will contain program listings with screenshots of sprites.

The first edition could include a tutorial about very simple games, sprite animation, music, tutorials of lua, specification of pico 8, how to think as a developer, etc...

About the distribution I have been thinking to create a pdf sharable on the pico forum and on itchio, but we could also create a print version to share it on workshops ( 2$ or 4$, price of the paper and printing). The fanzine would be printed on a photocopier (b/w), hand-folded and stapled, between 12 and 32 pages.

Would you like to be part of it?

If yes please send me the listing of your code, please comment it to make it easy to understand for the reader (beginner).

You could also write about the structure of your code and explain in depth your choice. Some screenshots of the sprite sheet would be welcome too. We could also have articles focused on game design, about the workflow, about iteration, etc.

I would like to translate the fanzine in as many languages as possible, I could do French and Spanish. All ideas are welcome.

Would be nice to have some illustrations for the cover and for some of the articles.

[ Continue Reading.. ]

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Cart #11511 | 2015-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A music cart. Feel free to use for anything, especially if you can think of a game that would be called Droid Boots.

There isn't yet a good way to copy music between carts, but if you save as .p8, you can paste the sfx and music data using a text editor.

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Will pico8 ever set foot into the scary realm of the internet?

By that of course I mean will socket support be added to pico8 so that our little games can go online at all?

I understand that socket support is more than likely being intentionally left out to keep in period with the aesthetic but can't help thinking how cool it would be if the little programs we make can go online.

The obvious problem would be with offloading processing of applications thereby turning pico8 into something it shouldn't be, but if sockets were properly limited as well, we could make some really cool stuff!

For instance, if you could simulate a low 'baud' rate or limit socket requests to once every 5 seconds with a small buffer size, or maybe even a choice between one or the other.

With this addition maybe I'd be able to write a BBS post from in-system instead of on the website. Or maybe just be able to watch my twitter feed!

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Hey, if you want music for your PICO-8 game, just hit me up. I'll make you some. Free of charge, free of obligation. I'd do it for the bleeps and bloops.

To elaborate: I've been shocked to see lots of games for PICO-8 that are otherwise freakin amazing, especially the idea/coding/gameplay and art part, just flat-out not having any music, which is just so sad. So please, if you have a great game and you don't have anyone to make some music for it yet, and don't plan on making music for it yourself, drop me a message. I'll gladly track some tunes together. I'm no Tim Follin yet, but I've been at it for a while now, and it started to come kinda easy.

Here's an example: https://www.lexaloffle.com/bbs/?tid=2102

If I'd make music for a game it'd probably be less prominent though, just in case that'd be a concern of you. This track is just so powerful cause it was meant to stand on it's own as a cartridge. Well, except for some violently flashing text and pizza.

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