Keys: Arrows move brick, C drops it, X restarts level (after confirm)
GFX improved
new levels
new in-game music, 4 songs by pizza
new intro music by movAX13h
extra life items
NOTE: If you have played version 1 (wip) please note that maximum fall height has increased by 1 unit.
Have fun!

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).

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

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.

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/
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.

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

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

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





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