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Cart #12468 | 2015-08-08 | Code ▽ | Embed ▽ | No License
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Can be combined with global palette to create objects that can only be seen in close promixity.
Somewhat bearable performance-wise.
Haxe source: https://gist.github.com/anonymous/c885964ca61431a8e90a

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Cart #12604 | 2015-08-12 | Code ▽ | Embed ▽ | No License
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Maybe Pico-8's first surfing game. This is still work in progress.

Controls:
up / down

Lyrics:
Collect water melons
To play the music
Up and down to dodge blocks
Surf as long as possible

Updates:


-- v0.3

  • Added interlude
  • Modified score multiplier

Cart #12594 | 2015-08-12 | Code ▽ | Embed ▽ | No License
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-- v0.2

  • Added water melons
  • Added karaoke

    Cart #12459 | 2015-08-08 | Code ▽ | Embed ▽ | No License
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    -- v0.1

  • Initial version
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Cart #12451 | 2015-08-08 | Code ▽ | Embed ▽ | No License
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I was thinking, what if there was an underpowered handheld spinoff console from the makers of the PICO 8? Sure, it's not as beefy as the original console, but oh the portability!

So this is a really rough prototype: I've built up the PICO JR console as the core game loop of the cartridge, processing input into thumb movement and some really sketchily modeled instinctive controller swerving, with the bulk of the code stuck down below and the actual code for the little in-game game up top in the cart.

My gut take on the specs for this:

  • 48*48 pixel four-tone greyscale graphics (so, colors 0, 5, 6, and 7 in the PICO 8 palette)
  • 2 channel sound
  • dpad and one button (other button could be reserved for meta-game/menu stuff)
  • 1 page of sprite sheet
  • standard sprite size of 6x6 pixels
  • dodgy slow-refresh LCD screen (could simulate this by checking screen buffer every frame and only allowing pixels to move one shade of grey toward whatever the target is)

Right now the tiny little Jump Guy game is just implemented for the screen and palette and sound limitations by me keeping myself honest, but I think the right way to go to do this right would be to write wrapper functions for all the standard PICO 8 calls that do appropriate constraining and sanity checks on the PICO JR specs. (So e.g. pj_sfx() and pj_music() would only accept as valid channels 0 and 1, spr() would only read off the allowed sprite page and would count by 6*6 blocks, etc.)

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Cart #fenehawidi-7 | 2026-08-31 | Code ▽ | Embed ▽ | No License
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You are standing outside a yellow castle. It is a fine summer day.

This is a PICO-8 homage to Atari 2600 Adventure. It's not just a nostalgia trip; I tried to make it a fun game in its own right.

Hints & History:

  • Use the O button and press direction to move what you carry.
  • You get one ship trip per game.
  • The forest altar in the green castle has special powers.
  • There's a way to open a gate without a key--once?

-> V7.0 Update. More enemies! More items! More graphics! More magic! More secrets! Less swamp!
-> V7.2 made duck more stompy
-> V7.3 keyless, token reclamation, timer, small tinkers
-> V7.4 green castle, minor fixes
-> V7.5 added knight hesitation, sound cue
-> V7.6 altar clue
-> V7.7 (not released)
-> V7.8 font; swamp pools; trees; tried to clarify blk and grn castles; nerf shield; boost arrows; altar invuln
-> V7.9 seeds, more random obj placement, minor tweaks and fixes
-> v7.9.1 bugfix: ship with no weapon

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Cart #12458 | 2015-08-08 | Code ▽ | Embed ▽ | No License
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Because every console needs a (few) Pong port(s).

This is my first Pico-8 project. I've got a lot more ideas for it, and it's not done yet.

Future Plans

  • Powerups if a match goes on long enough? Honestly, not sure if this needs it.
  • Music

Known Issues

  • The AI is occasionally too good at the game.
  • Sometimes the ball goes too fast to catch.

Changelog
v4

  • Goal sound.
  • AI tweaks.
  • Ball speedup changes.
    v3
  • Made the court pretty
  • Added a score display
  • Made the AI a little easier by making the ball go faster over time.
    v2
  • Updated the splash screen.
    v1

[ Continue Reading.. ]

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Cart #16305 | 2015-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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UPDATE 2017-05-16:

VEKTOR2089 is now up for early access on itch.io!

Features:

  • Split screen multiplayer
  • Trackmania style hotseat multiplayer
  • Track editor
  • 60 fps
  • Multiple cars to choose from with different feels and styles
  • 4 speed classes
  • Maybe a story mode, we'll see!

New in 1.5.0beta:

  • 8 set looping tracks, 3 laps each
  • Level editor (needs some more work)

Missing some stuff from the previous version that still needs to be fixed up:

  • Boosters
  • Narrowing tracks
  • Time attack replays

Wipeout inspired racing game!

Z to ACCEL
X to BRAKE
UP to BOOST
LEFT and RIGHT to STEER

Q for MENU

Update 1.2.0:

  • Reduced token usage
  • Multiple difficulty levels (Easy, Medium, Hard (original difficulty))

Update 1.1.0:

  • Somewhat easier AI, might actually be possible to beat them now
  • Sharper turning circle
  • Nerfed boosting a bit
  • Boosted normal acceleration
  • Reduced ship size slightly
  • Warnings about upcoming turns and narrowing
  • Performance improvements

Challenge your ghost or AI racers.

now with music + sound!
5 difficulty levels
in game menu
parallax scrolling foreground

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Cart #12401 | 2015-08-07 | Code ▽ | Embed ▽ | No License
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A PICO-8 conversion of my first game.

Controls:
UpLeftDownRightX / MY / N
JumpStopSlideMove RightRestartDebug

It's unfinished, with level 2 just going on forever. The title text animation is blatantly stolen from the Hello World demo cart and fiddled with until it looked different enough to not just be a carbon copy.

This game is different from my usual projects in that I try to teach myself to take time and not rush things, not expect anything from the things I do and not try to make the game sound like any more than it is and post it all over the place. Basically, I want to become a game dev Buddhist, is what I'm saying.

If you wanna download the cart to look at the code yourself, feel free to. I tried to keep all the code as succinct as possible and commented it in an understandable way.

There's a bug where sometimes you can't jump anymore and have to reboot.

I'll keep working on this.

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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!Due to the limitations of PICO-8's web player, this cartridge can only be run from the console!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

So, at the risk of incurring Zep's wrath, I've thrown together some examples of how to use the console's RAM to get around filesize limits.

This cart will draw some sprites to the screen that are loaded from spritesheet.p8 (Just save a cart with some sprites in the folder with this cart). Feel free to steal / repurpose

Cart #12373 | 2015-08-06 | Code ▽ | Embed ▽ | No License
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So, comments don't count for tokens, which is good. But, they do count for characters. This kinda provides an incentive to avoid the level of comment in code that might be useful to others in the community, which is too bad.

Any chance this could be changed to be more in line with how tokens are counted?

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Cart #12356 | 2015-08-06 | Code ▽ | Embed ▽ | No License
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Cart #12340 | 2015-08-06 | Code ▽ | Embed ▽ | No License
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So, I have no idea what I'm doing yet, but this seemed like it almost sort of resembled a game, so I've decided to announce that I'm around by posting it, rather than fading away and pretending I never tried.

I might play around more with this, to learn how to do one or two more things, but probably I will start completely anew once I feel like I can actually write a game worth playing.

PICO-8 is pretty darn cool.

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Cart #12311 | 2015-08-05 | Code ▽ | Embed ▽ | No License
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Spend some time with a depressed, laconic Luigi as he chain smokes and wanders through a crumbling Mushroom Kingdom, ruminating on ontology, ethics, family, identity, and the mistakes he and his brother have made.

Controls:

  • left/right: walk around
  • up: ruminate
  • down: smoke

About the game:

This is a shot at a collection of ideas I had a few years ago, about looking critically at the universe of Super Mario Bros. in light of the total lack of explicit narrative in the original game in particular. Who are these strange men? What motivates them? By what right do they wreak the havoc they do on this strange place? What do they feel about where they are and what they're doing?

And so, this is one lens through which to look at all that, with Luigi, the second brother, the also-ran, as a complicit onlooker, wandering now through some fractured, rotting liminal place in this strange world, reflecting on it all in scattered fragments.

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So PICO-8 is in alpha at the moment, but it feels very much like a finished product. What are the major things that will distinguish the current alpha 0.1.1 from the 1.0 release? Nothing fundamental jumps out at me as 'missing', and superfluous features seem very much against the core design philosophy; so what's left, aside from bugfixing and polish?

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Hello everyone, time to show you another project I just made last night : a stack-based Window Manager (WM), cleverfully named StackWM.

A WM is a program or library to manage windows, dispatch events/interactivity to them and draw them. THink of your Windows/Linux/Mac's windows. So yeah, that's totally overkill and eating most of your cart space but it was fun to do and it put me on the tracks for another unrelated project.

Sooo... What does the WM do?

  • Update/render events
  • Window render context :clipping and camera offsetting to limit the renderer to the window's area:
  • Focus or Global events : both aren't exclusive, you can manage both of them on one window.
  • Button/Buttonp events : global or focused (available only if the window is focused)
  • There is always one focused window. THere are helper functions to switch focus to another window.

What do I plan or think of adding to StackWM?

  • Easier customisation? (colors? booleans to set functionnalities like notitle, grabbable, resizable?)
  • Mouse support (emulated with pressing arrow keys and a button for click) and interaction support? (Click+grab on title -> grab window? CLick on close button : Close event?)

And here's a demo to show what I can do with StackWM. That's maybe a simple game but with time, better examples could be done. Have Fun!

[ Continue Reading.. ]

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Blog post: http://yal.cc/introducing-hxpico8/
Repository: https://github.com/YellowAfterlife/hxpico8
Examples: https://github.com/YellowAfterlife/hxpico8xm

In short, this project permits to use Haxe programming language to create programs for PICO-8 (by transpiling Haxe into PICO-8's flavour of Lua).
This grants you classes, compile-time optimizations, constant and function inlining, and a whole bunch of other "syntactic sugar" features while keeping the output size reasonably small.
For example, this class compiles to this .p8.
Obviously, you can do more complex things with it too.

Have fun :)

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Cart #12242 | 2015-08-04 | Code ▽ | Embed ▽ | No License
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This is a small demo that I've been showing on Twitter/Tumblr yesterday. Currently there isn't much going on other than concept demonstration (and most of "engine" code needed). The code is laid out to allow taking it in various directions from here.
Source code

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Cart #12235 | 2015-08-04 | Code ▽ | Embed ▽ | No License


Local multiplayer! Two cowboy dudes are shuffling around the saloon and get into a tense situation somehow. What should they do? Shoot? Hide? Nothing?

Button 1 (P1: Z, P2: Tab) fires, button 2 (P1: X, P2: Q) hides. Make your decision quickly, because doing nothing is very risky!

I'm calling this finished because I mayyyy at some point want to spruce it up, but I don't want to get anyone's hopes up, least of all my own.

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Cart #12274 | 2015-08-04 | Code ▽ | Embed ▽ | No License
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Updated to 1.01

Beware! Aliens have invaded earth! Of course - we are the aliens...

[i]On behalf of High Commander XL'ARGH - you have been tasked to fetch the puny humans for our gruesome experiments etc. The mothership is too valuable to risk for close quarters operations. Therefore we dispatch you - our great minion T'URD with smaller crafts to capture specimens with your tractor beam and carry them upwards into thinner atmosphere so that they can be collected by the mothership. Beware that the ship will lose movement speed when you activate the tractor beam with holding down your big ACTION BUTTON. Good luck, and break a tentacle!

[ Continue Reading.. ]

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OK here's an idea for a little pico8 gamejam.

48 hours over a weekend.

Day 1. Come up with a game, (it should have the basic mechanics and gameplay but doesn't need to be polished, leave some space for day 2: 4096 token limit!!!) and submit it here.

Day 2. It gets given to another jammer at random to complete and polish.

It'll be a good way to see how other people work and forces you to do both the game design and the polishing/juicing sides.

What do you think?

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Cart #12194 | 2015-08-03 | Code ▽ | Embed ▽ | No License

I was going to make a game, but I've been putting it off a lot so I figured I'd share the sprites I was going to use instead.

Besides that I'm pretty new to LUA.

I'll probably start with something less ambitious.

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So I've made a few carts now, and am enjoying the hell out of it. Primarily for the joy of just building things, but also for the implicit little bit of roleplaying involved: I'm not just programming a game, I'm programming a game for a fictional console from another universe, from another time. I'm not just me, really; I'm the company that would have existed to be producing these things. I'm some scrappy no-budget third-party game dev concern from alternate universe 198X.

And a game company needs a brand identity.

And so: I came up with a name and drew a logo, and wrote up a little basically self-contained function to do a quick splash screen render, using a single 2*2 sprite:

Cart #12182 | 2015-08-02 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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