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Cart #22282 | 2016-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
43

I'm back! It turns out my game had heavy slowdowns after this several Pico8 updates, but on the other hand I got a bunch of tokens! I optimized the game quite a bit, added a new enemy and more. Still not finished, but I hope I'll be able to play this on a PocketCHIP soon :D

I hope you like it!

DESCRIPTION
-----------------

You're the son of Death, he is out for holidays, and left you in charge of the whole soul reaping business. But for some reason, the undead got out of their graves and are wreaking havoc.
Your objective is to find all the scattered souls in the graveyard, and to find the source of this madness.

Everytime you die, you will lose a Soul. If you lose all of them, you die for real. Souls are also your score, so the more souls you have when you reach the ending, the better player you are :D

Right now there's no ending, no highscore screen, nothing. But you can still get a bunch of those souls placed on the map.

There are also two Great Souls, hidden in difficult to reach areas. Those are upgrades, that will allow ReaperJr to Double Jump or Charge his scythe and release a special attack.

[b]CONTROLS

[ Continue Reading.. ]

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16 comments


Cart #13831 | 2015-09-08 | Code ▽ | Embed ▽ | No License
1

Hello guys!
Thank you for your comments.

Some updates:
-time limit
-random arrangement of bananas
-levels with more bananas
-banana adds two seconds to the time of the collection
-at start of new level from the time of the collection subtracted a random number

Cart #13556 | 2015-09-02 | Code ▽ | Embed ▽ | No License
1

Hello guys!

I've just started learning pico-8 and this is my first test game.

You should take all bananas.

Controls:
cursors - move
z - take banana

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9 comments


So, I've been spending quite a bit of time these last few days trying to figure out the innerworkings of the PICO-8, especially the cartridge storage and I've basically got everything figured out at this point. One thing I thought might be helpful is letting everyone get a glimpse into the compression format that is used inside of the .PNG format, so you can avoid hitting that pesky 32kB code wall!

So, first I will start by breaking down the storage format for the current version of the .PNG. Note so far this has been a clean room RE, so if I'm duplicating anything that you already know, or has been described for you, just ignore me and move on.

Cartridge data is stored in the 2 lowest bits of a color channel, so each color is 8-bits worth of data (1 byte). The channels are ordered (MSB to LSB) ARGB (this is not raw uint8 data order from the image container, so keep that in mind). The images are 160*205, giving you a theoretical size of 32800, although only 32769 bytes are used, Everything past this is discarded.

0x0000~0x42FF:  Ram initalizer (simply copied to RAM on load, see manual memory map for details)
0x4300~0x7FFF:  Code (version 0 is ASCII encoded, version 1 is 
0x8000:       File version

[ Continue Reading.. ]

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6 comments


Could someone explain how glitch effects similar to Benjamin Soulé's Mr.Beam were done? No code as much as an overview.

Thanks in advance.
Alex

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2 comments


Cart #13737 | 2015-09-06 | Code ▽ | Embed ▽ | No License
1

Dodge disasters created by none other than Nature!

Right now it's VERY WIP.

Original Gamebuino Version

To-do:

  • Meteors!
  • Blackhole!
  • Bullets!

Pretty obvious, but it's based off of zep's JELPI demo (Sorry, zep!), but it will continue to diverge from it.

Previous Version:

Cart #13718 | 2015-09-05 | Code ▽ | Embed ▽ | No License
1

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2 comments


It would be like this:

floodfill x,y [c]

and it would work like floodfill tool in MS paint. In case of non-closed area, it'll take screen edge as the border.

This will make easier to make polygon-based 3D engines if one wishes to - currently we sure can but either we have to make up our own floodfill function which takes up tokens or have do with wireframes.

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5 comments


So, I'm currently using the Jelpi demo program to make a new game, and I was wondering:
Is there anyway to have multiple small maps?
What I'm using right now is going to be where there's technically one map, but it's separated into chunks.
However, I'm not confident about that.

I am going to put the game on the site Soon-ish.

4 comments


This code:

sprinklerx = mid(sprinklermaxx+1,sprinklerminx-1,sprinklerx)

is not equal to this:

  if (sprinklerx>sprinklermaxx) sprinklerx = sprinklermaxx
  if (sprinklerx<sprinklerminx) sprinklerx = sprinklerminx

Bug or what?

//edit: To elaborate, MID version always returns sprinklermaxx+1 for some reason, even if sprinklerx is 1. If we only had better debugging, like stepthrough, breakpoints...

2 comments


Cart #22377 | 2016-06-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
151

This game is now what I had hoped it would be! Big thanks to the community for the art advice, and code fixes, and honest opinions.

HOW TO PLAY:
Button 1 to jump
Button 2 to peck

The regular peck strikes at an angle and give Poulet greater velocity, to allow jumping father. HOLD UP while pecking to do a "soft" peck, where your regular jump arc is not changed, for precise and controlled attacks. HOLD DOWN while pecking to do a vertical peck, to avoid flying off a ledge during an attack.

Every third balloon popped has a prize-- the first prize is a TOQUE, which lets Poulet take one hit before defeat. If you have your Toque when you collect yet another prize, then you get [b]HOTSAUCE

[ Continue Reading.. ]

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56 comments


Currently, to download cart file we have to go through hoops - open author's profile, go to cartridges, select one we're interested in and click "Cart". How about download being available directly from the web player, perhaps in the header?

2 comments


Cart #13462 | 2015-09-01 | Code ▽ | Embed ▽ | No License
10

Memory Kitten, a kitten so smart he wears lab goggles, must bravely match off (and match up) the terrifying Mystery Card Invaders from the Second Dimension or face total humiliation at the upcoming Dinosaur Rodeo. Without his lucky dino-spurs, kept hostage by those depthless delinquents, he will never win the grand prize: a weapon of mass destruction!

Should a kitten, however smart, be allowed to own a weapon of mass destruction?

Are dinosaur rodeos cruelty to extinct animals?

Will the Stave King ever get the respect from Apple Tree that he craves?

The answers to these questions, and more, await, along with a catchy soundtrack and cool sound effects!

[b]How to Play

[ Continue Reading.. ]

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7 comments


So, I just barely got started with PICO-8, and I'm very excited to do so.

The idea of implementation so far:

-Title Screen (Simple and straightforward; shuffles the collection of powers and allows the player a selection of game lengths, short being 4 powers, normal being 7 powers, long being 10 powers, and hardcore being 13 powers for the session)

-Starting Screen (a single start/end screen that produces the first neighboring "hub" scene)

-Hub Scene (a single screen blocked on two walls, the layout flips horizontally and vertically to create a four-screen block; with which to branch off transition rooms and corridors)

-Transition Screen (here's where the For loop takes the first 'n' powers, and applies them to the layout; before making the feedback loops relating to the items)

-Horizontal/Vertical Corridors (two endpoints with two or three screens of obstruction along the way, and mechanics defined in part by the powers used so far... the corridors go out from the transition screen, link to a second hub screen, and immediately double-back the same direction, to another corridor, that takes you to the item/prize room.

-Item/Prize Room (has the items, along with a one-way door often utilizing this power, to feed you back to the chamber you came from)

Finally, find a place in the feedback loop to hide two upgrades: a shot class, health up, or damage up, in the terrain that's generated along the way. This completes the item distribution cycle and accomplishes one important thing - it adds a new Hub scene, so now subsequent powers can be chained similarly from more Hubs, expanding the world while basically using the same fundamental setpieces.

-Objective/Puzzle Rooms

Finally, these will function like transition rooms, but for a thing you can collect for completion by utilizing your acquired powers; preferably in a resettable puzzle-like setting. I haven't thought this much through yet, so I'm not sure what I'm going to make these objectives be; but it's certainly part of the original Gentrieve formula that was missing. Perhaps generate a puzzle room that transitions to an objective room?

The powers, so far:

-Rollerball (planned to use more like Sonic Spindash more than traditional "morph ball")
-Bombs
-Grenades
-Double Jump
-Dash Drive
-Unlimited Jump
-Missile
-Super Missile
-Ice Missile
-Pong Shield
-Laser Blade
-Grapple Hook
-Warp Hole
-Shot Power Up
-Health/Battery Up
-Speed Booster
-Spread Shot
-Burst Shot

-Bank Shot
-Piercing Laser Shot

-Jetpack(?)
-SCUBA pack
-Shot Eraser/Blade Up
-Shot Deflector/Blade Up

*Shot effects are planned to stack up this time, rather than be toggled; charge shot for Grapple Hook.

Hopefully, the base sprite and rotations thereof will provide the variation of animations and mobility options I'd like to consider featuring...

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15 comments


PICO8Tool Is a Windows tool for exporting and importing images from your .p8 carts.

Export
Drag and Drop a .p8 file to preview graphic data. Then click on the Extract button to save as an 8bit png

Import

  • Drag and Drop the .p8 file you wish to to embed a new image
  • Next Drag and Drop a valid image file to replace the current image in the view
  • Click the Embed button to import the current image and update the .p8 file

Viewer

  • Pan and zoom the loaded image with the left button and wheel

Application zip v0.1-alpha
GitHub Page source

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12 comments


Cart #13441 | 2015-08-31 | Code ▽ | Embed ▽ | No License
1

Made in about half an hour for August's #1GAM, since I have approximately 30,000 other projects on the go right now. Keeping to the theme of the most recent Ludum Dare, control the mower with the cursor keys and take down all those terrible terrible flowers, messing up your patch.

I'm rather pleased with the speed I put this together, simple as it is.

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1 comment


This way I won't have to click on thread to see of someone has replied or not.

0 comments


--snip

Nevermind. Thought I've found a way to "mix" colors of the base palette used by Pico, but Pico's framerate is just too low, even at max speed to achieve this without awful blinking.

0 comments


Hello Everyone,

For the number #3 I would like to propose to you a theme:
LOCAL MULTIPLAYER GAME (co-op or collaborative, with or without A.I.)

This game should ideally be with a detail commented code,( but we will not have to explain what's already has been explained in the fanzine number 1 and 2.)

The game can be technically more advanced, and maybe talk a little bit more about game design choice and code structure/pattern.

But the most important it's to try to make this little game super fun and easy to code ( the code should not be longer than 2500 token! )

some example of game : Gang Beast, Bomberman, lode runner, Work for fun, tenya wanya teens, Nidhogg, MarioKart, Sportsfriends, Starwhal, Towerfall, Pico park, TENNNES , speed chess etc...

Pico-8 will soon support until 8 local player, so don't be shy. ( and soon http://superhappyfuntimes.net/about/)

If you want to be part of the adventure send me your idea/concept asap( to avoid redondant game, and make it as educative as possible) and I'll give you all the technical detail and try to help you to create the best article as possible.

Drop me an email at : [email protected]

I was thinking to take submissions until the 1 of October.( and release the fanzine at the beginning of November).

Thanks a lot!

[ Continue Reading.. ]

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39 comments


Cart #13420 | 2015-08-31 | Code ▽ | Embed ▽ | No License
12

A friend pointed me in the direction of PICO-8 last night to see if I'd be interested in having a play with the tracker so I grabbed a copy (Ubuntu 64-bit, works a treat) and had a go. It's a piece of cake, loved it so much that I decided to have a try at making a classic Amiga/ST demoscene/cracktro screen to go with it. It was a doddle!

If you're wondering what the demented-looking face that's sinusoidally twerking its way over the screen is, it's the protagonist of an Atari 2600 game I wrote a few years back: http://www.facebook.com/thewickedfather

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4 comments


edit: this is not the contra jungle theme, it's further below.

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24 comments


I'm trying to make a jumping mechanic for an animated sprite and i wanted to know if my code is good

ball = {}
ball.x = 20
ball.y = 80
ball.initial_sprite = 0
ball.sprite = ball.initial_sprite 
ball.frames = 10
ball.is_jumping = false
ball.jumping_frame = 0
ball.jumping_max_frames = 4

function update_ball_sprite()
    ball.sprite += 1
    ball.sprite %= ball.frames
end

function ball_jump(speed)
    if ball.jumping_frame < ball.jumping_max_frames then

        if ball.jumping_frame < ball.jumping_max_frames/2 then
            ball.y -= speed
        else
            ball.y += speed
        end

        ball.jumping_frame+=1
    else
        ball.jumping_frame = 0
        ball.is_jumping = false
    end
end

function _init()
    ticker = 0
end

function _update()
    ticker += 1

    if (btn(2) and not ball.is_jumping) ball.is_jumping = true

    if ((ticker % 2 == 0) and ball.is_jumping) ball_jump(6)

    if (ticker % 3 == 0) update_ball_sprite()

    if (ticker % 30 == 0) ticker = 0
end

function _draw()
    clear_screen(0)
    spr(ball.sprite, ball.x, ball.y)
end

function clear_screen(color)
    rectfill(0,0,127,127,color)
end

[ Continue Reading.. ]

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