Something has survived from the past
You must kill the last surviving rebels pixels.
Video games must enter the industrial era.
For a maximun profit, bomb the city, nothing should survive in the 15 levels.
This game is the remake of Bomb On Pixel City VCS 2600 which was a demake of Bomb On Pixel City iOS which was a tribute to the vcs 2600.
This game is part of a plan to conquer the world
This game has not been approved for any audience.

Updated: Changed music, and the box sprite, and cleaned up collisions.
This is my first Pico-8 game. :D
Help Stephanie get dressed by collecting boxes of her clothes and accessories, but be sure to avoid gender stereotypes! Pride flags can refill your health.
It's a submission to the FEMICOM Jam #2 at itch.io.
It's pretty simple, but I hope you enjoy!
Warning: There are tiny pixel privates, like the old troll dolls. Nothing graphic, but if you don't want to see them, please don't play this game.

I've been playing way too much Celeste
so much in fact that I got a little bored and decided to see what the game would be like if it were made by an insane person who liked nearly impossible games.
would it be ok to post the cartridge on here, obviously giving credit for the code and sprites I haphazardly edited

Hello! I Got Full Permission To Use The Dubstep Gun From The Maker (Ask Him) And Please Do Not Complain I Use Capital In Every Word. It Is A Habbit.
I Would Like to Make A thanks To Digital Monkey & All Of My Digital Monkey Class!
Also Big Thanks To Luke For Making Ozkills For Me To Post!
Also Matias For Sitting Next To Me And Talking?
;)
And Acourse Henry (The New Kid) For Yelling At Me To Help Him With His Level (Maby a Future.)
Thanks For People For Commenting!
You May Use This Level!
[b]DATONEBUILDER ON!

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

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
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

A few keyboard shortcuts aren't working as I'd expect in OSX Mavericks (10.9.5) on a 2011 Macbook Pro using a US keyboard layout.
- command-F triggers search instead of toggling fullscreen (alt-enter works, so that's okay)
- cmd+arrows don't perform the normal navigation functions (home, end, pgup, pgdn)
- ctrl+up/down triggers pgup/down (not expected, but nice to know)
If anyone has suggestions for alternatives that would be great.
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 |

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
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.

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.
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...

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
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





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