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Cart #16835 | 2015-11-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


now i have to leurn rain physics -_-
i got a few ideas but not sure how well they going work

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Cart #froghome-0 | 2023-01-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Press Z to frog. Go do frog stuff.

This is now a complete game and solvable. It'll tell you when it's over.

Puzzle games are meant to have solid mechanics, so unless a frog starts floating, you're probably not actually stuck and it's probably not a bug.


Pico-8 Jam 1 version
Cart #16983 | 2015-11-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Unrefined, but still "finished" version
(May contain bugs)

Cart #16979 | 2015-11-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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And the theme for PICO-8 JAM #1 is...

Rain


You have 9 days. Good luck!

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Newest version:

Cart #17128 | 2015-11-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How to play:

  • move with arrow keys
  • drop bombs with z
  • collecting powerups increases you bomb count and flame reach

I'll just pronounce this game complete (for now). I pretty much burned myself out making it (and doing nothing else) for a whole week. It was fun though.

Changes in v1.0

  • Fixed a graphics glich when starting a game with no players
  • Added support for 4 human players
  • Added a demo mode that starts after idling for 10 seconds in the menu (makes it easier to show it to people on a phone)

I made a timelapse video of the creation process.

Old stuff:
[hidden]

Cart #16811 | 2015-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I have been making this for a full week now with almost every minute of free time I have had (last weekend and after work).

Making the mechanics took only around 6 hours in total, but the AI has been painful to get working properly (hence the excessive debug info) and it's still not quite how I would like. The AI is around 5000 symbols of the current 7777 used (I just noticed :O ) at this point. I haven't optimized or cleaned it up at all. (And now after noticing that 7777 I probably don't want to. :D )

The graphics I overhauled in a couple hours yesterday. It was my first time drawing dithering, I'm quite happy with how it turned out. The title screen definitely could use some work. Also background music would be nice but I'm hopeless in that regard.

I have screen captured the entire creation process as a timelapse and will make some kind of video out of it. It'll probably be mostly boring coding and head scratching but I wanted to give it a try anyway.

EDIT: Aaaand here is the video (EDIT2: now with MUCH better quality)
(video above)

Cart #16792 | 2015-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Asdf

[ Continue Reading.. ]

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Cart #16790 | 2015-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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GO TAKE A LOOK AT THE MAIN THING, IT'S AN ANIMATED GALLERY OF TREE GROWTHS GENERATED WITH THIS CARTRIDGE BUT LESS RANDOMIZED.

Rerun the cartridge to generate another tree - that's the fastest way to empty memory.

I made this for procjam, kinda late. It generates a tree over time using linked arrays as branch data. Each branch is updated individually when going through the whole branch data tree, linked array to linked array.

You can download the cartridge modify the parameters in the beginning of the code to unrandomize the generation. A set of different palettes is also there, uncomment one to use it. Don't forget to comment the "randomize()" line in the _init() though.

Have fun generating trees!

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Cart #16785 | 2015-11-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Free time before my cup of tea becomes less warm...
I have to free my mind from the ugly things of the last week.

I will add bubbles and make a game about that.
You will have to feed the fish.

Left, right, down arrow keys to move the fish.
Up will be used to collect food items.

Hope this is fun. At less if you smile my day will be more bright.

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Hello!

I've just uploaded a python tool for downloading cartridges :D

Right now you use it like this:

$ p8dl 10022

But, in a future, I'd love it to be able to browse cartridges like Voxatron does.

It should work in Windows, OS X and Linux.

Check it out with

$ pip install p8dl

The code is here: https://github.com/franciscod/p8dl

What do you guys think?

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Cart #16777 | 2015-11-19 | Code ▽ | Embed ▽ | No License
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Fire & Brimstone is a roguelike with a randomized skill tree

-- GOAL --
You must find the 4x relic parts in the dungeon
Relic parts spawn on floor 2/3/4 + 5/6/7 + 8/9/10 ...
You can also buy a relic part to the shopkeeper for 12 coins.

-- CONTROL --
[arrow keys] move / attack
[z] Swap your active spell
[x] cast a spell

-- LEVEL-UP --
Each level contain a ankh.
Activate the ankh to level-up and unlock a new skill.
unlocked skills must be contiguous.

-- GOLD --
Each monster drop a coin.
You can spend coins with a shopkeeper at level 3 / 6 / 9 / 12 / ...

[ Continue Reading.. ]

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Episode III is out! -> Puzzle Cave III - That 70s Bunny


Hey Everyone,

we finally made it! Episode II of Pinkbunny's adventures is here!

Puzzle Cave II - The Clone Potatoes

By popular demand the difficulty level is raised to 'insane' - well, at least when compared to the first episode :D

We hope you'll enjoy this game!

Cheers!
Team Hackefuffel
g1d30n & gizmo

P.S. Post your final score!


Update:

2016-05-22: fixed that nasty sound bug (~_~)\

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Here I'll be posting modular resources for use in your cartridges! Each cartridge includes both shortened code, taking up a minimum of tokens, as well as expanded code, with lots of nice formatting and explanatory comments. They're all released under the zlib/libpng license so please feel free to use them in your own project!

Cart #16719 | 2015-11-17 | Code ▽ | Embed ▽ | No License
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Like me, you may think the default font is kind of awful. If you do, here's some code that will help you render your own! The example font has 64 characters and starts at 0 in sprite memory, but you have full control over which characters are included and where they're located at and in which order they appear by making easy modifications to just a few variables. Take a look at the code to see how it's done!

[ Continue Reading.. ]

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Cart #16696 | 2015-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hey everybody! I'm currently working on a minigame collection in the vein of Pokémon Stadium for N64. Progress has been slower than anticipated due to a deluge of 'real' work, but I'll continue to update this thread as the games get completed. At the moment, the first minigame (Dig! Dig! Dig!) is working and the second (Pico-san Says!) is well on its way.

The game supports four players, and I'm hoping the finished product will be a great companion to three friends and some beers!

Stay tuned!

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Cart #16685 | 2015-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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based on an old game i found in a book of board games

curently not functional (and no ai, not sure if i could even fit one in)
the game and rules

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Cart #nanogolf04-0 | 2021-07-22 | Code ▽ | Embed ▽ | No License
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Now it's possible to press RETURN > EDIT LEVEL to use a rudimentary level editor to create your own map.

Keys:
Arrow keys to move the ball,
Z and X to change between maps (used for block testing)

<details>
<summary>Next up</summary>

  1. Procedurally generate a full landscape
  2. Blocks casting shadows,
  3. Some form of game mechanism — probably "The Incredible Machine" inspired

</details>


<details>
<summary>Looking for older versions?</summary>

  • 0.3
    Cart #nanogolf03-1 | 2021-07-18 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Cart #16677 | 2015-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Very different from my first one. Hope you enjoy! Thanks for listening!

@gruber_music

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Here's a simple ebook reader with the first three chapters of A Tale of Two Cities. Press X to advance (once per paragraph / page).


This is a tech demo of some tools I've been working on for developing text-based games. It'd be more impressive if it were an actual game, but this victory was hard won so I'm posting it. :)

Notes:

  • Text is stored in cart data, not as string literals in the code.

  • The original source file does have the text as string literals in code. I use a post-processor to extract the string literals, pack them into text data stored in the cart, then replace them with string IDs. I use a custom syntax to flag which strings ought to be extracted so I can still use regular string literals elsewhere. The processing tool lets me adjust the location of the text in memory, so I can set aside space for sprites, sfx, etc. by limiting the size of the text data region.

[ Continue Reading.. ]

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I'm literally just learning to code as I've never done it before, but a friend put me on to Pico 8. I wanted to make a tiny underground train game. Can't decide what the point of it should be. But here's the map.

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The first PICO-8 Jam is approaching!

Following on from this thread, here's an invite cart to make it legit:

Cart #16614 | 2015-11-13 | Code ▽ | Embed ▽ | No License
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Duration: The Jam will take place from 00:00 PST on the 21st of November 2015 and will finish at 24:00 PST on the 29th. So, it spans 2 weekends and 5 weekdays. You can spend as much or little time on your carts as you like. Tiny silly cartridges are more than welcome.

Theme: As is customary with other jams, a theme will be posted at the start and the goal is simply to make a cart (or some carts) during the jam that reflect your interpretation of the theme. Any type of cartridge is ok: games, toys, demos, music carts or pixels.

[ Continue Reading.. ]

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Cart #16614 | 2015-11-13 | Code ▽ | Embed ▽ | No License
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Jam details here!

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The console is amazing and I'm loving making stuff in it but, to be honest, the in-console editors suck sometimes. Especially the code editor. And sometimes I'd really like to be editing the graphics and music in a more robust program.

One fairly simple feature that would help a lot is auto-reload when a cartridge changes. I pretty much always have a cartridge open in both a text editor, to write Lua code, and in Pico, to test changes. The text editor reloads automatically and that's awesome, but I have to manually reload the cartridge in Pico whenever I make changes to the code. And not only is it tedious, but I'm also prone to forgetting and making and saving some change in Pico, thereby overwriting the data that had been previously saved by the text editor.

In the same vein of making it easier to write code in an external program: Please don't lower-case all my code. It might not matter in Pico's text editor but it does when viewed in an external program.

An alternate cartridge format could help with using external editors, especially for sprite and audio data. A cartridge could be represented by a directory containing one Lua file, an image file containing the sprite data, a data file (perhaps in TMX format, that looks fairly popular?) for map data, another data file for sprite flags, more data files for sound effects and music, hopefully in a standard format. It might get dodgy with the way data can be shared across sprites and maps, for example, but I'm sure there's a way to make it work.

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Cart #16601 | 2015-11-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hi everyone,

Just started using PICO-8, this is my first code experiment. I like making things generate weird pictures.

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