Not quite finished entry for http://midwestgamejam.org
left/right to steer, 'z' to draw in the sail, 'x' to let it out. Finish all the waypoints without running aground!
[b]General Sailing tips:

AIR RAIDERS
The object of the game is to blast enemy aircraft out of the sky... and dodge ground missiles!!! Zero in on enemy planes! Bank left, bank right, dive, climb out! Watch your elevation! Keep track of the fuel! Run out of ammo...land and refuel...take off again!
For Your PICO-8 Video Game System
You should download and play it though, the web player seems to break some minor things.
Changelog:

Newest version:
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]
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)
Asdf

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!

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.

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?
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 / ...
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 (~_~)\

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!
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!

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!

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

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>
- Procedurally generate a full landscape
- Blocks casting shadows,
- Some form of game mechanism — probably "The Incredible Machine" inspired
</details>
<details>
<summary>Looking for older versions?</summary>
- 0.3 by cauli

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.






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