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Use this version for LD34 ratings

Cart #17753 | 2015-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Updated Version is here (do not rate this one)

Cart #17838 | 2015-12-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This game was made for the LD34 on theme "2 buttons control" (and growing)
As an exotic tadpole you must eat flies to achieve your transformation (not yet ingame!)

Wiggle your tail around the pond using C and V

Enjoy !

Big thanks to NuSan and Samh for advices and patience !

[ Continue Reading.. ]

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0 comments


A simple game made for LD34 on theme "2 buttons control"

You play as a tadpole that must eat flies.

Use C and V to wiggle your tail.

0 comments


Cart #17747 | 2015-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Hello there, here's the second game i'm working on !

SpaceSpeed, a game about going fast and dodging things.
A classic game concept, my goal was mainly to achieve a depth and speed sensation.
(And also handle some mathematic concepts such as circles.)

[left right] to move
[up] to show UI (left is actual score, right is highscore)

My personnal best is 10. (i'm not very good at it)

To do :

  • Music
  • Opening screen
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1 comment


Cart #17741 | 2015-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here is my entry for Ludum Dare 34.
There is a lot of things I would have wanted to add and tweak, but due to an unfortunate event my attention is needed elsewhere at the moment.

It's my first attempt at making a kind of pseudo 3D railshooter and it was fun, though the code could probably be improved a lot!

Controls: press left and right to steer the fighter to protect the lemon trees from the bugs.
Avoid crashing into trees and bugs. Because of the theme "Two button controls" autofire is used
instead of a shoot button.

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2 comments


Cart #picokart2_082-0 | 2019-09-23 | Code ▽ | Embed ▽ | No License
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Old versions:

Cart #17953 | 2015-12-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #17738 | 2015-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Compete in a 3D, high-speed go-cart race against computer-controlled mouse opponents in three challenging tracks.

[ Continue Reading.. ]

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20 comments


Cart #17733 | 2015-12-12 | Embed ▽ | License: CC4-BY-NC-SA
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1 comment


Cart #17731 | 2015-12-12 | Embed ▽ | License: CC4-BY-NC-SA
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Cart #17726 | 2015-12-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
37

Me and Britelite made a small demo, both to pass the time on a lazy Saturday and to finally try out Pico-8 for real. Four oldschool effects, dumb soundtrack. Hope y'all enjoy!

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7 comments


Hey All,

Here's the final changelog for 0.3.3, which will be live on Monday.

[hidden]
Voxatron v0.3.3

Added: Custom inventories
Added: Music pattern sequencer
Added: Multiplayer selection
Added: Bloot: Title page, match logic, music
Added: The Jelly Room
Added: PREV field in activation controller
Added: Audio chooser
Added: Fold-out item creation menu
Added: Scrollwheel / mb3 camera control
Added: Script editor (scripts don't run yet though!)
Added: Shortcut keys for looping in prop editor
Added: Emitters can spawn props, audio and doors
Added: Trigger conditions host:inventory and actor:modifier
Added: Activation controllers for audio and aliases
Added: Total play time displayed on cart completion
Added: Emitted objects can optionally inherit heading and facing rotations
Changed: Can now sink in water by increasing object gravity
Changed: .pov exporter merges sequential voxels of same colour
Changed: Animation completion does not cause parent activation controller to expire
Changed: Can use go_to_room internal script with current room number
Changed: Hoisting is stiffer / more reliable
Changed: Can press button to restart after dying after only 1 second (was 2)
Changed: Doors do not warp in if they are occupied or triggered at t==0
Fixed: Doors only reporting occupied event on room entry
Fixed: Water: more robust wading, transitioning between swimming and standing.
Fixed: rand bullet duration
Fixed: incremental item collection
Fixed: aliased modifiers evaluating dereferenced parent
Fixed: emitter id == 0 clobbered on paste
Fixed: cut and pasting object definitions generates new ids
Fixed: actor:time in microscript statements
Fixed: actor:m_state.* called from room object activation controller
Fixed: Inactive modifier attribute values shown from incorrect parent
Fixed: Monsters don't run at full speed at player 2
Fixed: restarting room clobbers total_time_taken
Fixed: broken wall connectivity in small rooms
Fixed: actor state flags not set on zeroth frame
Fixed: Stand-alone emitter remains dormant forever even when duration/bursts have expired
Fixed: Barrel sometimes explodes when thrown from fast run
Fixed: Crash event triggered by carrying actor
Fixed: Walls do not extend down in liquid based rooms
Fixed: Player:super_state:died query sometimes gives false negative
Fixed: Pickups warping in inside player sometimes not immediately collected
Fixed: Room switching sometimes not triggered when carrying other player through door
Fixed: audio editor state is initialised with bad values after new sound created
Fixed: monster accel halved when mode:wandering
Fixed: Joystick not responding when left stick is up to the left
Fixed: death-triggered events don't fire when death caused by actor collision event

[ Continue Reading.. ]

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5 comments


Cart #17707 | 2015-12-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I'm just getting started on a simplified-physics racing game in my spare time, building up the forces one at a time. This slidey-spaceship feel was interesting, so I thought I'd share.

Arrow keys to move, nothing else yet.

Enjoy!

3 comments


Here's a small suggestion: An option page!

1. To Activate
For the Web Player, I suggest we add a button. "Where can we add the button?", you may ask. There are two different methods for pausing: clicking on the screen, and pressing the button. I'd suggest we remove the button, and add a settings button!

The offline version, however, could use a command, such as "options", "settings", or "fix".

2. Suggested Settings

  • Controls
  • Fullscreen
  • Audio Buffer (web only[If you can change that])
  • Separate Pause Button (So players each have a pause button, but it does the same thing nonetheless.)

Thanks for your time!

1 comment


Hi,
If you're a newcomer to pico, this may help : tutos.
The cartridges describe a new concept each time. The screencasts have any sound (no language problem). The PDF files are in french. I may translate then later if required. Enjoy :)
King regards,
jihem

0 comments


Cart #17661 | 2015-12-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello everyone !

This is my first game with Pico 8, (and my first game so far... not that i ever tried).
Please give me some feedback ! And excuse my english as I'm french.

About the game :

MINE KEEPER

There's an in-game help but let me explain some basics :

You're the mine keeper, so you have to make some gold for your evil boss lord.
To do so, you have access to a variety of workers and spells.
And also a whip to keep everyone motivated !

Controls :
[c] - place worker / buy spell
[x] - whip worker

[arrows] - select / move

The game is quite unfair
Some games will be harder, some easier. Because life in the mine is unfair.

[ Continue Reading.. ]

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3 comments


Cart #zmasikuji-1 | 2019-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I hope you enjoy this simple game about herding uncooperative chickens.

EDIT: Updated to v2
Now 2 player co-op and 60 fps. Enjoy!

EDIT: Updated to v2.1
Now with amazing music and sfx by Bibiki :)
After you win, the game will reset so you can play again.
More encouragement when you've almost won.

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11 comments


Howdy folks!

I was recently at the Austin TX Juegos Rangheros game dev meetup, and the main topic was Pico8!

This reminded me that I wrote an article and I promptly forgot to post it here on the forums!

I would love to hear everyone's thoughts and freedback, especially since I heard Joseph of Lexaloffle is interested in a "Pico8 Console"!

http://missingsentinelsoftware.com/blog/ouya-pico-8s-fantasy-console

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Cart #17619 | 2015-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Classic dungeoncrawling renderer which draws 8x8 pixel tiles to represent the view. Player movement is restricted to the grid and 4 directions.

Things that could be experimented with or added:

  • Floors and ceilings.
  • Sprites like trees or enemies.
  • Different textures depending on grid value.
  • Transitions when turning left right, or even forward backward.
  • Dynamic lighting. Use different lightsources and write to a gridbased lightmap which is then used when rendering.
  • Height levels.
  • The perspective is a bit weird sometimes and I guess could be made better

Controls: Use arrow keys to move and x to place/remove block. Cannot move outside level bounds.

[hidden]

[ Continue Reading.. ]

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2 comments


Cart #17617 | 2015-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The palette cycling happens once and then stops, I tried using palt(), but this doesn't appear to reset the cycle. Any pointers would be appreciated!

Here's the code I'm using.

function _update()
	p+=1
 if p>15 then
 	p=1
 end
end

function _draw()
  pal(p,p-1,1)
end
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5 comments


Cart #17607 | 2015-12-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Simple Simon. An intense David vs. Goliath platformer featuring a small and vengeful pumpkin.

Warning: this game may make you think twice about Christmas feasts... Or at least delicious pumpkin-filled desserts.

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6 comments


The more lua code I write in the pico-8, the more general purpose functions I wind up discovering. Here is my current utility library, I'll probably continue adding more as time progresses.

Quick sort

This one is pretty straight forward, you simply call it by providing a table and an optional comparator (for non-numeric lists), and it will in-place sort your table. It currently does not return anything, but it could me modified to return the table passed if you want to chain things.

-- Inplace quick sort
function qsort(tbl, cmp, first, last)
	first = first or 1
	last = last or #tbl
    cmp = cmp or function (x,y) return x - y end

	if (first >= last) then
		return
	end

	local pivot, pv, tail = first, tbl[pivot], last

	while pivot < tail do
		local tv = tbl[tail]

		-- Tail is smaller than the pivot
		-- Shuffle things around
		if ( cmp(pv, tv) > 0 ) then
			tbl[pivot], pivot = tv, pivot + 1
			tbl[tail] = tbl[pivot]
		end

		tail = tail - 1
	end

	tbl[pivot] = pv

	qsort(tbl, cmp, first, pivot - 1)
	qsort(tbl, cmp, pivot + 1, last)
end

[ Continue Reading.. ]

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Cart #17616 | 2015-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Quick update to remove the need to use cursor keys and z to draw. The circles only draw on the X axis I think cos/sin to do those pretty curves you see in graphs

Cart #17595 | 2015-12-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I was inspired by the last p8jam and wanted to simulate a pebble dropping in a calm pool of water.

You can imagine my surprise when I held down z and moved around :D

3 comments




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