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I want to do a de-make of "Another World", this game is built of many static screens (no scrolling) and the backgrounds are drawn using very creative, data efficient, free-form "polygons".

To increase the number of screens I can have, and match the free-form polygonal art style, it seems better to discard the tile map, and use the map data to store "screens" and each screen would store "polygon info". So it would just be the points for the polygons, or something simpler - maybe just indexes of known shapes and a colour value to apply to them, something like that.

However it's stored - it would be expensive to re-draw the entire thing every frame, so I would have to use the old school technique of;

  • draw the background once,
  • capture the area behind a sprite,
  • draw the sprite,
  • then to re-draw, paste the captured area back over it, adjust the sprite x,y and repeat

How do I prevent the normal re-draw, and how do I capture an area of the screen?

Any thoughts on my approach?

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Hi, I'm still learning about Pico-8.

Given that there is ONE map (count-em, one!), if a game wants to give the impression of a bigger world, it's going to have to resort to some old school techniques, yes?

A lot like how Mario on the NES was done by making levels out of "chunks" of tiles, eg. one chunk is a set of stairs with a gap in the middle, another is 2 platforms above each other, etc. Thus the level data can just be a serialised list of chunk indexes.

I ask because, for fun, I want to try making "de-makes" of classic games. One might be "Another World". I was coming up with a level storage format which might just be a series of types of shapes, or points, and draw the polygons to create a 2D image, much like the original did, but this would have to be plotted out once, and then I'd have to use old school method of; every frame, capturing the small screen area behind the player, drawing the player, then erasing the player with the stored screen area, apply the movement, and repeat. To avoid re-drawing the background every frame because it might be computationally expensive.

[ Continue Reading.. ]

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Cart #17775 | 2015-12-14 | Code ▽ | Embed ▽ | No License
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Use the left and right arrows to move, x to shoot and z to shoot a bomb.
you only have two bombs so use them wisely.

colliding with other ships does 3 hearts of damage.

Week 5 of my weekly pico8 game project

You can find my blog here: quidditycode.com

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Cart #17772 | 2015-12-14 | Code ▽ | Embed ▽ | No License
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Had very little time for LD34 - made in a hurry :) Theme = growing.

  • Navigate with [left]/[right]
  • Shoot with action buttons [x] or [z]

The aim is to merge and grow the evil boxes in order to have one left - then it will collapse due to it's unbearable mass! (erm).

Whenever you hit a box it changes direction. The magnetic field is also activited and shown as a circle. When boxes have an active magnetic field and are close to eachother the bigger box will consume the smaller one.

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Cart #17774 | 2015-12-14 | Code ▽ | Embed ▽ | No License
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Hybris

Destroy the infected cells to prevent the infection from spreading

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Cart #17767 | 2015-12-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My entry for LD34.
I didn't really participated in this Ludum Dare (again)... I just started to do something on whim 3 hours before the deadline. So "Bean up" is what I managed to finish in that time. :)

Ohh, a link to the games LD page, in case somebody arrives from anywhere else than the LD site, and wants to vote (hehe) http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=36967

POST-COMPO VERSION:
If you came here to vote on Ludumdare, please play the original version!
If you are just here to play, then definitely play this post compo version. :) I worked on it a couple of more hours. Not that it means that I worked on it more time than any LD participiant :) I'm still nowhere near 48 hours - maybe around 5-6 I guess.

[ Continue Reading.. ]

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Cart #19078 | 2016-03-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Small game made for the Idle Thumbs Community Winter Wizard Jam. Created by Jonathan Decker and Ben Stryker. You play as a shitty wizard who just wants to drink his coffee in peace, but children keep mistaking him for Santa! Use the arrow keys to move and press 'Z' to temporarily turn small children into snowmen. Visit the game jam submission page

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Cart #17762 | 2015-12-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #17759 | 2015-12-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Get all rabbits and grow a good amount of grass to go to the next level.

Parts of lit areas can be turned to grass once isolated from light using your snake body.

Controls :
Arrow keys : move snake

There are rabbit holes, so lure rabbits outside by growing grass around them.
Yhen eat them, it will make the snake grow

Moles are your enemies, mainly because they have lasers. Don't let them see you so you can eat them

This game has been made in 48 hours during Ludum Dare 34
You can find a Timelapse made during the LudumDare, followed by a bit of gameplay :

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Cart #17760 | 2015-12-14 | Code ▽ | Embed ▽ | No License
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You're an unfortunate flower stuck hundreds of meters below the ground and you want nothing but to see the sun again again. You might never get out, but your children may!

Shoot your seed and have it land safely to spawn a child who carries on your legacy. Shooting your seed kills you and leaves your withered body behind and if the seed is destroyed, your bloodline ends here and now.

This game uses only two controls; the left and right arrow keys.

  • When idle, hit both left+right simultaneously to take aim.
  • When aiming, use the left and right arrow keys to decrease/increase your shot strength, and hit left+right simultaneously to shoot.
  • If on the game over screen, hit left to restart the entire game or right to restart the current level.

The game only has two levels, but I'm liking this concept so I might continue working on it after the jam.

Legacy of Flower was made entirely in PICO-8. Special thanks to @zep for making such an incredibly fun fantasy console!

Thanks for playing!

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Cart #17893 | 2015-12-17 | Code ▽ | Embed ▽ | No License
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Direct the growth of vines to avoid lawnmowers. If you run out of seeds, fly the bee to lots of flowers to pollinate them for more. Try to survive as long as possible!

I originally made this game in 48 hours for Ludum Dare 34 with the dual themes of 'Growing' and 'Two Button Controls'. There's a timelapse of that here. This is an updated version of the game with lots of improvements based on feedback from the LD community.

===Changelog 1.1
[hidden]- The next spawn point for vines is now indicated by a seed sprite. The direction the seed is pointing is the direction the vine will grow (away from nearest screen edge, like always).

  • The spawn point for bees is now indicated by a beehive sprite. Along with the seed sprites, this means you can plan ahead much more.
  • If the lawnmower hits a seed or beehive it's position is re-randomized.
  • A big particle ring now emanates from the vine/bee spawn position to draw your attention and help you quickly work out where you are.
  • There's a warning flash on the side of the screen before a lawnmower appears.
  • The bee leaves a trail of pollen behind it once it has visited it's first flower. Players were getting confused about how to acquire seeds; the first flower visited gives you nothing but every subsequent flower gives a seed, because you pollinated it.
  • Rebalanced the game in various ways. In general, games should last longer now.
  • Added some berries and flowers to the titles to make them prettier.
  • Much clearer instructions on the title screen.
  • Many, many more title screen puns (from 14 to 27).

[ Continue Reading.. ]

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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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Cart #17747 | 2015-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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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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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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Cart #17726 | 2015-12-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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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!

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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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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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