Hi, guys.
This is my first PICO8-game, a "The Force Awakens" fan-project:
You play Rey on her speeder and have to pick up electronic gargabe while avoiding vehicles in your way.
Outstanding Pico-8 adaption of Rey's Theme by Chris D. (@gruber_music).
I am looking forward to your feedback and suggestions.
Thanks,
Tassilo
Version history:
v1.21: Final version with some minor tweaks and fixes
v1.20: Fullscreen, full-color title; enhanced UI; additional parallax layer with vaporizers
v1.10: Now using 60fps mode; corrected movement of Redeyes corrected; slightly enhanced titlescreen
v1.00: Updated and enhanced music by Chris D.; some new SFX by Chris D.; enhanced instructions screen

This is my first game in Pico-8. Some things I'm still getting used, sometimes the screen seems a little tight, but I'm liking very much. It seems the perfect tool to test new ideas and prototypes.
This is not a complex game, but I like that I was able to make it in a few days. It's not complete yet.

As usual, the end of #1GAM crept up on me and I had plenty of things in progress but nothing really done enough to call done. So it's become my habit to burst out a game in an hour or two and see how it goes. Here's another of these, '4WAY'. Collect the green crosses to increase your score, and don't get hit by the red circles. Your only defence against the red circles is shooting with Z, but the bullets will also destroy any crosses they encounter. Move with arrows. And of course, the core thing, you can only shoot in all four directions at once.
Have fun!

DarkLBA is a mashup of Alone in the Dark (zombies), Little Big Adventure (the hero: Twinsen and its magic ball (ok not so magic here)) and 2Dark (save kids (the game I'm working on IRL)).
This new version is easier to play.
You must bring all the kids to the exit: the blue square.
Touch their cage to deliver them, they will follow the exact path you make. So you need to show them the way to the exit. You can bring back all the kids at once or one by one, it's up to your strategy.
Watch the zombies, they target you or the kids. Destroy them throwing the ball with Action key (O).
If they grab you (and hold you for a few secs), you lose one life point. Keep one direction pressed to escape, and don't stop throwing balls.
If one grabs a kid, you have 7 seconds to kill it before the kid dies.
(X) pause the game and go back to the menu to see the map. Then you can start a new map or go back to the current game.

With the introduction of the function type()
it is now possible to know the type of the variable.
So I tried to find a way to implement a simple class system and I think I found a way
First we need a function to copy tables
function copy(o)
local c
if type(o) == 'table' then
c = {}
for k, v in pairs(o) do
c[k] = copy(v)
end
else
c = o
end
return c
end
|
then we can declare our objects the following way:
vec = {}
vec.x = 0
vec.y = 0
function vec:add(v)
self.x += v.x
self.y += v.y
end
function vec:subs(v)
self.x -= v.x
self.y -= v.y
end
function vec:mult(c)
self.x *= c
self.y *= c
end
|
to create multiple instances of vector, we just need to copy the object and edit it's attributes
a = copy(vec) b = copy(vec) a.x = 1 a.y = 2 b.x = 3 b.y = -1 |
I was experimenting with generating three-color pattern dither (2x2 matricies), and this is what I came up with. It's obviously too slow to use without building a dithering table (you could fit 4:5:4 color in the cartridge ram with cstore/restore), but I wanted to throw this out in the world incase someone else wanted to play with it.
Hey All, I hope you had a great new year!
PICO-8 0.1.4 builds are live on the updates page and on Humble. The main features of this update are:
Friendlier Token Counting
Pairs of brackets and block deliminations now count as one token each, and local declarations do not count at all. You can now fit in around 30% more code because of this, and there is less need for odd space-saving techniques (e.g. using blah"" instead of blah()), or getting rid of local variables. It does mean you're more likely to hit the compressed code limit (use INFO to check), but I don't think this will be a problem. The raw character limit has also been increased from 32k to 64k.Importing / Exporting Data
import() and export() can now load and save the sprite sheet: export("something.png") and sfx: export("something.wav"). These aren't very flexible yet, but in future they'll be able to do things like grabbing particular sets of sprites, or only importing into empty slots.

hi guys, posting this on newyears eve. so happy 2016!
iv been patching up the love2D port of the pico and i want to try and get some more exposure out to the pico8 games.
id like to publish a game bundle (best of the year maybe?) in its own standalone app on the ios store (free download and no ads or micropay), im curently working on the gui and fixing some bugs.
i would like to ask any devs out here for premision to use your game in this bundle, if you have the time i would realy like a small bio on you and what or how the game came to be.
if you have questions about this project by all means ask

So, for anyone who didn't see on twitter, I recently bought a tiny 128x128 LCD, and got around to using it yesterday. https://twitter.com/NoahRosamilia/status/681585285013045252
When I first started it took around 85 seconds to transfer one full image, but with a bit of optimizing coughstealingotherpeoplescodecough I can now update the screen at ~50 FPS. I remember people talking about reading PICO-8's memory from another program (for networking stuff, I think). I was wondering if anybody had some clues for getting the PICO-8 screen data from a python script.

Eyeboss is designed to be a short, yet well-polished, tough-as-nails bullet hell boss shooter. It features 2 play modes, Survive and Destroy, each of which can be played on Normal or Hard difficulty, and 10 levels to clear. The music and background will become progressively more intense as you proceed through the levels.
In Hard mode, enemies will bungee back and forth while firing their patterns faster than on Normal mode. In Destroy mode, you can fire back at enemies, and have 3 lives to complete the game. In Survive mode, you have one life, and surviving for 15 seconds clears the level.
Thanks for playing! I appreciate any feedback. This is my first game using Pico-8, so if you are running into problems such as performance issues, glitches, etc., please let me know.
anybody know if this could be done in pico8?
https://www.youtube.com/watch?v=jr0DKvInRyI
I was tempted to try but not sure how to implement the rotation.

This is my first submission for PICO-8!
I am trying to make a Christmas musical game but it turn out sync audio and video is a real pain...
right now, the game isn't a game, only a procedural generated map and a single tune. I will work on this title until the end of the year, introducing new old Christmas tunes and gameplay.

I've started doing something in Pico-8, but when i am trying to follow the particle tutorial from Picozine 1 (even if i get the text correct) and run it i get an error like 
This is the code: http://hastebin.com/akaqebefav.lua
Any help?

Just a wee little game I made to take different parts of pico-8 for a spin! Your typical space shooter in which you destroy things with love.





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