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Cart #21326 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A traffic counting game with randomly generated levels.

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Cart #21313 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I think this is the first actual game I've ever finished! Made with my partner glip over the past couple weeks, as part of their Flora universe.

I wrote some stuff about the experience making it, and there's a bit more on Floraverse.

I had to strip all the comments to fit under the compressed size limit, but the original cart/source is available.

There's an instruction manual of sorts: cover, part 1, part 2, part 3

[ Continue Reading.. ]

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19 comments


Cart #21310 | 2016-05-25 | Code ▽ | Embed ▽ | No License
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Cart #21308 | 2016-05-25 | Code ▽ | Embed ▽ | No License
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Metablob! Now with even more tasty blobbiness, but at half the calories.

-Electric Gryphon

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3 comments


Cart #22076 | 2016-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This was my second project after buying Pico-8. I had a Millennium Falcon toy as a kid that had a sound-base memory connect four game on it. I used to love the crap out of it, and so I decided to give the game a try in Pico-8.

This game is dedicated to TG. They had been waiting on me for a long time to attempt this project, and it so happens to be their birthday as well (Happy birthday!). You're appreciated, and I hope this makes up for even a little of my ridiculousness when it comes to the Falcon.

=== Instructions ===

Use the arrow keys to select a square, press "Z" to play the associated sound. Attempt to match all of the squares based on the sound that's played.

Version 1.0
Graphics added
Game completed
Win condition and menu created
Sounds finalized

Version 0.1
Initial game concept release

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1 comment


Cart #27319 | 2016-08-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #24872 | 2016-07-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #21578 | 2016-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This started out as something entirely different but morphed into something pretty personal. It's not the best looking thing and it gets really hectic near the end, even for my shmup tastes, but wanted to get this up sooner than later. I might not return to this before the Jam deadline...hopefully I will.

[ Continue Reading.. ]

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23 comments


Cart #21282 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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woosh woosh

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Cart #21691 | 2016-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #21276 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A relatively small cartridge I made in a couple of days for the #p8jam2.
The theme was Chain Reaction and this is what I came up with: Exploding explosive circles.

Use arrow keys to move the cursor and Z to fire a rocket.

You are given 5 rockets and a task of destroying all 32 circles. (Bonus points for not using all rockets!)

[b]Update 1.1

[ Continue Reading.. ]

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Cart #21285 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #21273 | 2016-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Here's my little game where you "Click" on the Cookie ;)

2 comments


Cart #21266 | 2016-05-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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graphics test
atempt at porting a test from love2D
slider for love2D

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Here's a guide I've put together to document how I set up Atom to be as helpful for PICO-8 game development as I could with the help of the #pico8 channel. I'll hopefully be adding more as I fine-tune the IDE and know what works and what ultimately doesn't.

1. Hide the left "file" pannel (tree-view):
Because PICO-8 carts are only ever going to be single-file projects, it makes no sense to have it waste valuable screen space being open. You can manually close it using the "Ctrl + \" command, but, more likely than not, you're going to want a more proactive approach.

Go to File > Init script...
Copy and paste this snippet without a hash in front: atom.commands.dispatch('atom.workspace','tree-view:toggle')

2. Get PICO-8 specific language syntax highlighting
PICO-8 is a subset of the Lua language, and, as such, has specific built-in stuffs that won't highlight if you're using the basic Lua syntax highlighting. Go into settings and install the package "language-pico8" to get a more customized, helpful syntax highlighter. Be warned, I believe this has some screwy tab and auto-indent behavior, but, for the most part, it'll be very helpful to have.

[ Continue Reading.. ]

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30 comments


Cart #21258 | 2016-05-24 | Code ▽ | Embed ▽ | No License
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First Test

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changelog says that time() has been removed

but I can still use it?

though it does seem to behave a bit oddly by eventually returning negative time?

any ideas?

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11 comments


Cart #21242 | 2016-05-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I was playing with the sprite editor, and found my creatures nice enough to make a game.
I'm still focused on my lode runner project, so I wanted to keep it short and simple.
this won't be the game of the year, and to give it a use, I did my best to document the code so eventually it can help beginners.

the game is simple (boring ?) - fire and hit a max. of alien before you die
but there's room to improve it :

  • increase the difficulty by adding new aliens every 10 points
  • move the aliens in direction of the player when it is at a certain range
    ...
function new_alien()
  a={}                          -- a new alien is allocated
  a.x=rnd(120)                  -- aliens appear on the top 1/3 of the screen 
  a.y=rnd(40)                   
  a.spr=flr(rnd(6))+2           -- and can be of any of the 6 alien sprites
  a.dx=rnd(4)-2                 -- direction and speed is random
  a.dy=rnd(5)-2                 -- but more often going down than up
  add(aliens,a)                 -- the new alien is added to our list of aliens
end

function _init()                -- called once at the start of the programm
  x=60                          -- player's fighter initial position
  y=100                         
  hold_fire=0                   -- used prevent continuous fire
  score=0                       
  best=0                        -- the high score
  bullets={}                    -- list of active bullets
  aliens={}                     -- the list of aliens
  for i=1,20 do new_alien() end -- creates 20 aliens
  cls()                         -- clear the screen
  print("saccharine",44,38,7)   -- and displays a  title screen
  print("PRESENTS",48,48,6)
  print("until death",43,58,8)
  print("x start",50,98,6)
  while not btn(5) do end       -- waits for x key to be pressed
end

function _draw()
  cls()                         -- clear the screen
  spr(1,x,y)                    -- displays player's fighter sprite

   for a in all(aliens) do      -- for each alien,
    a.x+=a.dx                   -- calculate its new position
    a.y+=a.dy
    if a.x>0 and a.y>0 and a.x<127 and a.y<127 then -- if alien is still inside the screen
      spr(a.spr,a.x,a.y)        -- displays it
      if a.x+2>=x and a.x+2<=x+7 and a.y+2>=y and a.y+2<=y+8 then -- alien collision with fighter
        del(aliens,a)           -- remove the alien from the list of aliens (we won't display it anymore)
        new_alien()             -- and replace it by a new one so that the number of aliens is always the same
        sfx(2)                  -- louder crash sound than for the aliens
        x=60                    -- respwan
        y=100                   
        bullets={}              -- clears all active bullets
        score=0                 -- start over
      end                       
    else                        
      del(aliens,a)             -- alien leaved the screen, delete it
      new_alien()               -- and replace it by a new one
    end                         
  end                           

  for b in all(bullets) do      -- parsing each active bullet
    b.y-=3                      -- move it up
    if b.y<0 then               -- the bullet exits the top of the screen
      del(bullets,b)            -- we remove it from the list of active bullets 
    else                        
      if pget(b.x,b.y)!=0 then  -- if it hits something
        del(bullets,b)          -- we delete it
        sfx(1)                  -- alien explosion
        score+=1
        for a in all(aliens) do -- search which alien we killed 
          if a.x<=b.x and a.x+5>=b.x and a.y<=b.y and a.y+4>=b.y then
            del(aliens,a)       -- delete it
            new_alien()         -- and replace it by a new one
          end                   
        end                     
      else                      
        pset(b.x,b.y,7)         -- displays the bullet
        pset(b.x,b.y+1,8)       -- and a red dot behind it
      end                       
    end                         
  end                           

  if (score>best) best=score    -- displays updated high score, and current score
  print(best,0,0,6)             
  print(score,0,8,6)            
end                             

function _update()              
  if (btn(0) and x>0  ) x-=2    -- going left
  if (btn(1) and x<120) x+=2    -- right
  if (btn(2) and y>50 ) y-=2    -- up
  if (btn(3) and y<120) y+=2    -- down

  hold_fire+=1                  -- increases the timer 30 times per second
  if (btn(4) or btn(5)) and hold_fire>8 then -- allowed to fire again
    sfx(0)
    add(bullets,{x=x+1,y=y})    -- left gun
    add(bullets,{x=x+5,y=y})    -- right gun
    hold_fire=0                 -- the timer is reset to zero, so we have
  end                           -- to wait it reaches 9 to fire again 
end

[ Continue Reading.. ]

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2 comments


Cart #21551 | 2016-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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@rcsweeney and my Pico-8 jam 2 cart.

left and right to float.
o and x to rotate your bubbles.

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11 comments


Cart #21977 | 2016-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first cartridge, and something I thought would be easy enough as a first game. I have done what I initially set out to do with this cart and then some. There have been some great concepts suggested in the comments, and I hope someone forks this project and creates their own with some of these modifications. If anyone has any questions, please do not hesitate to ask.
Constructive criticism is always welcome.

INSTRUCTIONS

Navigate the fast-moving red blocks and eat the ones that are smaller than you to grow while trying to not be eaten yourself.

Version 1.0:
Added some more polish
Commented more regions for those that wish to understand what's under the hood
Added a rudimentary start menu song
Resized the start menu graphic to take up more space

Version 0.5:
Fixed player being able to off-screen
Fixed right-moving blocks not gradually coming on screen
Fixed the player's ability to avoid collision at the last 1/30rd of a second
Added start menu with pixel art
Added winning condition and win menu
Added score counter to the top-left of screen

Version 0.1:
Initial game release

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The finished game:

Cart #21359 | 2016-05-26 | Code ▽ | Embed ▽ | No License
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It turned out pretty good for a first attempt at making a game with PICO-8 in my opinion. The gameplay itself is a little uninspired, but I had a lot of fun playing with the visuals and learning about the system.

Older versions: [hidden]

Cart #21270 | 2016-05-25 | Code ▽ | Embed ▽ | No License
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-Fixed x-overflow/underflow bug
-Changed default palette
-Rough menus
-Points/Combos/Lives
-Generally more stylish

Cart #21212 | 2016-05-24 | Code ▽ | Embed ▽ | No License
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Cart #21188 | 2016-05-23 | Code ▽ | Embed ▽ | No License
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Still needs a lot of work, but it's turning out ok!

[ Continue Reading.. ]

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Hi!

I just discovered PICO-8 and wanted to try some of the many great carts. But nearly all of them are unplayable because most games use <X> and <Z> as buttons. But X and Z are so far away on my keyboard layout that makes no sense. Please fix that, that is really bad usebility.

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Backup should also exist when overwriting the cartridge in memory with the load command...

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... Adam and I work for Warhorse Studios in Prague (designing and implementing adaptive music in the title called Kingdom Come: Deliverance) and for the Czech Technical University in Prague (a researcher and an assistant professor). I also contribute to the Overmare Studios' RPG as the music team leader. I co-founded and write and produce for a band called the Wasteland Wailers which started performing live this year (Berlin, Baltimore). I am interested in interactive audio and music.

My twitter is @adam_sporka.
My SoundCloud is https://soundcloud.com/adam_sporka.

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I just happened to notice that when I create a block comment in an external editor, and then have to resave it within Pico8, the block comments are forced to lowercase.

So this
--[[ SECTION NAME ]]

turns into this
--[[ section name ]]

After a save in the P8 editor.

Not a big deal, really, just something I happened to notice. Maybe it's intended to be this way, just seemed odd.

3 comments




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