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Cart #27747 | 2016-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Directions for 9Hole, a golfing-platformer.

Controls:
Arrows to move
Button 3 (C or Z) to jump
Button 4 (X) to swing your club. Hold the button and release for a stronger swing!
When the ball is airborn:

  • arrows to influence its movement (VERY important) - arrows have more effect after the ball has bounced off something
  • press jump to return control to the player before the ball starts moving

Goal: Get the ball to the flag under par, then get yourself there in one piece!

Hello everyone,

I really, REALLY wanted to wrap this game up, but due to events in my personal life coming up I may not get a chance to finish this anytime soon. I really wanted to share what I have, so here is my first game, 9Hole!

It is heavily a work in progress, and it is missing:
-Sound
-levels
-all sorts of polish

I am really enjoying Pico-8, and it is a testament to the quality of the console that I was able to bang this out in a few free hours (I estimate I've played with Pico-8 about 10 hours total, from downloading to publishing).

One day soon, I hope to finish this. In the meantime, I could use your feedback!

I wanted to make a golf game that didn't involve a timing-based swing mechanic. There is some timing here, but the ball is really controlled well with the arrow keys. It can collect powerups, beat-up turtles, and bounce off springs! I was a little inspired by an old Itchy-and-Scratchy Gameboy game where you platformed and played minigolf. I think the golfing in my game is harder, but the platforming is very simple right now.

Thanks to everyone who has been fooling around here - I have been very inspired by everyone's creations!

-PaloBlanco

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6 comments


Cart #32219 | 2016-11-05 | Code ▽ | Embed ▽ | No License
22

Big shout out to jdan for Perspective Toy, on which the guts of the library is based on.

This library takes about ~300 tokens without the demo code. It provides a public line and a point drawing function.

Big thanks to jdan - this library is now under CC0.

Example usage:

function _init()
  camera = cameralib.new()
end

function _draw()
  camera:point( {0.5,0.5,0.5} )
  camera:line( {1,1,1}, {-1,-1,-1} )
end

This demo is obviously a bit more complicated :)

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13 comments


Cart #27725 | 2016-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Hey All! Pang is definitely my favourite arcade game, and so for my first ever game project, I figured I'd take a shot at replicating it. The result has been surprisingly good! Please check it out and leave feedback :)

The game is marked as WIP as I know of a couple of little bugs, and the 2 player mode has never been properly tested. Will update soon and incorporate any feedback that makes sense!

edit: removed disclaimer about 60fps limitations :)

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10 comments


Cart #27684 | 2016-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Will not work well on slow machines or in the web player.

I’m toying with both hi-color images (using 60Hz flickering) and data compression, this is my first attempt. The image size is 128×188.

The picture is of course a tribute to the Deluxe Paint series!

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1 comment


My entry for Ludum Dare 36: Hieroglyph

Submission URL: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=113445
Itch.io: http://avivbeeri.itch.io/hieroglyph

Cart #27674 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

You have entered the temple of an ancient civilisation, and you must decode their hieroglyphics in order to uncover their secrets.

Thanks to previous research, you know that they have a 4 letter alphabet, and they modify the glyphs based on their period in time.

Controls:

(Press) Arrow keys - Enter glyph

(Hold) Z and X - Modifiers

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5 comments


Changing the root_path and cdata_path in config.text do not appear to work on macOS.

steps

  1. launch pico-8 and shutdown
  2. change location of root/data in ~/Library/Application Support/pico-8/config.txt to new dir.
    (line 46, 50)
  3. relaunch pico-8 and browse

not sure if this is the same issue reported earlier with command line -home flags under win or not but wanted to report this.

1 comment


Hi, when I press the F7 key (with the Pocket CHIP keyboard) to do a cartridge label it looks like it doesn't do anything. I also tried all the F* keys but nothing works, when I save the cartridge to the .p8.png format the center of the cartridge is just a color, not the picture.

Is this a bug ? Is it mapped on another key ?
Or maybe I'm just stupid and I do it wrong, that's possible ^^'

11 comments


Cart #27663 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

OVERVIEW
Pico Pop is a game in the style of Puyo Puyo. Pop Jellies and don't let the jar overfill. The game gets faster over time.

CONTROLS
D-pad / arrows - move piece
(O) / Z - rotate counterclockwise
(X) / X - rotate clockwise

ITCH.IO PAGE
If you want, you can also comment and donate at the Pico Pop's itch.io page

CREDITS
Made by Adrian Makes Games. based on Puyo Trainer by geckojsc.

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2 comments


Hi there,
I'm making a scorched earth-style game and it's all coming together pretty well, but I'm having some real problems with collision. Right now what I've got is pretty rudimentary but I can't work out how to do it any better. Basically when the tank fires a shot, the shot moves in a parabola with variables yspeed and xspeed that get added on to the y and x positions of the shot each frame. The shot cannot collide with anything for two frames (to prevent collision with the tank itself) but after that, the shot should explode on contact with any pixel that isn't the colour of the background (i.e. black). However, if moving at a decent speed it will usually move through walls for a frame or so before exploding.

I've attached the cartridge and the relevant collision code.

function shot:update()
 if self.timeout > 0 then
  self.x = flr(self.x + self.xspeed)
  self.y = flr(self.y + self.yspeed)
  self.yspeed = self.yspeed + gravity
  self.timeout -= 1
 else 
  if self.x>=127 then
   self.x = 127
   fired = false
  end
  if self.x<=0 then
   self.x = 0
   fired = false
  end
  if self.y>=127 then
   self.y = 127
   fired = false
   explode = true
   sfx(1,1)
  end
  if pget(self.x,self.y+3)!=0 
  and pget(self.x,self.y+3)!=textclr then
   fired = false
   explode = true
   sfx(1,1)
  end
  self.x = flr(self.x + self.xspeed)
  self.y = flr(self.y + self.yspeed)
  self.yspeed = self.yspeed + gravity
 end
end

[ Continue Reading.. ]

12 comments


Cart #27642 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Just a sketch!

Controls
Left/right arrows: Select
Z/X: Action

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0 comments


Cart #27639 | 2016-08-29 | Code ▽ | Embed ▽ | No License
1


Kakigori is a kind of frappe

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1 comment


Fewer colors

Cart #27672 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

More colors (noisier)

Cart #27637 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Room for perf improvements, including those scanlines. But it works!

・。゚[̲̅$̲̅(̲̅ ͡° ͜ʖ ͡°̲̅)̲̅$̲̅]。゚.*

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5 comments


Cart #27612 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Made a little demo for Matataki.midi, converted by the great gamax92. This is my second demo, and I'm really proud of it. :)

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2 comments


Cart #27609 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
28

For Ludum Dare 36! The theme is "ancient technology", though it didn't exactly take center stage here.

Tiny puzzle-platformer with some less common mechanics.

Once again, to fit within the compressed size limit, I had to strip out all the comments. :(
Original source here: https://c.eev.ee/isaacs-descent/isaac-pristine.p8

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9 comments


Cart #27738 | 2016-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Cart #27602 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

A canoe battling game. Use the ancient technologies of CANOE and SPEAR to defeat your rival canoes! Complete 7 levels of canoe mayhem, or battle against your friends in versus mode.

Controls:
LEFT to paddle left
RIGHT to paddle right
Z to throw a spear

Supports 1 to 4 players.

Made in 48 hours for Ludum Dare 36! Also my first PICO-8 game.

Updated (8/30/2016 19:26 EST) to fix a bug that made the versus AI mode unwinnable if you tried to continue after losing. Also fixed a bug where you could select a non-existent menu option.

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2 comments


Cart #27595 | 2016-08-29 | Code ▽ | Embed ▽ | No License
6


It's your first day at the museum and your boss is sick. Guess you'll have to improvise!

Made in 48 hours for Ludum Dare 36 based on the theme 'Ancient Technology'.
Timelapse
LD entry page

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2 comments


Cart #28428 | 2016-09-12 | Code ▽ | Embed ▽ | No License
86

Cave Runners!

Objective:

  • Your good friends are lost in this complex cave maze, run inside it to find them quickly!

Controls:

  • Press button, click mouse or tap the screen to make your runner jump.
  • Use the restart run menu option in the pause menu if you feel you're wasting too much time on a single run.

Features:

  • Simple one-button/mouse-click/screen-tap control allows you to play on your PC, tablet or smart phone.
  • In [b]Cave Runners

[ Continue Reading.. ]

86
25 comments


Cart #27594 | 2016-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #27585 | 2016-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Basic 2D shooter. My first try at using PICO-8 as a fun platform.

Aiming for a Galaga-style game with wave-buildup and player powerups.

Want to focus on solid controls and achievable art :) .

1 comment



Hi all, this is my unfinished Ludum Dare 36 submission (http://ludumdare.com/compo/ludum-dare-36/?uid=20847). I started building the game with the day/night system and text menus; by the time I was 40 hours in I realized that I hadn't found the game mechanic and decided to call it quits. Still learned a ton, though.

Quick shout out to geckojsc for the lua coroutine dialog system tutorial: https://www.lexaloffle.com/bbs/?tid=3833 I used a lot of the work here with a few tweaks to build the textboxes and in-game menu. One issue I'd like to address in the future is a more terse way of setting up actors and conditional scripts. I feel like when Pico-8 cartridges reach a length of ~1000 chars or so, things start to get really messy in terms of source code organization. Additionally, there were a few functions that I had trouble "hoisting" and I couldn't figure out why. If anyone has pointers on how to simplify the data structures I'm using or specifically better use of tables, please let me know. Thanks for taking a look!

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1 comment


Hey,

I've got a friend who tried to bring up any of the games listed here on his cellphone. It is a Galaxy 7. While he can click on the button to go full-screen, there are no actual buttons on his cellphone that can do the movements of UP, DOWN, LEFT, and RIGHT nor press buttons (A), (B), or (C).

With a touch screen telephone is there a way to play PICO games ?

2 comments




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