--[[ TAME CAT BATTLE ]]--
(also mostly known as rock, paper, scissors..)
This is a little game I made as an example of how to implement a high score system. It saves the player name, along with their high score into persistent cartridge data. It is based on my cat, who has frequent battles with our neighbours cat. I have however, toned down the violence significantly, to make the game accessible for all.
Go check out my project called PicoBoard to learn how to implement a high score into your game, or leave a comment!
Would love to see who could get the highest score, of this game of complete chance and endurance..!

Wave Race Legend
Hop on Jetski, catch some air, and smash your opponents!
| POST YOUR HIGHSCORES IN THE THREAD BELOW! |
Controls
- Left/Right to move
- X/Z/Down (while airborne) to smash opponents
Features
- Real-time wave simulation
- Tight arcade controls
- Endless gameplay
- Combo system
- Dynamic 4 color palette
- 3 new songs by Gruber_Music
Gameplay

[u]Dev Log (expand below)

NEW FEATURES (with helpful suggests by vNakamura) 10-22-16
^O## (outline color, 0-15)
^D# (delay, 0=none, 1=fast, 9=slow)
^P (pause with flashing cursor, wait for any keystroke)
Well hello there ! I bet you thought I fell in an open manhole or something. No such luck !
As it is, I want to share with you a lovely routine I have always written called TRX, which stands for Transmission X.
The term "Transmission X" comes from many years ago when i saw a B&W episode of Flash Gordon starring Buster Crabbe.
In one episode he mentions to Dale (his sweetheart) that he was going to send a "Transmission X" to an alien planet - and the music took a serious tone after he said this.
Dale asked innocently enough, "What does the X stand for ?"
Buster gave her a funny look. It was almost as if she forgot her lines or was ad-libbing, but he quickly responded to her,
"It means everything."
And that seemed to satisfy her. Or so it seemed. Since that time, the term and his definition of it stuck with me. "Transmission X." "it can do everything."
Later when I got into busy programming, i thought - why not make a routine, my own special "Transmission X" that does, well, just as Flash Gordon said, pretty well everything?
And I did, later shortening the name from "Transmit-X" to TRX.
There were a few other names I gave it. TR8, for instance, where everything was 8x8 pixels, but TRX I like that name the most and is what I use now.
And what YOU have here is a routine I oft write in any programming language I start out in when I want a strong text and image handler that works entirely and only with strings.
Full instructions are included. Lots of carrots. :)
I hope you find it useful for your own code and programs, and if you have some suggestions on what you'd like to see added to it, lemme know. If I can find my way around it, I'll do it for ya.

I am going to throw together a last minute entry for the Game Boy Jam (https://itch.io/jam/gbjam-5). I just started tonight, and the deadline is end of this weekend (Oct 9th, 2016), so this will likely be a pretty rushed entry.
I'm a programmer, and I would love to work together with an artist and sound designer if possible to help add some visual polish.
If you are interested please post some links to you work; preferably completed projects.
GAME IDEA
Wave Race Legend
2D jet ski game where you bounce off waves trying to take down AI opponents. A mix of Joust and Wave Race 64.
For simplicity there will likely be no "race" aspect to the game; just survive as long as possible.
As I mentioned, I just started this project, but here is a quick gif of my current progress to hopefully give you an idea of what I mean:
ABOUT ME
Here's a couple of carts are recently released:
PICO-8 0.1.9b builds are now live on Lexaloffle and Humble.
This is a bug-fixing update, mostly for crashes related to switching between widowed mode, full-screen and minimized windows. I've also included the dynamically linked pico8_dyn versions in the linux archives, that were missing from 0.1.9.
The Windows installer & .zip file include a more recent sdl2.dll, although there weren't any known issues relating to that.
I've switched back to shift-a..z for glyph entry in the code editor, as alt-a..z is sometimes reserved by the host operating system. If you find yourself accidentally entering the extended characters by accident, you can turn this off in config.txt (near the bottom). To enter glyphs without shift-a..z, press ctrl-k to toggle glyph mode.
Changelog:
v0.1.9b Added: Alternative function key mapping: ctrl-6..9 for F6..F9 Added: Alternative glyph entry method: (ctrl-k) to toggle glyph mode Changed: Enter glyphs with shift a..z, but can be disabled in config.txt Changed: Increased emscripten ram to 128MB (some carts at risk of running out) Fixed: Crash when window size is tiny or minified Fixed: Crash on toggling fullscreen mode Fixed: printh can write files outside filetree (security issue) Fixed: show_fps (can also now be toggled with ctrl-1) Fixed: Shorthand if/then syntax error when using the form: (functionname)(param) Fixed: log.txt not saved in path specified by -home switch Fixed: Default application data folder created even when -home specified Fixed: Missing dynamic builds (pico8_dyn) from linux archives Fixed: Removed unneeded RPATH from linux binaries Fixed: export foo%d.wav fails to write multiple files |

Improved collision detection with enemies- now uses standard bounding rect (as opposed to a single pixel check)
Super PICO Runner Brothers allows you to play as four familiar characters and complete a single stage runner competing for a high score. Complete the level, gain points, and repeat at faster speeds.
This started as a quick experiment with PICO-8, thanks to the fanzine, second edition where you'll see the art I used for the game characters.
Press left and right arrows to select your character, and Z or the fire button to start. Then when playing using left and run to speed up and slow down, and either up or fire to jump. Hold for longer jumps.
Good luck, I've only made it half-way through level 2 myself, but I expect it should be reasonable to make it through well into level 3 or 4 where the speeds probably become prohibitive beyond that.

Invader Maker
i originally wrote this for blitzmax back in jan of 2016.
The principle is the same:
[1] Generate 9-16 dots in a 4x8 field. (4-across cause it's mirrored when plotted later)
[2] Ensure all dots touch each other. (no stray dots)
[3] Mirror the field horizontally. (pixels 5, 6, 7, and 8)
[4] Then pick 2-random colors to paint it with. (no same colors)
Here is how it looks in BlitzMAX. Since the screen is a little over 1200 pixels across, you can get some nice detail, including a single pixel separation per bigger pixel to make it stand out better.

Just a simple work in progress of what could at one point become an exploration/building game with little pip robots!
--changelog--
rev1: added basic ui for information on elements.
rev0: simple movement.

Hey all, I've made a little PICO-8 introductory tutorial for the company I work for. I used my PocketCHIP to create the "game" in the tutorial :)
http://tongullman.blogspot.jp/2016/10/pico-8-introductory-tutorial.html

[**could not embed: -]
Solitaire (Klondike)
Use a mouse
Left button picks and drops cards
Right button pans the board a bit to show long piles of cards

As some of you new to PICO might be asking. How can I make a smooth-scrolling map ?
The solution ? To use PICO's own MSET() to plot tiles into your map space and MAP() to draw it all out.
Check the code carefully though ! PICO apparently cannot by default smoothly scroll a map one pixel at a time so I am plotting the map using a modulos of 8 steps to count as one tile for pixel-perfect movement.
Hit the (Z) key to change from the 1st room to the 2nd.
A center digit will tell you which page you are on.
When you get to the end, before you hit a key to return to the prompt, hit CTRL-R right there to run it again.

I am working on my first serious endeavor (something like flappy bird mixed with side scrolling shooter boss fights) and would appreciate some help regarding the scrolling maps.
The idea is that the map is divided into several 16x16 tile sections (one whole screen) and that these sections would scroll at a constant rate as you attempt to avoid obstacles. I wanted the scrolling obstacle sections to be randomized for replayability.
i.e. Your character starts in section Z. As it starts to scroll across the screen, section X follows it. Section Y follows section X, etc. for N iterations. At which point, a boss battle takes place.
Has anyone attempted something like this before? Are there any examples of games that could be useful?
Thanks in advance.

This really does feel like the old days. Where you would turn on a BBC Micro, C64 or MS-DOS computer and then get stuck in.
When I saw the program does peeks and pokes I nearly wept. Out of nostalgic joy and flashbacks to getting the C64 to bloody do what I wanted it to lol.
I love the little pixel editor. Reminds me of SEUCK in the way it works. And the Wave editor is like something I used on the Amiga.
Bravo!





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