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Cart #30625 | 2016-10-11 | Code ▽ | Embed ▽ | No License
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I had known that there was a curious memory location in PICO that would give you interesting effects.

I now know why it didn't work for me. You must be inside a LOOP to see it. Once your program exits, however, the effect disappears.

Thanks to MineRobber9000 for providing the demo that showed it actually works.

Here is some information I found through experimentation about it:

POKE(24364,n)
0 .. normal
1 .. double-wide
2 .. double-tall
3 .. double-size
5 .. Normal Plot & Mirror Plot X
6 .. Normal Plot & Mirror Plot Y
7 .. Normal Plot & Mirror Plot X & Y (Good for Kaleidoscope)
NO OTHER NUMBERS DO ANYTHING (cannot combine effects)

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Cart #30617 | 2016-10-11 | Code ▽ | Embed ▽ | No License
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Something I made up.

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Cart #30607 | 2016-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Figured I would put this up as WIP for now because I'm not sure if I'm going to put the finishing touches on it. This was intended to be a "quick little game" but it keeps growing and I think I'd rather spend time on a new idea. Anyway...

Fly as far as possible without hitting the walls above/below, and don't get crushed by the spikes behind you. Shooting baddies will build up the floor and ceiling. Enemies that get by you will grow the spikes.

Use Z to shoot. Use X to put on the brakes. Note the limited brake meter at the bottom.

When the brakes are on, bad guys will reduce the walls/spikes when you shoot them.

Collect the little dudes to build up brake time. Collect stars to change weapons.

Given this is a WIP cart, here are things you won't find:

  • Sound
  • Music
  • Alternate color palettes
  • A good death transition
  • Title screen
  • Game over screen

I'll probably come back to this one at some point but might be chill on it for a while...we'll see.

Either way, your feedback is welcomed and thanks for playing.

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Tuned difficulty slightly- added a short stinger at level start. Start with an extra life, and quicker to get free lives.


Add two new enemies. Tentacle enemy shows up in level 6 and above. And a new boss in level 10. Also now up arrow works for jump as well as Z.


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Another update, I should probably do less but I'm bad at scheduling.

Cart #31827 | 2016-10-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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NEW CONTROLS:

UP, DOWN --> Rotate
X,C --> Zoom
LEFT,RIGHT --> Particle Size
X&Z --> Effect ON/OFF

The effect is a bit wanky because it makes Z sorting kinda useless --> particles/region increases the deeper they get so they "overdraw" the trails of the ones that are above and more towards you.
This is not my effect, I took it from
NuSan's Trails example
I hope thats ok.

I would like to make a better effect but I'm kinda bad at stuff like that. tyroney already showed me another way which you can see here:
Tyroney's pixel tail

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Cart #30566 | 2016-10-10 | Code ▽ | Embed ▽ | No License
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My first finished game on pico-8 :) it's a basic remake of Duet Game. Controls: arrow keys.

Edit: musics by @robbuduguay https://www.lexaloffle.com/bbs/?tid=2619

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Hey guys,

I'm wondering if there is an exponential function? I've been trying to build my own but it doesn't quite work so I don't know what to do.

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Cart #30638 | 2016-10-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Left/Right arrows to choose turmite
Up/Down arrows to change speed.
"Z" to generate random turmite (multicolor only for now)

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Cart #30501 | 2016-10-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here I show how to generate clouds using circles and some random numbers.

It's not as complex as others I have seen but does the work.

You can play with the parameters of the make_cloud function to get different kinds of clouds.

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Cart #30800 | 2016-10-13 | Code ▽ | Embed ▽ | No License
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Cart #30457 | 2016-10-09 | Code ▽ | Embed ▽ | No License
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The Burning Rose Demake
GBJam Edition

Credits:
Artwork, sfx, code courtesy of Grandtraindelta, @grandtraindelta
Most excellent music courtesy of Gnarcade, @Gnarcade_VGM
@krajzeg for the pico8 controller script

Hi all, yes this is demake of an existing game I've made for gbjam, but i've used all the tokens i could find to add more content and a boss! Now with secondary phase bullet patterns

V 1.2 Changes
-Fixed gameover music bug
-Modified awakening link and dreamland palettes
-Added phase 2 pattern to boss

V 1.1 Changes
-Fixed crash with autobomb on hit with missiles
-Fixed bug, running out of missiles while entering boss phase would lock shooting
-Modified diagonal movement to respect proper distance vector over one frame. (movement was too fast)

WHY A BIPLANE SHMUP?

Born from a love of Ghibli, animation, 8bits, blue sky gaming, Sega score chasing and the Nintendo Gameboy. The burning rose has been remade for gbjam with added features.

The burning rose is a action shmup game of tense combo chaining and score driven gameplay. Coupled with end game resource management and survival. The session time is low, requiring little time investment for the player. I have implmented a quick open ended scoring system for longevity, with the emphasis on maximization. One hit kills and quick restart make it ideal for one more go arcade style play.

TELL ME MORE...

-Consistant UI
-Local Highscore table
-Autobomb mode, allows beginners to get to grips with the combo system and difficulty at a 10% cost reduction in score
-Now type blanks in highscore entry

WHATS CHANGED SINCE LAST TIME?

-Reworked sprites to work with 4 colours
-Spritesheet recoloured to allow for Palette swaps in code.
-Gameboy and Nintendo influenced colour palettes.
-Reduced token count to add extra features and optimised code
-Added music tweaks and sfx
-Xbox and xinput Gamepad functionality in browser (chrome and firefox)
-Secret boss battle, for the highscore chasers...

HOW DO I PLAY THIS?

Pilot the Burning Rose through a finite barrage of 500 missiles using only 500 of your own shots to cut a path. Each missile is worth one point. Destroying two missiles without a single missile leaving the screen starts a combo. Keep the chain going and your final score will be multiplied by your highest chain of your run. Push your chaining ability to the limit to make your way onto the local top pilot ranking!

In one run you're given 3 bombs. Use them defensively to get out of a tight situation and avoid death. Or use them aggressively to maintain a chain and link stray missiles.

WHAT ARE THE KEYBOARD CONTROLS?

Menus:
Z - Accept/select
X - Back
Up and down - Navigation
Left - Select colour palette
Right - Auto bomb toggle

In Gameplay:
Z - Hold to fire
X - Smart bomb
Arrows - Movement

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Cart #30454 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First shot at a game, modifying jelpi collision code into a bullet hell vertical shooter
Help and fixes from Mike Meyers

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Cart #30745 | 2016-10-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi!

9HOLE is a platformer where you are also golfing! Hit the ball to the hole (under par!) and then get to the hole yourself!

CONTROLS:
C,Z: Jump
X: Swing your club (hold the button for a harder swing!)

WHEN THE BALL IS AIRBORN:
Arrows: Move the ball (a little bit!)
C,Z: releas ball control and control the character again.

SECRET: if you find the game a little easy, try pressing "Up" repeatedly on the title screen!

I will be doing more of a post-mortem in a bit, but I wanted to get this game online. Happy playing!

-PaloBlanco

changelog:
v1.1:

  • added tutorial text to level 1
  • fixed (hopefully!) spraying particles when your ball sits next to a wall
  • increased particle counts and lifetimes across the board (makes the game a little flashier)
  • fixed level 2 so that there is no point of no return
  • adjusted a jump on level 5 so it is a little more forgiving

in the future:

  • bug fixes as they get reported
  • I would like to flesh out the music with one more layer
  • ...that's it? I kind of feel like I've explored this idea to my content.

old version:

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David's Super Nifty Secret Decoder Ring!

Wow ! Do they not at all make it easy to do what should be some simple string manipulation here !

what's going on ?

more work than I had hoped for lemme tell ya. however, it works, it's perfect and I doubt very seriously anyone worth their salt can crack the code to an encrypted message from this particular program as it uses random seed to build with.

That sorta thing is really difficult to reverse-engineer but - stranger things have happened.

Don't bank all your jewels on this, but I think it's a good encryptor for when we start to write those cool text adventures.

No sense in giving up the whole story by snooping eyes in your source code. :)

They used a simpler method similar to this when you would type out a text adventure from a book so as not to give the whole plot away as you enter it in.

Pretty sure these routines will be useful to you and others.

Questions, Compliments, or Kerosene, take your pick and stick it below. Send me some stars too maybe ? :)

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Cart #30419 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Sometimes, your game makes use of a randomly generated sequence, but it would be nice to smooth out some of the short-term variance in it (e.g. long stretches of not getting a long piece in Tetris). This cart showcases some algorithms you can use to generate smoother-feeling random sequences, and lets you visualize them for tetrominoes, digits, or dice rolls.

Thanks to TetrisConcept without whom I would never have learned about these techniques, and to the developers who invented them.

See the code comments for more on the implementation of each randomizer.

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Cart #30408 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first Pico-8 game...

I wanted to make an old-fashioned arcade shooter, like Defender but not as difficult to play.

The end result differs quite a bit from Defender - except for its difficulty level. ;)

Tip 1: Completely wipe out a cluster of aliens and you'll earn an extra life. Survival means earning lives faster than you lose them (and you will lose them very fast).

Tip 2: If you already have three lives, an extra life will power up your smartbomb meter instead. When it's full - BOOM! Humanity's future depends on you triggering as many smartbombs as you can.

Tip 3: Those speedy pink loner aliens? Hunt them down! They're the last of their cluster, so that's where your extra lives/smartbombs come from.

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A platformer example, from GameMaker to PICO-8.
I didn't know that cartridge image displayed your first 2 lines of comments.
Feel free to use this.
Press Z to jump and use arrow keys to move your player.

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Cart #30381 | 2016-10-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This game is based on the 1986 Intellivision classic Thunder Castle. It has dragons, and... dragons! So far only level 1 is (basically) complete, and there are 3 map variations that are chosen at random on startup. Eventually it will have a title screen as well as 2 more levels (I believe you can get to level 2 currently, but it's totally incomplete, doesn't have the right enemies or powerups or the second and third map variations). Level 2 will have 2 wizard enemies instead of the dragon, and level 3 will have 3 demon enemies.

Press action/fire to use items you pick up. Avoid the comb. A couple items don't have their functionality yet. Get the bat to become invincible for a short time in order to slay the dragon!

Credit to @solar for the excellent sounds and music!

Video of the original INTV game: https://youtu.be/WiK1fumT18E?t=1m8s

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I put together a page for my favorite PICO-8 games, and figured you'd all enjoy it! https://www.playpico.com/. At the time of this posting, there are currently 113 games - let's see how it grows!

Big update Jul 27th, 2017

The website has been completely rebuilt from scratch. I'm still working on some more features for it, but it's at a point now where I wanted to push the progress live. It's now built on top of my PHP MVC framework, Lightning, available here: https://github.com/clowerweb/Lightning.

  • UI facelift. It's still fairly similar to the old UI, but has many improvements in both aesthetics and usability.
  • Better performance; it should be snappier than ever now.
  • Featured games! The front page is now a list of 24 featured games, chosen randomly each week. You can still go to the full games list by clicking "All Games" in the navigation, but this is no longer the index page.

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Finally hit the milestone in Picoder development where I'm able to decode p8.png files in pure JavaScript. I couldn't have done it without the help of @gamax92 and @dddaaannn, as well as the source code of their respective projects PICOLOVE and PicoTool. It's been a long, bumpy ride, but here it is: http://clowerweb.com/picoder-test/. This will be used to import .png files into Picoder, and the decoding algorithms reversed in order to compile code (edited in Picoder's online IDE) to be playable in the web player for testing.

So huge shoutout and thanks to the above named! Hopefully the IDE itself will be available for public testing soon. Please let me know if you find any issues with the decoder - this is my chance to let you all test it and help me find bugs. Thanks!

Edit: source, if anyone wants it

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A game made for the 76th 1hgj

Cart #30341 | 2016-10-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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