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Cart #geyzuzezo-0 | 2019-01-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hey everybody, this is my first game in PICO-8. A 2D racer in the vein of Super Off Road or Skidmarks developed in under a week. Your goal is to be fastest you can be. To help you achieve that you have a timer and ghost car racing alongside you.

Accelerate with up. Decelerate/reverse with down. Turn with left and right. That's all there is to it. The moment you drive over the checkerboard, the race starts.

It's got plenty of problems and bugs:
-audio sucks. I can't do audio. it's like programmer's graphics, only worse. fortunately you can turn it off.
-art. my drawing sucks. I also didn't have enough place to create 8 more 16x16 car sprites, so the rotation looks choppy
-if you stay on one lap for too long the game will run out of memory, as it is always recording :D

[ Continue Reading.. ]

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gng
by floor
Cart #32161 | 2016-11-03 | Code ▽ | Embed ▽ | No License
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Basically Super Pico Runner Bros, but it corrupts and keeps corrupting faster.

For a real challenge, locate where I increment "C" and make it so it increments by "flr(rnd(6))". Game becomes literally unplayable

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I'm developing a pac-man clone live on YouTube :)
You can find every progress at here :D

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Cart #30829 | 2016-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A mini platform game, which goes alongside my forthcoming 8-bit EP, Home (https://wiaiwya.bandcamp.com/album/home-ep), and is also available with some extra content on a special limited-edition USB drive. Help Emma collect the tapes and records, and get home safely - and look out for John Jervis of label WIAIWYA, who released the Home EP. Features some exceptionally lo-fi versions of the songs from the EP as its soundtrack.

Home was based on Jelpi, by Zep.

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Cart #30702 | 2016-10-11 | Code ▽ | Embed ▽ | No License
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This is the game I'm working on right now.
It's a pokemon-like game. You start with one chimera and must convert new chimeras by fighting them.

  • Move/Swap your chimeras, talk and grab stuff with arrow keys. Fights are automatics.
  • When you defeat a group of chimeras they turn green and you can convert one of them.
  • Your starting group size is only one but you can improve it by collecting rods of obedience.
  • Your surviving chimeras wont replenish health or mana. You need to find apples to do this.

The map is not really balanced right now but the game is somehow playable. So I would be interested to know at this point how much chimeras you can defeat.
If you can defeat all 160 nothing will happen, because I didnt implement any ending right now.

Have fun !

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Cart #30954 | 2016-10-14 | Code ▽ | Embed ▽ | No License

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Would be really cool, then we could create our own cart tools to simplify development (a la scratch) for people who want to make a quick snappy game without much work, or create devtools that include stuff like shaders, etc. (a la game engines)

Example:

save(filename,data)

Also EDIT: I remember seeing a post that could read all keyboard inputs, but I don't remember exactly where it was or how they did it, it involved peeking and poking though. Would be useful to have functions like KGET() to get a keyboard key for devtools.

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Cart #30819 | 2016-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Welcome to another useful utility from the lab of dw817. (ME !)

This particular one is a full UPPERCASE and lowercase keyboard. that's right, your strings are indeed saved in lowercase if you select that from the keyboard.

You can use the mouse, touch-screen, or even the arrow keys and (z) (x) to add and remove letters.

What is especially useful about this particular keyboard is that it saves everything prior to being called. And that includes the graphic area it appears at. Any sound effects as it has its own. And even a custom sprite mouse cursor.

All your files are saved in memory first before the keyboard is available (and it's really fast so you won't notice it doing it). :)

In exiting, all your data, screen area, SFX, and sprites are returned back to you.

BY THE WAY !

[color=#ffaabb] [ Continue Reading.. ]

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Does anybody know what's the easiest way to add a tail to a moving pixel?
A pixel is moving one px to the right but instead of just moving it there should stay a pixel in the pixels first location for a short time. Imagine a fade out.

Is there an easy way to accomplish this?

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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)

[ Continue Reading.. ]

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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.


[ Continue Reading.. ]

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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

[ Continue Reading.. ]

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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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