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dear people,

could you please stop renaming action buttons to your own liking?

I know, pico8's input is a pandora's can of worm.

officially the buttons should be named (O)/(X) (in that order) but:

  • these are fantasy buttons. only (X) has a physical meaning, on your keyboard or your xbox controller (not on your dualshock).
  • you can't expect people at large to know what the button letters/glyphs mean (unless you only use X), especially online (on your itch.io or even right here on the bbs)
  • most of you are playing on your keyboard. I have a xbox controller connected at all time, but the dpad is not supported and the left stick if often a PITA with games developed with arrow keys in mind. so I'm on keyboard too, most of the time. no gamepad online anyway.

that's why many of you are referring to [Z]/[X]. which with all due respect is selfishly short-minded, since z is anywhere else on non-qwerty keyboards. of course the fact that pico8 treats [Z] differently on the web and in standalone doesn't help a bit. may god help you if you're on a dvorak ;)

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I have decided to make public my "game template" for the PICO-8. This is my starting point when I want to make a game.

It has a state machine, some utility functions (very basic) and an example of metatable usage (objects in Lua) with the Entity metatable. It includes a colision function (rectangles colision) for that Entity but it can be adapted to whatever you need.

I know there is another repository with something similar but I wanted to do my own mostly to learn and because everybody code differently.

You can get my template in this github repository

I hope this is helpful :)

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Cart #31061 | 2016-10-16 | Code ▽ | Embed ▽ | No License
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Inspired by @pippinbarr's tweet:

░ ░ ░ ░ GAME IDEA
░ ░ ░
░ ░ YOU ARE AN ELEVATOR
░ ░ ░ JUDGING
░ ░
░ ░ ░ ░ ELEVATOR PITCHES
░ ░ ░
░ ░ BUT NO ONE
░ ░ ░ ASKED FOR YOUR OPINION

Made for The Pippin Barr 'GAME IDEA' Game Jam.

play on itch.io

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A mini project done on the side of a bigger one!

This is just a toy for testing interesting movement in a PICO-8 game. I might use it in a later project,
but if you want to use it in your project, feel free to do so! :)

Steer the "feet" with the arrow keys and change foot with X,Y.

It almost feel like real walking! ;)


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nothing interesting
programming exercise for students

Cart #31038 | 2016-10-16 | Code ▽ | Embed ▽ | No License
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Cart #31028 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I don't know. I had the idea for this for forever.

You can press down to go half-speed, left and right to scan through the parts of the chorus.

It's a cover of this.

The audio and graphics go out of sync and I've coded to accomodate for this, but it seems like it's unpredictable. You'll probably hear a glitch as it loops. On my machine the graphics are like .5% slower than the audio. IF YOU REALLY WANTED TO there is this M variable in the code you can tweak.

EDIT: Alternate self-corrupting version.

Cart #31159 | 2016-10-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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"Using the Pico-8 restrictions, create a mock-up of a title screen for a new and original game.

The title of your made up game must have exactly three words in its title. Hyphenated words and contractions count as one word."

News item

Link to gallery

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Hello, peoples! This is my first Pico-8 cartridge (as well as my first game project I completed to a point that it could be called 1.0). Yes, it's the PONG-esque tutorial game from Picozine #1, but I added a few things that the tutorial did not cover including:
-3 music tracks
-An intro screen
-A game over message
-random starting angle
-variable angle changes based on where the ball hits the paddle
-speed-up button
-bonus lives awarded every 500 points

This took about 8 hours on and off to code and was completed within 14 hours. What a long day it was! 8(

Enjoy!

-Wackerly

Cart #31017 | 2016-10-16 | Code ▽ | Embed ▽ | No License
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[UPDATE v2.0] Have you ever wondered why Yorgle is afraid of the yellow key, or who exactly is the Evil Magician? I mean whats his deal, has anyone ever even seen him before? Now you can finally go face to face with him and find out! There is one catch,.. you'll first have to locate him and his lair hidden deep within the Kingdom. Are you up to the challenge?

piColossal Adventure
version 2.0

A remake of and tribute to Adventure for the Atari Video Computer System

Code structure, construct definitions, sprite movement, collision, and animation routines copied from and/or very heavily influenced by Dom8verse (by Haunted Tie).

An evil magician has stolen the enchanted chalice and has hidden it somewhere in the Kingdom. The object of the game is to rescue the enchanted chalice and place it inside the golden castle where it belongs. This is no easy task, as the evil magician has created three dragons to hinder you in your quest for the golden chalice. There is Yorgle, the yellow dragon, who is just plain mean; there is Grundle, the green dragon, who is mean and ferocious; and there is Rhindle, the red dragon, who is the most ferocious of all. Rhindle is also the fastest dragon and is the most difficult to out maneuver.

[b][u]Skill Levels:

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Cart #31006 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Simple example showing how to queue tracks to play one after another. For example, you might have some main menu music that you want to seamlessly transition to gameplay music without an awkward pop in rhythm.

Controls

Press either action key to queue up another music track to play after the currently playing one finishes.

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Cart #31381 | 2016-10-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #31200 | 2016-10-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #31001 | 2016-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Is there a simple way to play music after the currently playing pattern finishes? I figure I could probably track how long a music pattern has been playing and calculate it out, but wondering if there is any built in functionality.

Thanks!

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Cart #30974 | 2016-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Customizable Connect 4 for 2-8 players!

Rules:

Players take turns at dropping chips into the grid. The first player to have the required amount of chips of his color in a horizontal, vertical or diagonal sequence wins the match.

Try fiddling with the options to alter the game!

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Cart #30960 | 2016-10-14 | Code ▽ | Embed ▽ | No License
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Instrux are included in the main program.

Now that I have a way to compress my game logo, I'll go to work on that Halloween game I promised. :)

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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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