11/2/16: Updated demo to a new version, now with ~9~ playable rooms.
A lot of stuff updated under the hood (the biggest being an overhaul to a more OOP-oriented entity system, among others) but also the following gameplay changes:
- Added a 1-frame delay to turning.
- Some sounds and graphics updated.
- Corrected reversed X/O button descriptions (oops)
- Since the turn delay makes position adjustment easier, X was turned into an alternate jump button.
- Some simple effects that illustrate block creation/destruction and also illustration of what is preventing you when you fail to do so.
Hope you enjoy checking it out :) Of course, let me know if you run into obvious bugs or problems as well.
(initial post follows)
This is my first major project in PICO-8, and I love the system to bits.
This is an action puzzle game I'm still working on with heavy inspiration from a NES/Famicom game I played a great deal as a kid that I loved, Solomon's Key.
In each room, you must collect the key to open the exit, and then get to it. The controls are explained on the placeholder title screen, but I will go over them here as well in more detail.
[box=ffeedd]> Use left/right keys to move. There is a very short delay when you turn.
> Press O to use your creation/destruction magic where you are facing. You require MP points (shown at the top) in order to create. You can increase your MP by collecting red magic stones in each room. You can destroy your own blocks and brittle brown blocks, but not much else.
> Press down to duck. Ducking does not help avoiding getting hit (no reduction in collision area), but it allows you to aim lower than you normally do.
> Press X or up to jump. Jumping underneath a breakable block will also let you break it, but it requires two hits.
I find it much easier to play with a controller vs. a keyboard because of the coordination sometimes required, so I suggest trying that.

As a lonely ghost, trapped in your house for a thousand years, you finally have a roommate - you'll do anything for them to notice you! When they want something, go knock it off their shelf and bring it to them - but don't let anything hit the floor and shatter! They'll flee their haunted house...
Left/right cursor keys to move. Bump objects off the shelf and bounce them off yourself to bring them to the human - don't let them fall!
(my first game using PICO-8; the code is a bit messy, sorry!)
(also there's no real learning curve)
(it's also here: https://piconaut.itch.io/notice-me)
(I'd really appreciate any feedback at all!)

My first completed (or thereabout) pico-8 cartridge. As you might guess, I have a soft spot for "2001, A Space Odyssey", and this work is my tribute to it (and other "optimistic" Hard Sci-Fi, a sadly endangered genre).
The gameplay is admittedly a bit basic: you simply shuttle between two space stations (one in low, the other in high orbit), using as little fuel and time/oxygen as possible. The final score is 1000 points for each successful docking, minus 10 points for each fuel and oxygen unit consumed (both replenished after each docking).
Orbital dynamics are accurate, apart from the timescale obviously. Directional arrows control the thrusters of the Orion shuttle, "Z" is for docking when close to the hub of your destination station (the "selection" box will flash when this is the case). Delta-V is deliberately ignored (too hard to manage, particularly at this breakneck simulation speed! ;-)
Everything else is pretty much self-explanatory. Press "X" when docked to exit the game and see your score. The orange curve is of course your craft's projected trajectory. Labels on the edge of the screen indicate the direction of each space station (useful when out of sight). The "F" and "O" values near the centre of the screen are your current "Fuel" and "Oxygen" reserves (I kid you not!) Running out of either will end the game, as will entering the atmosphere (zero score!)
I hope you enjoy practicing your orbital flight skills!
Simple "Space Invaders" clone with some wacky special effects.
Left/Right to move, Z to fire.
Version 0.2
Did another stream, added some new features:
- Points system with perfect-wave bonus
- Permanent high score
- Infinite waves of baddies (gets progressively harder, to a certain point)
- Simple starfield background

It's 2 am for an hour. You have time to kill. And your clock basically doesn't make any sense for this 2 am hour. So let's kill time with it!
The only controls are your left and right keys/buttons!
This was made in 0 hour for the 0 Hour Game Jam!
Because the game was made in 0 hour, there really wasn't much time for a complete game but I managed to make this cool little toy and I'm happy with it!
And since the cart is very barebone, you are welcome to download it and make your modifications on it if you like! Then just post your cart here, so I can play it! :D
Also I recorded the making of it all! You can have a here:
[youtube]nB4E7GRMY3M
Just uploading my #0hgame entry, made in exactly 0 hours in the timespan 2am - 2am CET.
Instructions: aim using the left and right arrow keys, wait for the toast to pop up and hit X to launch your blob of butter.
this is very dumb and ugly and i am sorry for wasting your precious time. I might be coming back to it though, I have some ideas on how to make a proper game out of it.

written for fishing-jam-2 in about 4 days... with pico-8
in catfisk! you're challenged with collecting as many fish as you can from this delightful aquarium feeding trough you've been left alone with.
- collect the various fish using the arrow keys and z/x buttons
- score points for collecting the various fish
- you'll run out of time
- and then you can choose to collect various more fish.
a @rousrrrr collaboration,
after learning of fishing jam 2, rabblrouser and babyjeans set off to make a couple separate projects, but quickly converged to work on rabblrouser's wonderful idea: catfisk.
for rabblrouser, catfisk was big learning experience in all things programming and it's an introduction and practice run of more things to come.
for babyjeans, it was a chance to exercise some programming muscle, as well as share and teach some knowledge. babyjeans is rabid for all things lua, pico-8 is no exception.
@rabblrouser - Idea / Art / Audio / Code
Final edition of this game, just before Halloween. :)
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This game is also for sale (Worthware) in ITCH.IO. You pay what you think it's worth with a minimal of 99c. However, as you are a member and/or owner of the PICO-8 OS, you get it for free in here - with source.
For those of you who have made high score on the earlier version of this game, it is suggested you RESET your HIGH SCORE holding down (O) and (X) during HIGH SCORE to show considerably comparative and competitive scores.
There are now 4-levels of play.

Recently I've been experimenting with the sfx and music editors and while they are excellent in all their simplicity, there are some areas where I would like to see it improved. I'll try to make myself as brief as possible:
1: Volume
The way volume is handled in PICO-8 is that it increases linearly. The problem with this is that the way humans perceive sound is logarithmic, which means that a jump from volume values 1 to 2 is a lot more noticeable than the jump from 6 to 7. Below is an Audacity recording of a square wave in the tracker going from 1 all the way to 7 displayed in both the linear and logarithmic scale and as you can see the difference in these jumps is quite significant.
Is it possible that the way volume works in PICO-8 could be fixed to ramp exponentially? I'm not sure how many people notice (or even care) but it's something that makes it hard to make natural-sounding ramps up in volume when creating sfx and music, especially on the quieter side.
[b][u]2: Suggestion: Display silent notes (0 volume) in the tracker

I making a spawner that I could place anywere on my map.
The code is looking like this:
for x=0 ,512 do
for y=0,512 do
val = mget(x,y)
-- spawner
if (fget(val, 1)) then
spawnscrubs(x,y,14,2)
end
end
end
|
The code picks up that there is spawners on the map(and the amount), but not the location, all scrubs are spawning at x= 0, y = 0 .
Can not figure out the problem with the code...
Can someone figure it out?
Thanks a lot!
/Sebastian

Explore the lost city. Find the amulet.
The Remains of El Dorado is a roguelike game for PICO-8. You're seeking The Amulet of the Sun which will bring you great fame and fortune... if you survive.
Press C to charge a shot, press a direction while charged to shoot. Press X to enter the potion menu. Select a potion by pressing left and right, and press C to confirm. Aim your throw with the direction keys, and press C to throw the potion. Careful! Potions will explode on contact with a wall.








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