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Cart #32260 | 2016-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This was my first project in PIC0-8. It's just been sitting on my hard drive collecting dust. I don't think I'll finish it since I just started working on it on a whim without considering how much work it'd be.

It has large randomly generated worlds and if you walk to an elevator you go up a level, if you walk in a hole you fall down a level. Mearl is hidden somewhere and you can bring up a map that shows where you've been by pressing 'Z'. That's about all. This can be a tease about how cool it could have been.

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Just quickly wanted to post this so some friends could play around with it. There is absolutely nothing special about this project - I just wanted to mess around and see if I could work out the game logic myself to make it. The code should be written to be easily expanded, including reserved space for a start screen that allows you to select the size of the grid and number of colours in play. Theoretically without an overhaul you could adapt the game to have a switching system instead of pick-1-style removal.

Anywho, that's about that~

Cart #32247 | 2016-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #32244 | 2016-11-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The forest is looking more foreboding these days.

-Electric Gryphon

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Old version


The Galactic Tourism Bureau has put together a collection of postcards from their enticing travel destinations.
Postcards will switch every few seconds to ensure that you experience each of the 5,000 locales.

Thanks qbicfeet for the font library. (https://www.lexaloffle.com/bbs/?tid=27669)

V2 Changes:
--Improved near field clipping
--Water color can change
--Galactic index is readable

-Electric Gryphon

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Hi all,

I started taking a Video Game Design History course over on edx.org. The course started last week, it looks like you can still join and participate up until the end of April 2017. I'm guessing lots of good ideas for games could be had here, as well as being able to see what has and hasn't worked in the past.

Enjoy,

Brian

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if you have the actual application pico-8, and a lexaloffle account, can you use the lexaloffle account to sign into pico-8? thanks!

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Cart #32209 | 2016-11-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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hello everyone! i'm relatively new to text-based coding, so i got the code for my game out of the pico 8 fanzine! the precise game title is "squashy", and alex mole made it!
arrow keys to move the paddle left and right!
update: got hearts to render! but when you lose a life, all the hearts go away instead of just one...
update: hearts go away, one at a time! turns out putting =- instead of -= makes a huge difference!
if you want, you can play the earlier versions here!

Cart #32202 | 2016-11-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #37115 | 2017-02-03 | Code ▽ | Embed ▽ | No License
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This is my first Lua game using PICO-8 on my newly received PocketCHIP
Feel free to propose features :)

--- Changelog :
v0.7 :

  • Improve display performances
  • Add hurt visual effect
  • Add bridge (you can swim under)
  • Improve monster AI to follow bobby if close enough
  • Add delay after falling in hole
  • Add hidden treasures
  • Restore full life when finding new heart

v0.6 :

  • Improve monsters (move behind trees), explode animation
  • Add delay after entering cave / falling in holes
  • Add hidden stairs to access a new dimmed cave

v0.5 :

  • Add monsters

v0.4 :

  • Add holes and breakable floor
  • Add diagonal move

v0.3 :

  • Refine map drawings
  • Smooth moves

--- Gameplay :

--

[ Continue Reading.. ]

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Cart #32195 | 2016-11-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Been working on this on and off for a while, wanted to actually upload some version of it and call it 'done'. It's a sort of roguelike where you have to collect coins and knives and hearts, while avoiding broken hearts. Mostly put together to test out roguelike movement, room linking, etc.

Z to start, arrows move.

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Next Thing Co. now has an alpha test image of the next version of the PocketCHIP software (4.4 alpha) that includes Pico-8 1.9. If you don't mind installing an alpha version (which may have bugs that cause data loss), it's easy to give it a try. It's easy enough that you probably don't even need instructions but there's one bit that I found by guessing so I thought I'd write it up.

You'll need a computer running Chrome, a USB-to-micro-USB cable, and your PocketCHIP. Ideally, the computer would be plugged into power so it doesn't lose power in the middle of the update.

  1. In Chrome, go to http://flash.getchip.com/. If this is your first time using the CHIP flash utility in Chrome, it will prompt you to install the Chrome extension. Do so.
  2. Connect PocketCHIP to your computer via the USB cable.
  3. Turn on PocketCHIP. Allow PocketCHIP to boot up to the main menu.
  4. On PocketCHIP, press the "power" on-screen button. In the power menu, select "Flash Software."

[ Continue Reading.. ]

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Cart #32177 | 2016-11-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Nothing fancy, just playing with how lines and shapes render and got this weird thing.

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What's the word on when zine # 5 is coming out???

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Character generator 3D test

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Cart #32145 | 2016-11-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Gabe Pico-8 a first try. This one is whole lot of messy nesting ifs :) To reset board while playing, use PAUSE menu. No winner screen because I've never won.

x to select the marble to move, than move cursor to where you want to jump and x again.

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Cart #32165 | 2016-11-03 | Code ▽ | Embed ▽ | No License
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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.

[ Continue Reading.. ]

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Cart #32126 | 2016-10-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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!)

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Cart #32079 | 2016-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Version 0:

  • Movement Test
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Cart #32075 | 2016-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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!

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Hello everyone! My first game in PICO-8! \o/

One Hour Game Jam, Oct. 29th, 2016, Theme: "Pumpkin"

Cart #32057 | 2016-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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