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Cart #34604 | 2016-12-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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  • arrow on start menu can loop from top to bottom now!
  • english mistakes fixed
  • sounds problems fixed at the end of a party
  • progression during campaign is automatically saved
  • add space between seconds units and its value for more clearifications

Cart #34229 | 2016-12-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Added :

  • 5 new kinds of salads for little snail
  • drool snail
  • a full campaign/tuto for newbie

[ Continue Reading.. ]

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Cart #33335 | 2016-12-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Simple mode 7
No tileset management, just a big texture map

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Cart #33333 | 2016-12-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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funny old school effect

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Cart #35159 | 2017-01-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first complete PICO8 game, for the Ludum Dare 37.

A small twist on the "factory" genre, you have a limited time to
play, and must make as much money as possible in that time.
What is the optimal build order?

If you enjoy this cart, submit a screenshot with your highscore! :-)

Updates:
2016-01-08: v1.3.1 -- Fixed menu bug, added bignum, super-buffed sandwiches
2016-12-25: v1.3 -- Rebalanced costs, added two new items, added overwriting
2016-12-19: v1.2 -- Changed the input, added some messages
2016-12-12: v1.1 -- Initial ld 37 version

TODO:

  • Add Music
  • Modify the Graph to be log-based
  • Challenge Modes: Blocked tiles, unique machines, free build mode

[ Continue Reading.. ]

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Cart #33315 | 2016-12-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Can discover the way out?

First time on Ludum Dare and I only had one day to create this game.

Decided to create a small story with some light puzzle elements.

Try out for yourself and tell me what you think!

Link to ludum dare, would love you for checking that out!
Ludum dare


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Cart #33787 | 2016-12-20 | Embed ▽ | License: CC4-BY-NC-SA

Added two tutorial rooms

WIP for now, hopefully will expand on game play.
To pull the box: get close to it and press "X" button
To push the box just press "up" arrow key

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Cart #33403 | 2016-12-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This updated version uses an undocumented stat() parameter to detect when the music has stopped and restarts it as needed. I also seeded some of the unused sfxs with some random clicks and buzzes.

Cart #33303 | 2016-12-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This was just a quick experiment to see if stomping on the music and sound effects areas of memory might make for interesting audio.

I played with different types of damage (and repair) to the memory. But I was just treating it as one big chunk of memory. If you started manipulating patterns individually, you could probably get more useful results.

Sometimes it is interesting. Sometimes, not so much. And sometimes it even stops. (If one were sufficiently motivated, he or she could probably ensure that no loops were ever set to "stop".

Would love to hear from anyone else who has done anything similar.

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Cart #33294 | 2016-12-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a simple physic engine

press left - right - up - left to hit the balls
press c to add new ball
press x to destroy a ball

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Cart #33433 | 2016-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #33428 | 2016-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #33296 | 2016-12-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First original project. Automated runner experiment.
0.1 first animation cycle layering sprites and cycling by frame count
0.11 tweaked animation to separate front/rear legs
0.2 learning a lot! now with wobble, controls, scrolling star animation. Next up is a rainbooowwwww. Included the awesome track by synth_fdr
0.3 Well this is some sloppy code but I was having trouble getting the rainbow to work right. I'll clean it up next time.

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Cart #picotanks_1_0-0 | 2019-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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There are lot of Battle City clones exist in this world. This one is Pico-8 port, made by me just for fun.

Changelog:
Version 1.0:

  • First "stable" release (moved from "work in progress" to "cartridges" as it's almost finished, maybe later i'll add some new features like level constructor, but not sure about it).
  • Moved Game Over screen after score calculation, like in original NES version
  • Added Hi-Score screen after Game Over screen (if player beat high-score)
  • Changed palette, now it uses "secret" Pico-8 palette for bricks. Can be toggled through menu if palette doesn't work for some reason.

Version 0.2:

  • Fixed lot of bugs.

[ Continue Reading.. ]

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Cart #33495 | 2016-12-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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While trying to interest my son in PICO-8, I ended up with code that let you fly a little ship around with Lunar Lander-style thruster control. I'm not sure that he's going to take the bait. But I couldn't leave it alone and had to turn it into a little game.

Visiting waypoints is not a very deep game. But I enjoy the mindlessness of it more than I expected.

The code is not consistent. I'm still figuring out what compromises are worth it in that little tiny editor window.

[edit 2016-12-14] added glitchy text effect, cleaned up some code, reversed the up and down buttons

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Cart #33250 | 2016-12-09 | Code ▽ | Embed ▽ | No License

https://twitter.com/FrogCroakley/status/805888729218945024

Click on circles.

Do it.

1 comment


Cart #33555 | 2016-12-16 | Code ▽ | Embed ▽ | No License
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working title
Dim Sum or Die

L or R to rotate table
UP or Down to navigate between
Top (add dimsum)
Guest (1 to 4)
Bottom (remove dimsum)

Idea is to give the guest what they want
Currently the timers will show how long you have and the thought bubble what food they want
The collectable dimsum item will change over time
Eventually the game will use sound and graphics to indicate good, bad moves and atmosphere

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Updated version! Got rid of the weird sin-table and added sweet, sweet fade effect.

Cart #33227 | 2016-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #33223 | 2016-12-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is my first PICO-8 game.

I am a high school teacher, and I'm involved in our "e-Learning" program. I thought PICO-8 would be an interesting way to introduce students to coding.

So this game is something of a "proof of concept" to show that with very limited experience (I'm not an IT teacher and have no formal IT training) you can quickly put together a working game. We're running a "Mission to Mars" inquiry learning project for our Year 9 classes next year, so that gave me the theme.

I wanted to include:
— a title screen
— movement
— animation
— a scoring system
— sound effects
— music

The code is extremely ugly, because I was just trying to make it work as quickly as possible. It's a mess, to be honest. There is a lot going on in _draw that should be in _update, for starters.

This was three evenings, learning everything from scratch. I'm pretty pleased with it, although it's not a game that will hold your attention for long! But it should be enough for me to show my school that PICO-8 is something we should encourage our students to play with.

(I owe a debt to Drop Down, which I used to work out how to create game states, and the basic falling/gravity mechanic.)

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Hello, I am hitting token count with my game so often - it is irritating. I feel like I am fighting a war of having clean code vs having less tokens.
(I understand that pico8 is for small games and first step should be cutting features though)
I am not sure if something is wrong or am I expecting too much and trying to use pico8 like modern framework.

In the docs is stated:
One program can have a maximum of 8192 tokens. Each token is a word (e.g. variable name) or operator. Pairs of brackets, and strings count as 1 token. commas, periods, LOCALs, semi-colons, ENDs, and comments are not counted.

Let's look at this code:
(taken from my game, but shortened and altered - don't expect this to work! I am not saying that provided code is greatest piece of clean, descriptive code!)

It draws (on local space - screen) piece of text, npc will say to the player - after delay, with black background to ensure readability.

  draw_say=function(this,x,y)
    x=this.x-x
    y=this.y-y
    palt(0,false)
    foreach(this.draw_message_queue,function(obj)
        local deltatime=gl_app_time.timeelapsed-obj.time
        local text_len=#obj.m
        local text_size=text_len*2
        local text_time=text_len/4.0
        local x1=x-text_size-2
        local x2=x+text_size+2
        local y1=y-12
        local y2=y-4

        if deltatime<text_time then
          rectfill(x1,y1,x2,y2,0)
          print(obj.m,x1,y1+2,obj.color)
        end
      end)
    palt()
  end,

[ Continue Reading.. ]

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Cart #33203 | 2016-12-08 | Code ▽ | Embed ▽ | No License
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So here is a question I have. There is this common issue in Pico-8 that comes up when you move things on the screen diagonally. If the vertical/horizontal speed is not an integer number the moving object will exhibit a jagged, jittery motion. This is due to the fact that Pico-8 doesn't do sub-pixel rendering. So the coordinates of objects snap to integer positions. In certain cases this leads to a kind of "stair-step" trajectory that can look very jittery.

My question: is there a good workaround to deal with this phenomenon? It is not always possible to use integer values for movement speeds after all.

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hi,

i ve already got the pocket-Chip https://getchip.com/pages/pocketchip but its not really funny to play games on it cause of the controls. if you feel the same perhaps you are interested in this new kickerstarter projekt. its a gamining handheld based on a raspbery pi zero, so later you can install pico 8 on it :)

https://www.kickstarter.com/projects/583173617/raspi-boy-retro-handheld-emulation-console-electro

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Nothing fancy here, just uploading my first cart. I tweaked the Train tutorial from Zine 1 and made some train sounds. Loop on and off works with the switch. As close as I could get to a train choochoo sound without using multiple channels. (shrug)

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