Hi the geeks ! [o.o]
Here is my first game of my very very little RPG.
I want to make a game with a very short lifetime, capturing the essence of RPG in a humoristic way.
I make code, graphics and sound, do not hesitate to criticize my code, because I'm begginning.
| USER'S GUIDE :
LEFT: Left move |
Sorry I'm French…

A short demo top-down shooter whereby players control a cannon-equipped bipedal walking machine on the moon, battling against AI foes.
Controls
Direction keys: Movement
z: Jump
x: Press lightly to Fire/Press and hold to rotate cannon/Start game
HUD
Upper left number: Energy
Middle: Radar
Upper right sequence of points: Remaining ammo
Bottom right: Remaining destinations
- Your energy will gradually decline over time or due to damage.
- When your energy level reaches 0, the game is over.
- By firing while you are jumping, you can use the recoil to make quick moves.
- By standing on top of the power panel, the switch is turned on, and your ammo and energy will be replenished.
- The machine #2 has not a canon but a sword.
So I've recently got Pico-8 and thought I'd try something simple, a Lunar Lander game where you have to bring your spacecraft to a safe landing on a dangerous terrain.
Very very much a work in progress at the moment. But I'm going to try posting here updates as I go along.
Now with gravity and collision detection and explosions. Landing next.
Really ropey code for landing in place, with flat bits to land on.
Fuel next.

I have the sound muted -- if you want to test with the explosion sound, uncomment line 26.
The magic happens in the MAKE_EXPL function which creates a new explosion in the table (maxed out at 10 explosions). I call EXPLODE() to update all the explosions every frame.
Things I learned from this:
- creating a RN function for a shorthand FLR(RND)
- how to delete the oldest entry in a table
- conditional animations based on count and argument data
- palette cycling
I'm sure there's a better way to create the explosions using a single formula. This is the messy way. Feel free to remix with cleaner code or use this in your project.
Lode 8 is an action puzzle game similar to Lode Runner.
The goal of the game is to collect all the gold bullion.
- Control
Arrow key:Move
Z:Dig a hole left
X:Dig a hole right
- Demo movie

Hi everyone,
Just wanted to quickly share some pico8 tooling for visual studio code I wrote up. It's published at pico8-vscode.
Here's a mini screencast of it in action
Hope you find it useful. I'm looking forward to getting stuck in with more pico8 dev now I've got my tools working nice.

Tron Bikes
Made using the two-part series by Rabidgremlin
https://www.youtube.com/watch?v=ZuaLuMhwcc8
https://www.youtube.com/watch?v=Cjxzjc0NFpw
Here's a toy I have been playing around with. Perhaps somebody can use these functions for fancy shaded 3D rendering or something like that.
I have a few functions that draw "RGB" pixels to the screen using pattern dither that are approximated using the rgb values of the pico8 palette.
color_bayer_plot_8(x,y,r,g,b) -- writes a given r,g,b at the x,y (r,g,b are from 0 to 1) fast_rgb_create() -- pre-renders patterns using a 4X4 bayer dither representing 8 levels of R and B and 16 levels of G. fast_rgb(x,y,r,g,b) -- writes a given r,g,b at the x,y (r,g,b are from 0 to 1) function solid_trifill( x1,y1,x2,y2,x3,y3, r0,g0,b0,r1,g1,b1,r2,g2,b2) Renders a triangle with the three corners colored at rgb and shades smoothly between them. Right now this uses the slower color_bayer_plot_8. |






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