Demo Controls:
Position the pointer in one of the 4 quarters using the arrow keys to change the music.
The music will change depending on which quarter you're in. The check marks in these quarters show which channels are enabled for each quarter.
The changes will go into effect as soon as the pattern ended.
Background Story:
I came up with the idea of having the music chance depending on where you are while still keeping the same song. I quickly ran into an issue. I realized that there was no way to make this happen using just the "music" function.
Later that day I found out about the "peek" and "poke" functions: allowing you to directly read and write to ram. I found out where to find the music pattern section and started mapping it out to get more control over it.
[b]Music in RAM:
TinyKnight is a game that I made for WDBT2. It was a jam that I started with some friends. The idea was that we would all learn to make something in PICO-8 over the weekend. This was my idea.
There's definitely not a whole lot there gameplay-wise and I'd REALLY love to spend more time on the music, but what can I say? I can do more later, but a jam is a jam. Here's the jam version of the game in a "finished" state.

A sequel to Marballs, now with verticality, orbs and jump pads!
Controls:
Roll around with the arrow keys, jump with Z and use X to pause and restart.
Use the pause menu (ESC or enter) to return to the main menu.
To swap to 45° controls choose "swap controls" in the pause menu.
Custom Level Packs
Create and share your own levels using the custom cart below!

1.0.1: Quick fix for the title screen
The main slowdown factor of the whole thing is this:
for x=0,127 do for y=0,127 do if brd[x][y] != 0 then pset(x,y,brd[x][y]) end end end |
I have to copy everything from the board to the screen, every frame. Maybe someone could help with a more efficient way to do that?
Sometimes, very rarely, snakes just crash into themselves when nothing happens. Should maybe fix that.
The stupid AI is surprisingly good at beating me. I should probably practice some curve fever.
Feedback is greatly appreciated!

So I made a tetris clone a little while back, I used the 8x8 spirtes as whole blocks. Which worked well with the flag collision thing, but it couldn't fit on the screen, so I'm back with 5x5 blocks and as far as I'm aware there's no way to use the map + flags for sprites under 8x8 besides maybe a virtual screen that your code scales down. I also started off with all the blocks as ints in an array[ 220 ], but these 1 based arrays are throwing me off, I eventually just scrapped it because the code was a mess and currently have an object { x, y, type } for each block, which really isn't efficient but w/e. Feedback/Criticism welcome, new to Lua and Pico and any suggestions on how you guys tackle collision under 8x8 would be stellar.

Play with the buttons and make your own spoooOOOooky spinning thing.
Great screensaver for baby rooms!
Oh and by the way, the music is an augmented 4th, aka a tritone or the "chord of evil" which was literally banned by the church at one time. :)
edit: oops I just realized I uploaded an old version. This one works...
Here is a short implementation of a pathfinding algorithm (a*) in pico 8.
Your press Z (A button) and the S moves to the T. Press again once it reaches it's destination and it randomly picks two more locations and does it again.
Not necessarily the most performant- but works well enough at small scale.
I decided to learn pico-8 and this is my first attempt at a game. Many of the components of this game have come from posts and ideas in the forum. The main inspiration was the shooter in 16 gifs. The music is also from another cartridge -- credit given for both in the code and in the scrolling credits.
I haven't tested this out on different devices yet... so let me know if there are any issues.
Scott
update 2017/13/01
Ok, made a few minor updates as well as the suggestion to make the game over not transition right away. Hmmm, I thought I had a screen shot, but it doesn't seem to have made it -- the game is still tuned for a score of about 1000 and/or level 10 (if starting at level 1). It starts slow, but gets crazy quickly. My screenshot was a typical game for me (with laptop keyboard) -- level 17, normal speed, 1250 or so score and 12% accuracy (that's what the game's tuned for).
While at the menu -- use arrows left and right to get more hearts... arrows up and down to change starting level.






1 comment











