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Cart #35794 | 2017-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I noticed a lot of people have questions about collision detection and response. This is my first attempt at axis aligned bounding boxes. The collision detection works great, but the collision response could use work. I have to call the collision detection function twice per frame, for detecting collisions on each axis, which seems wasteful. Also, the objects move over each other on the y axis a bit:/ idk why. I would appreciate any suggestions, also, please use this if you find it helpful!

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Finished! Currently my only released game for Pico-8 hoper you enjoy!
Scrolling text was done by creating a timer variable, and placing the text at x-timer

Cart #35813 | 2017-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Minor update for breakout, here's what's new:
-Level completion fanfare
-Slightly less buggy collision detection

Cart #35785 | 2017-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my entry for tinytvjam! Very primitive version of breakout, using sprites for level data. The collision's not perfect, and the levels are all identical to play, but whatevs.

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this is my submission for GAMES MADE QUICK???. it also has an itch.io page. here is the description quoted from there:

"hi. this is a toy i made. it has no real ending, but feel free to try speedrunning it anyway if you wish.

as there's no sound, please provide your own ambience, relaxing or otherwise.

you may encounter bugs. the bugs are intentional and cannot be destroyed. good luck."

Cart #35778 | 2017-01-15 | Code ▽ | Embed ▽ | No License
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Cart #36091 | 2017-01-19 | Code ▽ | Embed ▽ | No License
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Annihilation 3150 is an accurate depiction of what the world will be like in the year 3150. Death, destruction, cyborg armies roaming the streets killing and maiming everything in their sight. Hug your kids, and be glad that you are alive today and not in 3150 because you wouldn’t stand a chance of surviving!

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Cart #35768 | 2017-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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First game...
Adapted from "Squashy" example in Picozine #1

Added:
-Animated splashscreen
-4 difficulty levels
-Improved collisions
-Progressive difficulty
-Highscore saving

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Cart #35766 | 2017-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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“A babe, a stogie, and a bottle of Jack. That's what I need right now.”
Duke mused on his recent defeat of the Rigelatins, his voice raspy even in his thoughts. After single-handedly saving Earth -again- he was ready for a long period of lying the hell down.

“And no more freakin' aliens.”

Just then, a white-hot plasmatic blast punched through the hull of his cruiser. Klaxons flared, warning lights flashed, and static filled his monitors. He flipped on his comm.

“Hey, anybody out there? I got a little probl...” Duke started.
“Mayday! Mayday!” the radio replied. “Los Angeles is under attack! There are aliens everywhere, and they've mutated the LAPD. Is anyone there? We need help!--”. The transmission went silent.

"Great," Duke grumbled as his careening ship missed a skyscraper. "What's the problem with all these aliens attacking Earth anyway? How many alien races have to get their asses kicked?"
Duke slammed his fist into the waiting eject button.

"I guess one more."

So, this is an extensive mod of Star Beast by electricgryphon.
It adds ammo, music, and changes almost everything to be Duke Nukem themed.
What I have to say - just have fun! Because of Pico-8 limits the Doom-style original can't be recreated.

(CC) 2017 Adrian Makes Games. Original by electricgryphon.
Duke Nukem is (C) 1996 3D Realms.

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Cart #39899 | 2017-04-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a prototype of a game about living on a small island. I don't know yet what the game-play will be. I have a lot of ideas in my head. I want to keep it simple.

UPDATE 0.15:

  • gates between levels
  • buttons to push
  • code stripped of unused features/sprites
  • bug fixes
  • still no game play

update 0.14:

  • message system
  • text intro to game
  • text in gates

UPDATE 0.11:

  • real map in intro background (w/ sfx and gfx effects)
  • added sfx for insects

UPDATE 0.11:

  • environment sound effects (sea, wind)

UPDATE 0.10:

  • second map (4 screens)
  • ladders to move between maps

UPDATE 0.09:

  • third map (4 screens)
  • hearths particle
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Cart #37582 | 2017-02-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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0.9

Lots of updates. Too many to mention. Alot of changes are untested, hopefully this is all working. Please let me know if you have issues.

Cart #37511 | 2017-02-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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0.8.e

fixed end game crash (more missions coming)
player can hold only 3 items/potions
flip enemy and player for direction facing
bloody enemy deaths persistent on map
lots of new sfx added

(known bugs to fix for 0.9 release)

player sprite flipping doesnt pay attention to actions performed on adjacent tiles (such as attacking an enemy)
enemies can traverse through closed doors
draw order can be incorrect when alive enemy is standing on a dead enemy
player sometimes attacks dead enemies when alive enemy is standing on top.

[ Continue Reading.. ]

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5 comments


Hey all, I'm generating random Pacman maps for my Tiny TV Jam game. So far, I have what are called "perfect" mazes being generated, using a common algorithm similar to recursive backtracker. The problem is that a "perfect" maze is one with a start, an end, and only 1 path from start to end.

Pacman mazes aren't designed in such a way, as they are what are called "fully braided" mazes - they have zero dead ends, so all corridors are interconnected. I've done a little research into how a fully braided maze might be generated, and unfortunately there don't seem to be any actual algorithms for doing this. I have only found people who have asked about how to do it, but no real clear answers, only hints about how one might go about doing it.

The best suggestion I found was to generate a normal "perfect" maze, as I am doing now, and then making a "walker" that goes through the maze once it's generated, looks for dead ends (an open tile that's only connected to 1 other open tile), and then removes them either by deleting a wall to connect it to another corridor (if possible), or if not possible to connect it to another corridor, PLACE a wall to fill in the dead end. Then have it repeat walking through again until it's covered all open tiles and verifies all the dead ends are removed.

The problem is that this all sounds a little bit over my head. I have no idea how to go about doing this. I know that the game will not be playable if there are dead ends in the map, because the AI will inevitably get you at the dead end, so it would make the game impossible. Here's my map generator (press Z to generate new maps; orange tiles are walls, purple are paths):

[ Continue Reading.. ]

8 comments


Cart #35718 | 2017-01-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Miracle house is an action game.
The object of the game is to beat all enemies with uncs.

Control
Arrow key... move
[Z]... use an unc

Bonus Item
Apple.... adds 5 uncs
Orange... 30 pts.
Banana... 50 pts.
Clock.... all enemies stops
Phial... invincibility
Heart... adds 1 pw

Have fun!

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Cart #drop_7_professional-0 | 2022-08-28 | Code ▽ | Embed ▽ | No License
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This is a port of my favorite mobile game, which was originally designed by Area/Code Entertainment. Zynga acquired the original version, and they promptly ruined the minimalist experience with a bunch of abrasive and irritating hooks. On top of that, all of the clones I've found have been kind of janky.

Pico8 to the rescue! I'm trying to make the very best totally-free version of Drop7. Your feedback would be greatly appreciated!

INSTRUCTIONS:

Click to drop disks.

A disk is destroyed if its number is equal to the size of the group that contains it. A "group" is a horizontal row or vertical column of adjacent disks (like Connect-4, except with no diagonals).

[ Continue Reading.. ]

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update 1 (jan15th,2017):

  • tv shakes less with key press,
  • .. and you can turn it on/off by pressing z/c.

Cart #35771 | 2017-01-15 | Code ▽ | Embed ▽ | No License
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.....

first version:

Cart #35698 | 2017-01-14 | Code ▽ | Embed ▽ | No License
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My jigsaw puzzler for the tiny TV jam. Forgive me if I'm doing something wrong, I'm new :D

Your comments / suggestions are welcome!

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Cart #35692 | 2017-01-14 | Code ▽ | Embed ▽ | No License
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My contribution to the jam as it stands day 1. The idea was to use the fact that the TV has this cube-like shape and try to play a little bit with rotations and viewing a 3d-object through these dead-on 2d views, in the vein of Fez. I'm pretty happy about how the door transitions ended up! I'd like to add some more doors in the future.

You control the green-shirted protagonist with the arrow keys:

  • Left & Right, for movement
  • Up, for doors
  • Down, for crouching

Kindle the fire!

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carts I am trying to merge

Hello, vox community.
I have a question about merging rooms from different carts.
I have try doing it but it looks like rooms loose links to objects and come out broken.
What is the best way to prep rooms and objects so it can be merge easy.

Thanks for your help.
/G

0 comments


Cart #35921 | 2017-01-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Here's my submission for #tinyTVjam

// INSTRUCTIONS //

  • Move the white cube and stick gems from the borders.
  • you can turn with [z] and [x]
  • Mix the acid with a gem cluster to remove all gem with the same color.
  • Each time you steal a gem from the border, your energy bar is filling up. When it's full you will refill the border with brand new gems as soon as you leave the border zone.

// TODO //
There's no gameover yet, but you can get stuck pretty easily
I just need to find a way to detect stuck situation and end the game

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Cart #46285 | 2017-11-14 | Code ▽ | Embed ▽ | No License
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This is Go West. It is a short RPG where the goal is to go west. Here is the comments header with mentions:
-- go west v10
-- by david st-onge
-- November 14 2017
-- base code from collide.p8 by zep
-- wall and actor collisions by zep
-- features added by david st-onge:
-- flip sprite when going left 2017-1-7
-- map sector system 2017-1-7
-- speed multiplier for terrain 2017-1-7
-- added village mode 2017-1-8
-- added title and game state 2017-1-9
-- house scene copied from stroll by parlor interactive
-- moutain scene copied from jelpi 2017-1-8
-- added fade function, code from jelpi by zep 2017-1-9
-- added dialog system 2017-1-10

[ Continue Reading.. ]

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Cart #35678 | 2017-01-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Ghetto themed brick breaker. Enjoy my fellow thugs!

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Cart #35673 | 2017-01-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #35671 | 2017-01-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


[FR]
Le jeu a été créer ce jeu a ete creer pour la gamejam 4 de gamecodeur mon but a été de créer plusieurs niveau,
des animations,un hud, un menu ainsi que de me familiariser avec la pico 8.
Les commandes de deplacement sont :
-Touche droite : déplacement à droite
-Touche gauche : déplacement à gauche
-Touche haut : changer de niveau
-Touche x : sauter
-Touche c : attaquer

[EN]
The game has been created for the gamejam4 of gamecodeur, my purpose was to create many level, animations,
hud, menu and to get close with pico_8.
-Right touch : right move
-Left touch : left move

[ Continue Reading.. ]

0 comments


Cart #35667 | 2017-01-14 | Code ▽ | Embed ▽ | No License

Hi guys,

not sure if this is due to updates
but the code from the warp tutorial
is throwing back -unclosed function
It seems to be for the for and if statements
however I'm not sure which require closing!

Any help with this would appreciated!

Ro

0 comments




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