So, after the general fustercluckery of my Niblette codebase, I wanted to take a day to try and actually learn some better patterns in lua. This was quite a bit of looking through other people's games/code, doing some searching online.
In particular, I spent the better part of the day studying @anthonysavatar's game Heliopause, which had some really useful reference on how to actually create what i want out of classes. Thank youuu!!!
I'm still nominally more interested in working on the other project, i just wanted a smaller sandbox to learn in. Also, @deKay's cats and also dogs game made me want to make a little white cat with a derpy walk cycle :p


I found out the screen still works with voxels at different depths so I obviously had to lay it on a pyramid like some kind of weird monolith. Then I thought, nothing goes better with pyramids than labyrinths!
This is basically just a simple maze generator that keeps on making bigger levels as you solve them.
Instructions :
You are an adventurer! (green)
Find the treasure! (yellow)
Press SHIFT to turn on the TV
Move with the arrow keys
Display the current level with Z
Dash to a wall by holding X
Changelog :
1.2.1
Changed the generator's coroutine behavior for faster generation
Capped the max level to 80 to prevent running out of memory
1.2
Used a coroutine for the generator to prevent the game from freezing when building big mazes
Made the dash move less "teleporty"
[hidden]







This took me longer than it should have. Some rudimentary camera controls are on the player 1 and player 2 buttons (rotation/translation). Depending on settings this glitches alot.
3D-Model: low poly cat by xavab29 Creative Commons - Attribution - Share Alike
Published on May 28, 2015
www.thingiverse.com/thing:853358
STL to lua Matlab script:
mesh = stlread('chatlowpoly.stl'); fid = fopen('stl.lua','wt'); fprintf(fid, 'stl = { '); for i=1:length(mesh.vertices)-1 fprintf(fid, ['{ ', num2str(mesh.vertices(i,1)), ', ', num2str(mesh.vertices(i,2)),', ',num2str(mesh.vertices(i,3)), ' },\n']); end fprintf(fid, ['{ ', num2str(mesh.vertices(length(mesh.vertices),1)), ', ', num2str(mesh.vertices(length(mesh.vertices),2)),', ',num2str(mesh.vertices(length(mesh.vertices),3)), ' }\n']); fprintf(fid, '}'); fclose(fid); |

This is a Pac-Man game with procedurally generated maps, and two ghost AIs (Blinky (red) and Pinky (pink)). I only made two ghosts due to the obviously small map size. Each ghost has their own 'personality', just like in the real game, so each has a slight AI variance from the other.
Instructions:
Press <Shift> to turn the arcade cabinet on and off. Hold <Z> to see your score (pauses the game). The number of lives you have left is displayed in the far right column (vertical line of yellow dots). When you lose your last life, the final score will be displayed, and you can press <Z> or <X> to start a new game. Eat Power Pellets (flashing pellets in each corner) to be able to kill ghosts for a short time. The ghosts will flee from you during this time, so be quick and use the Power Pellets wisely! Eat all of the pellets and power pellets on the map by visiting every walkable tile to advance to the next level.
[b]Scoring:




1) the fullscreen mode is handled in the exported cart minified js (Module.requestFullScreen()). plus it's force-locking the mouse cursor! shouldn't that be in the html file instead ? (so that the js file only handles pico runtime + cardata and just gives out its 128x128 frame buffer?) I'd love to add support for webgl shaders (like crt scanlines). Is that even possible ?
2) I tried resizing the canvas to fit the actual browser window in x128 steps.
(plus F11 would bring the desired pixel perfect fullscreen)
function resizeCanvas() { var size=Math.max(128,Math.min(Math.floor(window.innerWidth/128)*128,Math.floor(window.innerHeight/128)*128)) canvas.width = size; canvas.height = size; var context = canvas.getContext('2d'); context.strokeStyle = 'white'; context.lineWidth = '3'; context.strokeRect(0, 0, canvas.width, canvas.height); } window.addEventListener('resize', resizeCanvas, false); resizeCanvas(); |
(+ removed the canvas 512px references)


Here's my entry for the Tiny-TV contest.
It's a port of one of my other games, Boxman
Dpad to move, and down will make the box fall faster.
Pressing z or x on the death screen will restart.





In this game, you have to find a way to get your cat down from the tree.
This is a work in progress for the My First Game Jam: Winter 2017 and is a prototype of game systems for future projects. It is also my first game done with PICO-8. In the current version, there is no sound, but should otherwise be fully playable (although quite brief and simple).

My first pico-8 game and as well Tiny-TV Jam submission. :D
This is the very known Tetris that everyone remembers back in the days when they had a Game Boy.
It differs a bit from the classic due to certain limitations of the compo such as 10x11 resolution... and time... and reasons.
Highscore is actually implemented but the numbers can be a bit hard to read. (solved in v1.3)
Lastly, the music and gameboy movement can be toggled in pause menu.
Enjoy!
changes in v1.3
- fixed music a-theme...again (thanks gradualgames)
- since compo is long over added a few rules-breaking features:
- ::: enabled on/off gimmick by default (was off because of rules)
- ::: added overlay text for score, etc.
You can disable those features by setting them to "false" inside the code near the top.










My first submission, I hope I have this correct!
A classic game of Snake. Start it up with the tab key then use the arrow keys to guide your snake to the food that appears, just don't crash into yourself!
Eat 15 fruits in each level to advance to the next. With each level the speed increases.
Changelog
v1.2
- Removed screen shaking on input
- Rewrote input code to hopefully feel more responsive
v1.1 - Reduced the level of shaking on input
- Stopped certain input combinations allowing you to turn backwards into yourself







(reuploaded)
Programming and music by two friends of mine (I suppose they are registered here too!), i just did the graphic and the level design.
The title is supposed to be "Letter from a White Fox" but we simply call It kitsune (japanese for fox). It is an adventure game which focuses mainly on puzzles, while you enjoy the story, the characters and the world around them (or It is supposed to).
now in development hope to work on the other level soon!! :3
https://byakkotayori.tumblr.com/




