Made this for the 1 bit clicker jam! https://itch.io/jam/1-bit-clicker-jam
Do research, resolve mysteries, fight monsters, buy items and banish all evil by clicking or holding your mouse!
May have been inspired by a TV show :P
Todo: I'll add options later to navigate with arrows + buttons

I'm totally new to the Raspberry pi. I thought it would be fun to basically make myself a dedicated Pico 8 machine. I have no idea what all I'd need. I'm imagining:
-A raspberry pi board. Should I get the newest model 3 version? Should the Pico 8 build work on it?
-A case. I want to play this on my tv, don't want the board just dangling out in the dusty air.
-Wifi so I can browse Featured games
-I already have usb controllers. Should they just work?
-A pc keyboard for programming Pico 8 on my couch
-A power supply for the rpi
nice to have:
-set up dropbox linux client so my pico 8 share is accessible via this system as well as my two PCs. Haha. That'd be awesome
Should I need anything else? I'm not even remotely interested in gpio or breadboards or any of that fancy makerfaire electronics stuff. I JUST want pico 8. lol.
NOTE: I do NOT want an emulation station. I JUST want pico 8. Bare bones linux, and pico 8. nothing else. Purity.
NOTE: Also do not want PocketCHIP. That thing looks like garbage to actually use for editing a pico 8 game, even playing it. The controls and keyboard look like a nightmare. I can see it being fun for kids though maybe.

Welcome to my first Pico-8 project.
It's based on an idea I had ages ago and have continually failed to finish.
Right now it's basically a super simple gameplay prototype.
Use the arrow keys to move the blue dude around and push the pink "boulders" to crush the green "monsters".
Good luck.
Gonna spend some time giving it a bit of character now. Animations and the like.
v0.1.1
Player and enemies now have animation.
Enemies collide with each other, it's a bit janky right now though.
v0.2.0
Rocks can be pushed multiple times!
Known Issues:
Enemy collision is a bit weird.
Sometimes rocks can spawn where rocks already are and this causes problems.
Framerate seems to take a dive when so many rocks are on screen.

Here's a WIP for the 1-Bit Clicker jam, the HP drop for the rat has been sorted, somehow there's an issue in the attack function where I'm mixing up actors A,B with P(player) and Rat, just when I thought I was sorted :s
Shout out to the guys in this thread and comments below for your help and patience.
To do:
-adding more enemies
-click counter for enemies' hp (with a bar)
-effects and juice
-music/sfx
-more gameplay if time (penalties for player)
-start/gameover screens
Hi there, guys.
"Violence" is a glorious story of an intelligent child, that unfortunately doesn't like animals. Actually, he hates them. They frustrate him from the day one cat has bitten the protagonist's hand. Can you help our little hero thrust all zoo's animals in their foreheads and their lungs, so they'll never bother him again?
Beware of bites - shorter, crippled hand means harder gameplay. Also, be sure to use slowmo if avaible and to check out the mighty shotgun (if you find it).
There's a reward for those who beats the game.
Have fun.

Hi everyone,
I got inspired by the 1-Bit Clicker jam to experiment with a new game and have an issue with a single mouse click being active for a few frames while I would like it to behave just like BTNP where the click stops registering on the next frame until I press it again.
Hope that makes sense :)
Thanks for your help.
K.

This is just a little cart designed to show off platformer character controller logic, testing it for a different project so I can show the proof-of-concept to my team.
It's very stripped down, supposed to just show off the logic and basic movement.
Here is a reference for the Pico-8 API, to help understand any unknown functions
Press the "code" button at the bottom of the game window to view the source code
Edit:
Altered wall-jump physics to make leaping off the wall easier
Added pause menu option to tweak wall slide delay timing

This is just a little cart designed to show off platformer character controller logic, testing it for a different project so I can show the proof-of-concept to my team.
It's very stripped down, supposed to just show off the logic and basic movement.
Here is a reference for the Pico-8 API, to help understand any unknown functions
I made a little tool exploring higher-order Lissajous patterns. Well, I'm not entirely sure they're actually called that, but this name sounds very mathematical :-). Some outputs look like human tongues or crests, some like butterflies, some like atomic mushrooms.
I'm sure everyone knows the principle of the basic Lissajous patterns. You iterate the following through a reasonable range of T and plot the points as you go:
X = sin(T / Rx) Y = cos(T / Ry) |
Rx == Ry gets you a circle, Rx == 2 and Ry == 1 is a paraboloid, and Rx == 1 and Ry == 2 looks like an hourglass. The images generated by my cart extend this a little bit. I sum a few "higher harmonics" before plotting the result:
X = 0 Y = 0 for I = 1 to speficied_order: X += sin(T * I / Rx) * R Y += cos(T * I / Ry) * R R *= 0.75 |

Early test of some Shoot 'em Up stuff I've been tinkering with.
System has following features:
- Space partitioning collision detection, with pixel accurate thanks to https://www.lexaloffle.com/bbs/?tid=2179
- Cardinal spline interpolation for enemy flight paths.
- Timers
- Simple object system
- Simple game state machine
Done at "Grawitacja 8-bit Gamejam" - 7-9.04.2017, Kraków, Poland
Future updates:
- proper titlescreen/ending
- major code refactor
- more sprites and moving paths
- additional bonuses
- actual levels
- HUD improvements
- bug fixes
- special edition for Yerzmyey/H-PRG
I would like to hear any opinion about this little piece of crap, any other suggestion or just a bug report
Keep in mind that was my first PICO-8 code, and I've seen the Pico for the first time less than a hour before gamejam.
PS: Don't put me in jail, even if this PICO-8 copy was unlicensed. Is that cartridge a "bootleg" now? :D





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