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Cart #39869 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Boulder Craft - A Work in Progress boulder dash clone.

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Cart #39912 | 2017-04-24 | Code ▽ | Embed ▽ | No License
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Made for the 38th Ludum Dare game jam! Theme: It's a small world..

by codeartistic.ninja and fennesz

ldjam entry

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Cart #39857 | 2017-04-23 | Code ▽ | Embed ▽ | No License
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You have been given a mission. You need to purify a small planet, so we will be able to colonize it.
It is rich in resources, so it shouldn't pose a big problem for you.
We believe in your management skills. Good luck.

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Cart #39860 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Bring your herbarium back to life...

Instructions

Water your flowers so that they bloom simultaneously. Don't use too much water, or your flowers will die and soil will disintegrate.

Controls:

arrow keys: move cursor
z: place earth at cursor
x: remove earth at cursor

Hold z + x to restart

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Cart #39854 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #39854 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Hello!

Does anyone else experience laggy sound when hosting your pico8 games as html? This only occurs when using chrome for android. Firefox seems to handle it well. What it might be is that firefox preloads sound and chrome does not. Any ides?

cheers!

4 comments


Cart #39846 | 2017-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a little fire experiment I've started playing with. It uses basically the same lookup table setup as https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7 , although that may not have turned out to be absolutely neccessary.

What I'm happy with:

  • controls
  • performance
  • overall look

What could use work:

  • sound could respond to player actions
  • smoke could drift a little more interestingly

What might be fun to add:

  • setting other things on fire
  • scorch marks or some other permanent trace

Thoughts are more than welcome!

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Hello, all! Here's my entry for Ludum Dare 38! I'm glad that PICO-8 makes it so easy to iterate on little game ideas like this.

This is a game about cells and cell masses. Ride the currents to eat other cells, or just enjoy life as a floating, amorphous blob. Enjoy this as a maze game or just as a screensaver.

Use arrows to shift weight in current, or to traverse walls when stuck to them.
Move away from walls or press Z to dislodge yourself into the current.

This game is also posted here on Itch.io.

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Use arrow keys to move. Eliminate all the enemies.

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Is there a keyboard shortcut to change the brush size in the sprite editors? I noticed quite a few others missing actually that would be very useful.

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My game for Ludum Dare 38.
You can find the game page on the LD website here.

Controls:
Left and right: move the player (the little blue line)
Up and down: select things to build (show in the bottom left)
X: Place what you have selected

You have been tasked with colonising a barren planet. Arriving with limited resources you must build and reap the land to survive.

Your workers will go back to their homes to sleep and to a farm to eat when they require it.

Tips:
Build a house first with a farm next to it.

[ Continue Reading.. ]

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a bootleg for Pico-8 I recently bought on my flea market.*
Enjoy the work that the Chinese people did reskinning kometbomb's Pico Racer.**

    • not actually on sale anywhere
      ** - not made by Chinese people
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This is a reupload of one of my older musical compositions in pico-8. This time, I added a piano roll. Big thanks to kittenm4ster for the code.

Let me know what you think of it in the comment thread, Thanks for listening. :D

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Cart #39821 | 2017-04-22 | Code ▽ | Embed ▽ | No License
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Hey all,

I was doing Ludum Dare 38 this weekend but I hated the theme and my mechanics weren't coming together so I decided to submit a mapscale function I figured out instead in case it was useful to someone.

It's basically identical to the map() function, except it takes a scale parameter also, similar to sspr (although it doesn't scale width separately from height, though you could add that with only a few quick adjustments if you wanted it). It uses sspr under the hood which is probably not super performant, but it seems to work well enough and I doubt there's a much faster way to scale a full screen worth of sprites anyways if that's what you need to do. It can be zoomed down past 1x or as high up as you want.

To try the demo just hit Z to zoom out. It does 4x,3x,2x,1x in order and then loops back to the beginning again twice as slow each loop so you can inspect how the pixels are getting smooshed if you like. It could probably be improved as when it's slow the scaling is a bit ugly, but it looks fine if you do it quickly.

Below is the code, I tried to add comments to make it a little clearer and I took as much code as I could out of the inner loop for performance. You might be able to optimize the code further, I didn't spend much time on optimization, but I think this is pretty reasonable as is. If you're scaling a full screen of sprites you probably aren't jonesing for performance anyways. I left a parameter for specifying layers but I didn't implement it, shouldn't be hard though it already pulls up the sprite id.

function ceil(num)
  return -flr(-num)
end

function map_scaled(cell_x,cell_y,sx,sy,cell_w,cell_h,layer,scale)
  local sprite_id
  local drawx,drawy,draww,drawh
  local spritex,spritey,spritew,spriteh
  local lcell,rcell,bcell,tcell,wcell,hcell
  local cell_x_current,cell_y_current
  for offsetx=0,flr(cell_w)+1 do
    cell_x_current = cell_x+offsetx --x pointing to current iterated cell

    -- these are the most i could move out of the y for loop
    -- makes it a bit confusing but otherwise lots of wasted calculations
    --these take into account a cell getting cut off
    lcell=max(cell_x,flr(cell_x_current)) --left bound of current cell
    rcell=min(flr(cell_x_current)+1,cell_x+cell_w) --right bound of current cell
    wcell=rcell-lcell --width of current cell
    spritew=wcell*8 --width of sprite, taking cutoff into account
    draww = wcell*scale*8 --width of rectangle to draw sprite in
    drawx=flr(sx+offsetx*8*scale)-(cell_x_current-lcell)*8*scale --x to draw rectangle at

    for offsety=0,flr(cell_h)+1 do
      cell_y_current = cell_y+offsety --y pointing to current iterated cell

      sprite_id = mget(cell_x_current,cell_y_current) --sprite id corresponding to current iterated cell

      spritex=(sprite_id%16)*8+(lcell%1)*8 --x of sprite (if the sprite gets cut off, it's the left bound of the cutoff)

      --these take into account a cell getting cut off
      bcell=max(cell_y,flr(cell_y_current)) --bottom of the cell is technically top of the screen. ie, lowest y
      tcell=min(flr(cell_y_current)+1,cell_y+cell_h) --top bound of current cell, highest y
      hcell=tcell-bcell --cell height

      spritey=flr(sprite_id/16)*8+(bcell%1)*8 --y of sprite (if it gets cut off, it's the lower y bound of the cutoff)

      spriteh=hcell*8 --height of sprite, taking cutoff into account
      drawh = hcell*scale*8 --height of rectangle to draw for current sprite
      drawy=flr(sy+offsety*8*scale)-(cell_y_current-bcell)*8*scale --y to draw rectangle at

      if draww > 0 and drawh > 0 then --skip if there's nothing to draw
        sspr(spritex,spritey,spritew,spriteh,drawx,drawy,ceil(draww),ceil(drawh)) --round width/height up so there are no gaps
      end
    end
  end
end

[ Continue Reading.. ]

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Cart #39817 | 2017-04-22 | Code ▽ | Embed ▽ | No License
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Second installment in the 'hunter-trilogy'. Two player game where the green and the white worm battle it out in a maze of DOOM! Or a traditional worm eats food game where you avoid the walls and try to make the other player hit you or the wall first.

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Cart #carmina_wip-0 | 2018-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Carmina's World: a walking simulator and mini adventure game with a bunch of random stuff to try.

Controls: use cursor keys ◀️🔽🔼▶️ To walk around and swim (if you have the lifesaver)
X to use magic (once you have the magic wand)

Another update. Mainly bug fixes. Almost complete.

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Use Arrow Keys to change dungeon size
Press Z to make new dungeon



This is a dungeon created by using binary space partitioning (as described on roguebasin here: http://www.roguebasin.com/index.php?title=Basic_BSP_Dungeon_generation)

MIT Licensed

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Cart #39805 | 2017-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Genetic Olympics is a simulation based game that mimics Olympic Competitors competing in various events.

Important Note: After you are done playing this game. If you have the time, it would be very helpful if you could answer a couple of questions that are related to this.

>>Click here when you want to answer the questions<<

By answering these questions you are aiding us in our research about these kinds of programs. We are currently working on a bachelor thesis and we are trying to gather as much data as possible from users.

So what is there to do?
[u]You are completely free when it comes to using this program.

[ Continue Reading.. ]

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Cart #39786 | 2017-04-20 | Code ▽ | Embed ▽ | No License
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Here is our first attempt to make a game with pico-8. We are a dad and two small boys learning the joys of programming. Hope you like it!

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