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Cart #41154 | 2017-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #41149 | 2017-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Just started learning Pico-8 today. What an awesome software. This game will evolve, stay tuned!

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Cart #41342 | 2017-06-07 | Code ▽ | Embed ▽ | No License
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OMEGA Enforcer X
Fight through endless waves of aliens (+ asteroids), and become first on the leaderboard!

Controls:
X - action/fire
UP, DOWN, LEFT, RIGHT - to move around


Update 1.1:

  • Added music, made by awesome Gruber
  • Updated main menu:
    • Credits tab
    • Smooth animations
  • Fixed boss particles
  • Fixed leaderboard bug

[b]Older versions:

[ Continue Reading.. ]

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I'm simply curious to know whether midi input will be added natively to Pico-8. I enjoy composing in FamiTracker using my KORG nanoKEY2 (tiny piano keyboard for entering midi notes), and I really wish I could do the same in Pico-8. I guess there are workarounds for this, but, I'm still hoping this will be added in the future; it'd really push this product over the edge for me enjoyability wise.

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Cart #41126 | 2017-05-30 | Embed ▽ | No License

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Cart #41119 | 2017-05-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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VIRUSH was a Tron inspired idea for an infinite runner. Although there are no enemies or obstacles there's still a score, a reason to run, and some things that can hurt you.

The game auto-runs, jump with X.
Launch a useless (no enemies) disc with Z for cool sound effects!

I mostly used this for practice with infinite backgrounds and spawn different objects with variables in order to get a little bit of practice in generating random, procedural, or prefab maps. I also used it to practice on having multiple screens available to players (title, info, and game) and rearranging my interface to be more user friendly.

In the future I may add more to this with monsters or additional platforms, but for now it was a good practice run!

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These are variations of the rnd() function, but these return integers. You can either give just a maximum value or an arbitrary minimum and maximum value. You can also choose whether you want the maximum value to be exclusive or inclusive.

--random int between 0,h
function rand(h) --exclusive
	return flr(rnd(h))
end
function randi(h) --inclusive
	return flr(rnd(h+1))
end

--random int between l,h
function randb(l,h) --exclusive
	return flr(rnd(h-l))+l
end
function randbi(l,h) --inclusive
	return flr(rnd(h+1-l))+l
end
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Cart #41102 | 2017-05-29 | Code ▽ | Embed ▽ | No License
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This is a simple cave game I'm making as part of some curriculum to teach kids how to make games in PICO-8. This would not be their first introduction to PICO-8. This would be after they have learned some other basic concepts. Feedback is welcome. :)

What's your high score?

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Cart #41590 | 2017-06-13 | Code ▽ | Embed ▽ | No License

Have a perfectly wonderful day ruined by aliens. Discover that not all carrots are for eating. Launch an angry horse into space.

Made for Shenanijam in PICO-8

Theme: Omnidirectional Rocket Horse

Youtube Preview
Itch

Post-jam update: added checkpoint system and tweaked difficulty.

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In short, it's quite similar to Pico, but enhanced (for example, you can set custom palettes or even "chase the beam", similarly to what you could do on machines like Atari ST or Amiga, which, if done properly can mean breaking out of 16 colors limit. Also sound capabilities seems to be enhanced to what Pico offers, since you can edit waveforms. It has also panoramic screen and slightly higher resolution, both vertically and horizontally (240x136).

It too uses Lua (and Moonscript if you prefer it) and api is quite similar, though not an exact match.

I hope zep doesn't mind me posting there.

Link: https://tic.computer

Thanks to dddaaannn for letting me know about this stuff.

And as additional discussion seed, have any 3D wizards such as electric gryphon considered porting their stuff to Tic-80? It should be easier to since it has a native trifill function. Also with enhanced graphic capabilities it could look even better.

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This is not normal arkanoid, this is HYPER ARKANOID

This was a mini-project just for this weekend! Wanted to make a game with no sprites or map usage. I also wanted to use simple PCG to generate endless amounts of levels!

Added some rules to Arkanoid make it faster. At any time you can add a ball, but doing so at the expense of your Hp. Each broken brick generate ammo for you to use, so shooting will be your secondary weapon to destroy bricks.

Have fun and stay awesome!

Controls

  • Arrow keys to move
  • Shoot bullets with Z
  • Shoot balls with X

/@Elastiskalinjen


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Cart #41063 | 2017-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fly and shoot your way through 10 mega asteroids! Can you reach the treasure at the centre of the 10th? Fearsome monsters await, lurking in the rocks and vegetation of fantastic planets! Shoot monsters to collect bombs, use bombs to mine for diamonds, collect 10 diamonds to open each portal. Look out for treasure chests and powerups!

The controls are explained at the beginning:

left / right - rotate your ship, or strafe
z - hold to switch from rotate to strafe
x - fire
up - thrust
down - reverse
d - release bomb
left-shift - long-range scanner: the beacon marks the portal

This is a large game: it almost fills a cart, there are just a few spare tokens. It runs at 60 fps and can animate several hundred monsters at once. It uses a gridded map to keep collision detection practical, and drops AI frequency further from the ship to try to hit the frame target. The asteroids are all random and have a range of landscape features, including growing vegetation.

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Cart #41053 | 2017-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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I've been trying to make a nice sound for my game 'StarBase' for when the ship is flying around but I can't seem to get it right. The sounds are always played too far apart so that there is a gap or overlap so that it 'crackles'.

I've tried playing the sound every 4 frames (for example) and changing the speed of the sfx itself as well as how many notes are in the sfx but still no luck.

Any ideas on how to get a nice sounding sfx loop?

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Cart #41553 | 2017-06-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I always wanted to make a virtual fish tank with agents to keep at the corner of my screen while I worked.

This cart is the result of some procastination this week. Just look at the fish swim, and relax.

Suggestions of things to add to the fish tank are welcome! Sprites are even more welcome! I'm a shoddy sprite artist.

Also, on linux it seems that Pico-8 gets super slow when its window is not on focus. Does anyone know a workaround?

EDIT: New version, with sharks and octopus.

Cart #41040 | 2017-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #41286 | 2017-06-04 | Code ▽ | Embed ▽ | No License
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~ Story: ~
Oh no! Zaks the evil wizard has once again captured Dizzy's girlfriend, Daisy! And the other yolkfolk need help too, looks like another adventure for Dizzy!

~

~ Controls: ~
[ Left ]/[ Right ] - Move
[ Z ] - Jump
[ Down ] - Drop from ledge
[ Up ] - Cycle through inventory
[ X ] - Interact/pick up item/drop item

~

~ Music: ~
Huge thanks to @gruber_music for making a brilliant pico-8 version of the Amiga Magicland Dizzy theme :D

~

~ About: ~
I wanted there to be a Dizzy game for Pico-8, so now there is! Heads up though; I've tried to be faithful to the classic Dizzy games - that means limited lives, rubbish platforming, cheesy dialogue and a kidnapped damsel.

[ Continue Reading.. ]

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Cart #41033 | 2017-05-27 | Code ▽ | Embed ▽ | No License


My first cartridge.
I play to add The Eye of the Tiger, just don't know how... xD
I'll be working on it.

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Cart #41018 | 2017-05-27 | Code ▽ | Embed ▽ | No License
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For now it's just nothing more than a glorified music disk, but maybe I can make it playable? We'll see.

Tried to add drums and bassline (patterns 7 and 8-9, respectively), but I've found it clashing with the melody volume-wise.

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I don't want it to clutter my desktop. Saving to the folder where carts reside in would be fine. And if zep is worried static screenshots could mistakenly show up in splore or whatever, due to Pico-8's palette they could be saved as static, single-frame GIFs.

If there's way to customize the location, then sorry but I don't know it.

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