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Cart #41224 | 2017-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


These cartriges show how to manage double-action buttons.
Two methods for the same result. The version 2.0 is better.
In hope this may helps at least the guys who were asking for it ;-)


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After a LONG time of working on multiple different projects, I finally had the chance to finish AND upload this game :D I almost lost all of my data for all of my games, but luckily I was able to retrieve them at the last minute :# Hope you enjoy ;D

~ PixelDough

U/D/L/R = Move
X = Continue
Enter = Pause and restart level

Goal:
Get all of the cards on the screen. Wooden tiles break after you step off them.

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Cart #41206 | 2017-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Click with the mouse to drop the ball. Physics test doodle for a pinball game.

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Wander through the Lands Of Yocta on this strange night.

controls
z,x: rotate
arrows: walk
double-tap up: run

~

This is my latest Pico-8 voxel tech demo! It has a completely homemade voxel engine which you can totally borrow if you want to!
Also, you can (and should) read about the tech side of this project in this terribly long walkthrough!

And I do weekly Pico-8 tech write-ups on that blog now, so bookmark it or something! ;D

~

[b]Special thanks to my generous 'Super Helper' tier Patreon patrons:

[ Continue Reading.. ]

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A not-game to look at all 6 palette approximations you can use in CGAJam

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Cart #41185 | 2017-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Kept wanting to do different things this month, just like every month. Ended up working on this but couldn't think of any further gameplay that didn't kind of ruin the peacefulness. So I just left it like this, and I quite enjoy it. Perhaps you will too. Or not.

Controls
Z to start. Arrows move the gull back and forth, up and down, but otherwise players do not affect the game.

Objective
No objective. Just hang out above the fields and roads.

itch.io page: here (If something really bothers you about this and you want to ensure I read your message, post it there. Lexaloffle forums sadly don't notify me of replies.)

1GAM May 2017

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Cart #41316 | 2017-06-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Added two new box types.
Lowered green box and red box split effects.
Quality of life improvements.

Cart #41216 | 2017-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fix a bug on highscore section on game over screen.

Cart #41196 | 2017-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Cart #41180 | 2017-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Some rubbish.
First started a half-assed attempt at the Butterscotch Shenanijam last weekend.
The theme I rolled was "Squeaky Elk", so this is "A Game about a Squeaky Elk".
Then, somewhere in the middle, I made PICO-8 crash and lost a lot of the code and stopped working out of frustration.
I still wanted to do something for May's #1GAM, so I tried to redo some of what I lost in the crash.
It's not that much fun and I even left out any beginning/menu/end, but it's still playable.
You move the elk, trying to get the screen squeaky clean. Scrub that dirt. Reset the screen at any point by pressing any of the action buttons.

Well, that ought to do it, i guess.

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Cart #41397 | 2017-06-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Wire up your robot pals using sensors and logic gates to solve the puzzles and maybe even reunite with an old friend.

The original development thread is here.

I've put it up on itch.io as well.

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Cart #41218 | 2017-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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-Fixed a bug where the color/part selector information would not always show when it should
-Improved / new sfx and sfx logic
-Some physics improvements (potentially highest max speed without a stroboscopic effect causing it to appear super slow.)

Cart #41214 | 2017-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Z / X (o and x) - Spin left/right
Up / Down - Select Part
Left / Right - Change part color

So based on feedback, this new version mucks with the physics a bit so that the inertia is more realistic.

..It also adds a spin counter and color customization.

Orange, Light-Grey and Black are available at the start. New colors are unlocked every 100 spins.

[ Continue Reading.. ]

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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 #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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