A weird animated image generator, based on the screensaver "Electric Sheep" (except way less powerful).
USAGE INSTRUCTIONS
Press Z to generate a new flame.
Press S to save the current flame.
Press X to view saved flames.
When viewing saved flames, press Up/Down to move the cursor between saved flames.
When viewing saved flames, press F to select/deselect a flame.
When viewing saved flames, press Z to load the selected flame (instead of generating a new one).
If you have flames selected and you close the saved-flame-view (by pressing X), then any new flames that are generated will be bred from the flames that you've selected (as parents).
For example: If you select one flame, close the selector, and generate new ones, they will all at least vaguely resemble the one that you selected. If you select more than one parent and generate new ones, then the new ones will inherit traits from all selected parents (plus some randomized mutations).
Post me your prettiest children in the comments!

DrawINK
Submission for the 45th #1GAM game jam with the theme INK.
CONTROLS: Arrows/Mouse - Cursor movement, Z - Draw, X - Hide sidebars
USE:
[i][b]UPPER[/b][/i] - Pencil, Bucket, Rubber, Color picker, Line, Circle, Rectangle [i][b]LEFT[/b][/i] - Brush size [i][b]BOTTOM[/b][/i] - Colors [i][b]RIGHT[/b][/i] - Dithering |

SALEM
Submission for the 1st Fantasy Console Game Jam with the theme UNION by @kesi15 and @GrahmNesbitt.
CONTROLS: Arrows - Movement, Z - Left Turn, X - Right Turn, (spheres are shoot automatically)
OBJECTIVE: Survive all 25 waves by dodging spheres and avoiding enemies of different colors than the targeted character.

I recently wrote the following routine to scale text:
--scales some text, used for title function scale_text(text,tlx,tly,sx,sy,col) print(text,0,0,col) for y=0,7 do for x=0,#text*8-1 do local col=pget(x,y) if col!=0 then local nx=x*sx+tlx local ny=y*sy+tly rectfill(nx,ny,nx+sx,ny+sy,col) end end end print(text,0,0,0) end |
However it depends on first printing the text to the screen.
I was trying to think of ways I could enable scaled text printing while other things are going on. Right now I just keep a black strip at the top of the screen of my current game so that I can scale text whenever I would like.
One idea I had was to create a table outside of Pico-8 that matches the Pico-8 font, and each row would be a single byte where every bit is a pixel, 8 bytes each for all characters in the font, then look up the correct bit when scaling each character, instead. Problem with that is the space it could use up, I guess.
I was kinda hoping the font would be in some kind of pseudo "system ROM" readable using PEEK, but I didn't see this listed in the memory map.
Another idea I had was to print every character, read the pixels and keep the data in a table. It'd be a sort of ugly "blip" of text right as the game starts up, though, but it might be so fast nobody would notice...

Inspired by the true-life events of my good friend Ryan. My first game ever; I am not a programmer and taught myself what I could of PICO-8, making this whole thing up as I went along, so I'm sure the code is very inefficient and a mess, sorry! It's a simple game and is mostly a lifetime of inside jokes, but to the general public: I hope you enjoy it anyway!
Update 07/17/2017: Made a small change that draws a shadow under the first food item, which slides under the plate. It used to not have a shadow at all, and no one probably even noticed but it started to bother me!! I also made the secret a little less tedious to find...
Update 07/29/2017: I improved the food sprites, head animations, some code (some), and changed the ending big time, which I was never really satisfied with! Has anyone beaten the game yet?

Just got pico-8 yesterday! Had much fun messing around, this is the result.
It's a demonstration on the infallibility of gravity, I think... Oh, and particle physics. No, not that kind.
♪Infocommercial Jingle♪
Do you feel like there's something missing in your life?
Have you felt your heart shatter into a million pieces when your sweetheart found their sweetheart that's just not you?
Well, feel no more! With Beating Heart™ you too may find something to love.
Press c to pump the Beating Heart™. The more you pump, the faster it beats!
Features automatic heart rate slowing over time!
Requires 4AA batteries, computer sold separately.
WARNING, BEATING HEART(TM) IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND AS A MISGUIDED ATTEMPT TO WEIGHT LOSS.
IN NO EVENT SHALL ANYONE BUT THE USER BE LIABLE FOR ANY HEARTACHE, MUTILATION, DEATH, HEARTACHE, BURNT TOAST OR OTHER AILMENTS, WHETHER IN AN ACTION OF DEPRESSION, IRRATIONAL OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH ATTEMPTS TO LOVE THE BEATING HEART(TM) OR THE USE OR OTHER DEALINGS WITH THE BEATING HEART(TM). THE BEATING HEART(TM) IS NOT SENTIENT AND CANNOT THREATEN TO STAB THE USER.
My second game! It's a virtual pet/clicker type game. Take care of your pet slimes! Feed them delicious bowls of rice! Watch them get bigger! Let them make money for you! Get more slimes! Watch them hop around! Watch them stick to walls! Buy bigger areas for your slimes to play in! Watch them hop around some more! Endless fun!
Controls:
Use the arrow keys to move the camera in larger areas and navigate the shop. Press Z to open or close the shop. Press X to get coins or buy something in the shop.
Tips:
Coin production increases every time a slime eats. Coin production increases even more if the slime gets bigger after eating.

This was fun to make. I added a bunch of juicy stuff I usually do in Unity just for fun. The code is heavily commented and more verbose than it necessarily needs to be, because I wanted to make it easy to pull apart for people less familiar with making stuff in PICO-8. I'll keep adding stuff over time, but figured I'd release it as it is so far.
My highest score so far is 232. What's yours?
UPDATE: Added a possibility of slimes dropping a heart if you blow them up.

NOTE: There's nothing to "play" in this cart! It's all in the cart's code!
I remember reading a thread a while back about the idea of having the manual for PICO-8 available in the console itself, maybe in cart form. I plan on getting a PocketC.H.I.P. and I really want to have the whole API reference available to me right from inside PICO-8. So I decided to just put it all in a cart to always have a reference with me.
I made a lot of use of Neko250's awesome API cheatsheet, which is why he's credited as well as zep. I'm sure there are probably typos to correct and maybe an error here and there, so let me know if you see anything needing fixing. I'll try to keep it up to date. In the meantime, feel free to use it yourself.






1 comment







