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Cart #44184 | 2017-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Avoid the ballzz... collect the coins... use the bombs to stay alive

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Cart #44492 | 2017-09-23 | Code ▽ | Embed ▽ | No License

New in this minor version:

  • Carrots block the farmer's sight
  • Farmer is smarter about going around obstacles
  • Farmer only chooses a direction after each step (so it's possible to dart in and out of sight)
  • Changed default level

Still to do:

  • Make combos visible
  • Other vegetables with different growth rates?
  • Level changing
  • Intro/tutorial levels

Maybe:

  • Add a sprint?
  • Autogenerate maps?
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Cart #44176 | 2017-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Press Z to explode

Heavily inspired by @TRASEVOL_DOG's lovely Darken Palette and procedural dithering. Not exactly sure why it's exploding so much, it wasn't what I was going for. It's pretty though...

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Cart #44174 | 2017-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Pretty sure this goes out of sync and is almost certainly not the best way to go about achieving this. Would love some feedback on my gross code.

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Cart #44170 | 2017-09-14 | Code ▽ | Embed ▽ | No License
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I'm excited to announce that a project I've been working on for quite some time now is finally complete!
Super Mega Bread, a platforming game about using butter to fly, is coming out September 20th, 2017. When it releases, it will come with the game as well as the game's soundtrack, both with the in-game versions and redone versions.
The game will be $1, and I'll include a link to the itch.io page once it's out.
Until then, here is a short trailer, showing some gameplay:

I hope you'll enjoy it!

EDIT: When the game comes out, you can get it here:
https://jclermont.itch.io/super-mega-bread

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Because who doesn't want to have their PICO-8 games in a nice Steam grid?

I'll start off with a couple simple ones I made:

Celeste:

Dank Tomb:

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Cart #44130 | 2017-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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..How awesome was it to see pico-8 demos, intros and games?

We should totally have compos for this system.

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Big update!

Basic concepts are still the same, but there's a few changes:
-Level order is different; some levels have been redone
-New night theme and music
-Particles & death animations
-Platforms that move down
-Moving spike obstacle


New game!

Here's the controls: left and right to move, Z to jump, X to launch when within range.

....That's about it! I'll add more content soon.

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Pico-8s music tracker is lovingly modeled after similar chiptrackers and samplers from the days of yesteryear so my question was if we could get more direct control over the tracks? As it stands now you can play a pattern directly but not specify exactly where to start or jump to.

I'd like to see classic tracker functionality added such as being able to manipulate patterns and channels on the fly as needed in the code. This would give people a lot more control over their music (And sfx for those who use the music channels for them.) allowing for things like music/beat games and incidental music to be easier to pull off. (As it stands now you need some pretty tricky peeks at the memory to do these things and even then the timing's not 100% accurate.)

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Cart #44110 | 2017-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a bit of bouncy slime sprites.

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I wasn't sure what forum this would apply to as it's an asset for others to learn from or use/Repurpose so I put it in the collab forum. Code is pretty compact and verbosely commented so even the very basic user of Pico-8 can get a grasp of what I did and how.

UPDATE: Updated to 2.0! Includes McBoffin's suggestions, And includes simple "Warp" effect as well now! Everything's broken up into functions for ease of copying the functions to your own program, And commented up the wazoo for ease of tinkering!

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Cart #44091 | 2017-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Another small sketch. This one was inspired by one of Trasevol Dog's projects.

(Note : should I do a thread per sketch or a big thread for storing all of them?)

(Thanks to electricgryphon for their trifill routine)

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Cart #44074 | 2017-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Working on this as a thank-you for my friend Todd who gifted me an actual, Practical PocketCHIP on which to git gud at Pico-8. I borrowed the music from the Musicdisc by Gruber for now just to have a cheery tune in place till I can get a better grip on how this tracker works compared to .IT which I'm used to.

My 'CHIP doesn't get here till Wednesday-Friday though so it's like the horrible anxiety of waiting for Xmas. XD

EDIT: I know my code's a bit sloppy but I haven't sat and coded anything in years. It's all coming back to me and 2.0b should be a lil' more slimmed down hopefully. Those long sprite lists I can likely handle with a function.

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Cart #44072 | 2017-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just something quick I threw together to get acquainted with PICO-8. It was inspired by one of the first games I ever programmed—a brickfall type of game in BASIC on a TI-83!

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Cart #44064 | 2017-09-10 | Code ▽ | Embed ▽ | No License
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Hey guys! This is my first game I felt was good enough to post here. It's not perfect but it's pretty fun. It's a demake of a LOVE game I made.

It's MIT licensed so if you like something in it, feel free to riff or rip.

Let me know what you think or where I can improve.

Cart #44050 | 2017-09-10 | Code ▽ | Embed ▽ | No License
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Good luck!

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Cart #44036 | 2017-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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the classic dot tunnel demo effect, 48*48 dots running at 60 fps!

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Hi all!

I am working on a small pong clone:
https://www.lexaloffle.com/bbs/?tid=29815

I am unable to solve the paddle movement jerkiness.

It is working perfectly if I move 1px per time but, if I increase paddle speed, it becomes really...
Bad.

Any suggestions?

Thanks for your time and patience :)

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Cart #aw_survival-0 | 2019-01-12 | Code ▽ | Embed ▽ | No License
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Another World: SURVIVAL
Imagine the game Another World, but with endless waves of enemies to fight! (#LOWREZJAM entry)

This was my entry to the #LOWREZJAM, using a display of only about 1/8th of the Pico-8 display (64x32 pixels), is a new spin on an old classic!

CONTROLS:

  • Arrows = Move player left/right/crouch
  • Z = Kick
  • X = Fire laser - when you get the gun at Level 3
    • [i](Hold for a few seconds and release to create a defence shield)

[ Continue Reading.. ]

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