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Cart #45727 | 2017-10-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:
Z to start. Arrows move left/right. Z activates 'burn'.

Commentary:
This game was sitting untouched for a bit before I came back to finish it, but it's now 'decent' so worthy of putting up. Spooky timing as well.

Simply put you play as a giant, terrifying pumpkin which is guarding the neighbourhood from an influx of ghasts and protecting the kids.

Use your candle to burn these ghasts with Z. But beware burning the kids! Burning ghasts returns some candle power, but burning kids takes it away.

itch.io page: here.

1GAM October 2017

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This is my WIP cart for Wandering Magic, a little ys-like action rpg I was working on for #3cjam.

I ran out of time for the Jam deadline, but I tried to submit a playable work-in-progress. It will sort of abruptly end once you complete a specific quest, but the game up to that point should be playable.

O (Z on keyboard) = opens the menu
X (X on keyboard) = use magic attack (if you have it)

The Great Fiend has returned, and you need to stop them before it's too late. Along the way, you fight monsters, meet various people who will help you on your travels.

Walk into enemies to use your melee attack.
Defeating enemies gives you money to buy new items.
If you defeat enough enemies you will level up, which also restores your HP and gradually gives you small stat boosts.
Buy items to increase your attack and defense.
Be ready to use cure potions during battles and save often.
This is a bit more of an RPG than an action game, so evading attacks while important isn't the only key to survival. Boosting your attack/defense and healing is required to progress.

Anyway, I hope to release a more complete version some day, I just ran out of time for this jam. Hope you enjoy!

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My entry to the 3-Color Jam (#3CJam), where you had to create a "spooky" game that used no more than 3 colours (and yes, Black is a colour!). It is an attempt to make a short adventure game, based heavily on the movie "Halloween" by John Carpenter.

I created it using my SCUMM-8 point & click adventure game engine (GitHub link)

[box=8888a2]However, due to the BBS web player not hiding mouse cursor and right-clicks,

[ Continue Reading.. ]

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Cart #46306 | 2017-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The in thing is to rail against premature Christmas preparations, but I love Christmas, so I've given Jumping Pumpkins a reskin for the holidays.

Cart #45707 | 2017-10-31 | Code ▽ | Embed ▽ | No License
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My preschooler daughter is obsessed with pumpkins; she pets them, kisses them, ascribes emotion to them, and imagines them jumping about. So this is kind of her first... game? Preschoolers have low standards, let me tell you.

Arrows to move (up to jump).

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Cart #webigogeya-0 | 2023-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I have been working on this on and off for the past year. I've lost steam on it and if anything I'll revisit it as something to make a racing game in, since the basic feature of it is that the walls can stretch on "forever", procedurally.

Right now you can walk around in it. There are cute animal characters... that you can clip right through. You can move with the arrow keys and strafe with the action buttons. If you mash both action buttons at once a few times you can see some debug info and also clip through walls. You can teleport through "doors" which are the black squares on the walls. You can sprint by double tapping forward. There's also a couple of other areas you can't teleport to at the moment, but you can get to them by setting AREA to -3 and -5 in the code.

[ Continue Reading.. ]

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Cart #45795 | 2017-11-02 | Code ▽ | Embed ▽ | No License
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FINALLY

DIVE INTO DEPTHS AND REACH THE SKELETHRONE
AN OMAGE TO ROUGELIKS OF ALL KIND

ENOJY!!!!!111ON

OH, CONTROLS:

X - SWAP ITEM
Z/C - USE ITEM


UPDATE V1.1

  • title screen now epilepsy safe
  • add shopkeepr
  • general balancing
  • minor fixes
  • boss dies really cool

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Cart #45684 | 2017-10-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Made a game about scavenging materials. Gather as many materials as you can until time runs out.
(It helps to think of your character as a cursor)

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Cart #45679 | 2017-10-31 | Code ▽ | Embed ▽ | No License
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hi, this is my submission for 3-COLOR Jam! a little game where you play as a cat witch helping a princess catch ghosts in the garden.

you can also find me on itch.io / twitter / tumblr.

happy halloween!

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Cart #45676 | 2017-10-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Here is my submission for #3cjam! A simple slot machine doodle. Hope you like it.

1 comment


Cart #45729 | 2017-11-01 | Code ▽ | Embed ▽ | No License
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Wow! I finally made a finished version of my LD39 game. Overall, I am fairly satisfied with this game, if not super enthused. I had to make many concessions to fit it into the token count. However, it is a surprisingly fully-featured procedural platformer, and it is something I am proud of.

Help Harry escape the procedurally generated caves!

How to play:

​Walk and climb - arrow keys
Burp (attack) - X
Jump - Z or C
Dig - down arrow

Tips:

  • Harry will starve if you don't eat mushrooms along the way. Make sure to grab them!
  • ​the caves are randomly generated every game. If you get a tough set of caves, don't be afraid to try again!
  • If you get enough mushrooms, a powerup will appear above harry. GRAB THESE! they are they key to running faster, jumping higher, and burping harder!

​PRO tips:

  • ​when harry digs on flat ground, he will pile up the ground behind him. Use this to build platforms to help you climb higher.
  • the escape for each level is at the top, in the middle. If you find a way to break the ceiling, however, you can use that too!
  • Your hunger will occur at a faster rate each level. Mushrooms are almost always worth a detour.
  • You can jump for quite a while after walking off a ledge. Use this to your advantage!

[ Continue Reading.. ]

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Cart #45668 | 2017-10-31 | Code ▽ | Embed ▽ | No License


The Price of Being Champion is Blood. Code from Lemonhunter + MiniPlatform Tutorial

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Cart #45674 | 2017-10-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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my 3cJam submission, and my 1st PICO-8 release ^-^

  • 3D shmup (ie space harrier, starfox, etc)
  • 10 distinct enemy types. Can you find them all??
  • Deep scoring system :^0

plz tweet @ me your highscores!

@taeckerwyss
Aaron Taecker-Wyss

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Cart #45646 | 2017-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is simple simulation of the Sieve of Erastothenes algorithm.

Controls:

  • Right Arrow - move one step forward
  • Z - start/stop automatic simulation
  • Up/Down Arrow - change speed of the automatic simulation
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Cart #45639 | 2017-10-30 | Code ▽ | Embed ▽ | No License
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0102 is a game created by 106 games. Play through the 3 color jam build and tell me what you think :)

full game hopefully coming in January of 2017 (strength on the hopefully)

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Cart #45641 | 2017-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Sunflowers, sunflowers oooh sunflowers. How could you possibly hate this marvelous plant??
Press X to generate and Z to clear.

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After several days of trial-and-error and testing with help of Twitter friends, it seems playing Pico-8 games on your smartphone is very do-able and comfortable, with only minor trade-offs.

I've put 3 of my games up for mobile play. Please give them a try on your phone and see what you think.

NOTE: You need to visit these links on your phone. Visiting them on your desktop will just load the game as normal.

I used this template from Dennis Treder as a starting point for the actual web controls that interact with Pico-8. I then customized it a bit to add more control layouts and make it into a "web app" of sorts for phones. On phones you can choose to have a web page behave as a "standalone" app, which basically means it runs in the web browser but hides the back button and all that type of stuff...so it looks like a native app. I'm still cleaning up my modified code but once I have it nice, I'll share it as well.

[ Continue Reading.. ]

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Cart #46038 | 2017-11-09 | Code ▽ | Embed ▽ | No License
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Skulldude doesn't remember much, he just feels a deep soul-burning hatred towards the slimes. Help him unleash his wrath as he storms the slimes' dungeon increasing his fiery power as he goes.

Controls:

  • <z> - shoot fire, hold to auto-fire and move slow
  • <x> - dash forward/become invulnerable for a little bit
  • arrow keys/d-pad - move around

Tips:

  • Dashing can go through enemies and their bullets. Learn to use it well, it's critical during boss fights.

[ Continue Reading.. ]

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Cart #45720 | 2017-10-31 | Code ▽ | Embed ▽ | No License
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Created over two weekends for #3cjam.

Play a frantic scramble to knock bats from the sky and collect their stunned bodies to distract your enemy, Vlad Pitt, the most feared vampire of all Pico-8 games. Don't fall, watch out for bats, and never lose sight of the deadly Count.

Press Z to jump.
Press X to throw a bone.
Use Left and Right Arrows to move.
Press the Down Arrow to hop down off platforms at your own risk.

Game Play:
Avoid bats and Vlad Pitt while trying to hit them with your bones.

Hitting the bats with a bone will stun them until they are picked up. If you pick them up, you increase the amount of damage you do to the Count. If the Count picks them up he will gain some health back.

If you are embraced by Vlad you will lose one life and also all the bats you have collected.

You have 3 lives. Can you beat the horrifying Vlad Pitt??!

Happy Halloween!!!

10/31 Update:
Made the jump a little more forgiving.
Varied the bats speed, and spawning.
Stunned bat bodies now blink giving a bit more feedback.

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Hello,

Another noob question.

I see Aseprite has a pico-8 palette option and is quite cool for pixelling/animating. Is there a method to get the gfx data from Aseprite to Pico-8 cleanly?

I'm doing a port of a C64 game called Spaceman Splorf: Planet of Doom and would like to be able to not HAVE to do the animation natively.

Cheers,

Roy

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Has anyone achieved accurate sprite to sprite collision with Pico-8? I know I can use the overlapping bounding box method, but I'd like to be able to check on a pixel perfect level to see if a sprite touches another sprite.

Is this doable, without getting too convoluted? Or should I just stick with bounds (maybe multiple bounds for extra resolution) ??

Oh, I'm new to Pico-8, so bear with me. I usually tinker with C64 retro coding (which has hardware sprite collision detection).

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