TAG!
The objective of the game is to move the players around the screen without getting tagged or hit by the cannons. The longer you last, the higher the score.
It's best with two players, but it can also be challenging as a single player game controlling both!
Player 1 can move faster than player 2, but player 2 can stop and turn instantly!
How to view in 3D:
Take a pair of sunglasses. Works best at fullscreen in a bright room with dark sunglasses. Control your spaceship with up and down arrows. |
This 3D effect works using a phenomenon known as [the Pulfrich effect], which I learned about from [this video by Tom Scott] that explains it quite well.
I wanted to achieve this effect with fill patterns for a recent project I started so I figured I'd share it here incase anyone else is interested in using it.
The local fill pattern function is shifting each row/column in the fill pattern by given x and y amount. It's using binary arithmetics and a cache of shift masks.
Here's the original code for version 1.0, takes 126 tokens:
[hidden]
--turns a screen-space fill pattern, into an object-space fill pattern by wrapping the patterns row and column by the given x and y amount. function get_local_fill_pattern(x,y,fill_pattern) local add_bits=band(fill_pattern,0x0000.FFFF) fill_pattern=band(fill_pattern,0xFFFF) y=flr(y)%4 if(y~=0)then local r_masks={0xFFF0,0xFF00,0xF000} local l_masks={0x000F,0x00FF,0x0FFF} fill_pattern=bxor(lshr(band(fill_pattern,r_masks[y]),y*4),shl(band(fill_pattern,l_masks[y]),(4-y)*4)) end x=flr(x)%4 if(x~=0)then local r_masks={0xEEEE,0xCCCC,0x8888} local l_masks={0x1111,0x3333,0x7777} fill_pattern=bxor(lshr(band(fill_pattern,r_masks[x]),x),shl(band(fill_pattern,l_masks[x]),4-x)) end return bxor(fill_pattern,add_bits) end |










Hello, I'm trying to develop a game in which there will be some enemies chasing the player on a map, and on this map there will be some obstacles.
I know how to code a simple AI in order to have enemies follow the player, by using math trigonometry functions like sine, cosine and arctangent; but I ACTUALLY HAVE NO IDEA about how to code an enemy AI in order to make it avoiding some obstacles on the screen.
Basically I'd like to code a simple AI that could chase the player on the map, but at the right time when it's about to collide with an obstacle could forget for a moment that chase and dodge the obstacle.
Do you have an idea about what I should try to implement ?
At the moment I've tried something very simple that tries to rotate around an obstacles while the trajectory between the enemy and the obstacle and the trajectory between the enemy and the player is equal or greater than 90 degrees. It's a really simple trick but it doesn't work 100% of the time.
This is my code:
function _init() -- initialize -- enemy e = {} e.f = 1 e.x = 0 e.y = 0 -- player p = {} p.found = false p.distance_b = 0 p.f = 2 p.x = 118 p.y = 118 -- columns bb = {} b1 = {} b1.f = 3 b1.x = 40 b1.y = 40 b2 = {} b2.f = 3 b2.x = 80 b2.y = 80 add(bb, b1) add(bb, b2) end function object_collide_with(x1, y1, x2, y2, gx, gy) -- checks if an object has collided -- with another object, then calculated -- the angle between the ball and the other object -- gx = gravity horizontal center -- gy = gravity vertical center if (gx == nil) gx = 4 -- 8x8 --> 8/2 if (gy == nil) gy = 4 --local bump = c1 and c2 and c3 and c4 local distance = sqrt(((x2+gx)-(x1+gx))^2 + ((y2+gy)-(y1+gy))^2) local angle = atan2((x1 + gx) - (x2 + gx), (y1 + gy) - (y2 + gy)) local direction = flr(angle * 8) return distance, angle, direction end function player_collide_with(x, y, w, h) -- checks if the player has collided -- with another object, then calculated -- the angle between the ball and the other object return object_collide_with(p.x, p.y, x, y, w, h) end function distance_between(x1, y1, x2, y2) -- calculates the distance between two points return sqrt((x2-x1)^2 + (y2-y1)^2) end function check_player() if (btn(0)) p.x -= 1 if (btn(1)) p.x += 1 if (btn(2)) p.y -= 1 if (btn(3)) p.y += 1 end function _update() check_player() p.found = false local distance, angle, direction -- check the distance from the target distance, angle, direction = player_collide_with(e.x, e.y) for i, b in pairs(bb) do local distance_b, angle_b, direction_b = object_collide_with(b.x, b.y, e.x, e.y) if distance_b <= 10 and abs(angle-angle_b) < 1/6 then angle_b += 3.1415/240 e.x = b.x - cos(angle_b) * distance_b e.y = b.y - sin(angle_b) * distance_b p.found = true break end end if not p.found then e.x += cos(angle) e.y += sin(angle) end if distance_between(e.x, e.y, p.x, p.y) < 8 then -- reset if the enemy touches the player e.x = 0 e.y = 0 end end function _draw() cls(0) for i, b in pairs(bb) do spr(b.f, b.x, b.y) end spr(p.f, p.x, p.y) spr(e.f, e.x, e.y) end |



Castle Fight is a side-shooter action game, in which your skill and your commitment are the last hope for the peasents of Lord Lazer.
Use the impressive canon of the wizard Bombastus Babo to defend the castle from the neverending terror of these mysterious beasts.
Through a cataclysm, a merge between different worlds and dimensions, severeal terrifying monsters came into the lands of Lord Lazer and start to destroy everything in their way.
Now it´s time for you to stand brave against these evil forces and save the day.

Here's my latest creation. The goal is to score points by making closed paths. You lose a life when you try and place a tile where it won't fit with the existing tiles on the board. There's a timer which forces you to place if you haven't when it runs out. Bonus points if you make a closed loop with none of the end cap pieces.
Controls: Arrow to move the cursor, button 1 to place a tile and button 2 to hold.
Let me know what you think. :)


CAUTION: Some areas in this game cause a significant flickering effect.
ABOUT:
NULL is a surreal adventure game. What you see in the end depends on what you can find on the way.
A 100% playthrough can be completed in 10-15 minutes, if you know where everything is.
This is my third full Pico-8 game (not counting stuff from game jams)! I made it over the course of November and December 2017. All assets and code are my own work.
If you want to see more of my stuff, check out my Twitter: @Jusiv_
CONTROLS:
- Arrows: Move
- Z/X/C: Interact
TIPS:
- There are two types of things to find. Each area has exactly one of each.










Help Santa gather the lost gifts in this fast-paced sidescrolling racer. Get them all and save christmas. Nothing worse than a weeping child lacking its christmas gifts.
Controls: Arrow-Keys and X
Music by @GruberMusic, originally found in "Xmas Sorted" by Paul Nicholas
Game is actually a modification of my game "Rey's Scavenger Run"
About The Game
Shoot Fireballs, bigger then you, and kill your Enemies on 5 different lanes and lands to become the very best Annabelle player!
Highscore Game!!
About Our Work - and background:
This game is created for a Game Jam of my School.
The School of Games
(Cologne, Germany)
Our limitation was to create a one screen Pico-8 game in 3 and a half days. The specific theme of the game was randomly chosen.
Viktoria Lierhaus - Game Design, Programmer,
Gian Paolo Licata - Game Design, Artist, Animation, Sound Effect and Title Screen Musik
Special thanks to everyone who has helped us!
For example!
- Hannah Rodenbüsch, thank you for the Gameplay Music!
Now we are Done! - Updates and Bug fixes (if we need them) will come fast.
Work - Day 1 Monday
- build up Teams randomly
- Our random Topic was: “unbalanced beat em up”
- Brainstorming: (We want to create a game about #
Cyber Cowboys! and Bounty Hunters!) - First Title: “something” of the western hill (I don't know what we had instead of “something…” .. 4 days ago…. bad first title… bad Topic)
- First Idea: “Space invader clone from right to left instead of up to down. With
Random Enemies and a little bit more control”
What we done: (day 1)
- Player control
- Animation (Programming, not art)
- Spawn (Programming)
- Changed Topic (Little Girl, Demon)
- Player Sprites ( Spend much time )
- Map Size
- First Map Model (ART) ext:
What we done: (day 2)
- Two of Four Enemies Draw (Artist)
- Two of Four Enemies Animation (Artist)
- Projectiles, Deleting Enemies.. etc. (Programmer)
- New Map Model

What we done: (day 3)
- Last two Enemies Draw (Artist)
- Last two Enemies Animation (Artist)
- Design Tutorial (With Pen and Paper)
- Title screen Music and Sfx
- Many Programming things! like health etc.
- Draw Title Screen,
What we done: (day 4 / Last day)
- Gameplay music by Hannah
- Shakes
- New Projectile
- Lose Screen
- Tutorial (Only Information, no gameplay tutorial)
Thank you for reading and playing!
Please send us feedback so we can do it better and better!

