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Cart #48633 | 2018-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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a game made by three friends during the global game jam 2018.
Theme: transmission.

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Cart #48720 | 2018-01-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #48644 | 2018-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Our first game with the PICO-8, and done from scratch for the Global Game Jam 2018 so please forgive the horrendous code and probably lack of knowledge of some more advanced PICO-8 tricks ;)

Some bugs or unbalances are in there, the waves are not working the way we intended and canons cost way too much... Oh well :D

Cart #48644 is an okay-balanced game, that we had time to put together at the very end of the jam.
Cart #48720 introduces a better balanced game, that is more fast paced and also has slightly better feedback on some actions (like toggling the command mode), that we worked on after the jam.

Use the following controls to defend your Transmission Tower.

left - walk left / enter command
right - walk right / enter command
up - enter command
down - enter command
primary - shoot
secondary - toggle command mode

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Cart #48632 | 2018-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My entry for Global Game Jam 2018.
Theme : transmission

Logo bumper by @MBoffin (https://gist.github.com/MBoffin/0ad8ffc850fb797fe2d90fcc98d81492)

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I've seen at the lower end of the front page of pico-8 that it has "Discounted take-home licenses for individual students", How does one get a student discount for a student like me?

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What would it take to see pico8 on NES/SNES Classic Mini?

Not just for playing but also for creating. USB keyboards can now be used via a micro USB OTG adapter so you could use it as a development machine.

Of course it would be offline only, you'd have to sync with a computer to get your game off for distribution online.

I'm quite happy to start a fund to make this happen? @zep

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Cart #48610 | 2018-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A test in making 3D graphics within Pico. I'm pretty pleased with the result, although the shader isn't working well enough to show off here.

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Hello there! This is an example project which is intended to help people learn about making platformers in Pico-8.

The game is free to play, but the source code for this version has been obfuscated, so it's not really practical to look through it. To read the normal-and-legible version of the source code (with or without comments), you can buy it for at-least-$1 on itch.io. As long as you make your own map, you can even sell games that use this code! If you didn't already know, itch.io has very nice support for Pico-8 games.

Anyway, it's a cute little platformer with a grappling hook (you get the hook about halfway through) and a big finale! The main goal was to make a piece of illustrative/educational content which was centered around a real and complete game. See, "Madness Interactive" taught me that reading source code for a game that's fun to play can be much more exciting than reading a code snippet in the middle of some online tutorial. Not sure if I succeeded, but I tried real hard!

Huge thanks to David Carney for helping me with the music, and also to everyone who volunteered to test the game! Y'all made the game better.

A first run seems to take 20-45 minutes or so, but it depends on the player, and a fast runthrough is around three and a half minutes. If you record a video of a run that's faster than that, I'd love to see it!

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Cart #48602 | 2018-01-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Anxious Tedium is an experimental PICO-8 album. You can move around a little bird while listening through these tracks.
The Soundcloud album for these tracks are available at https://soundcloud.com/bethveni/sets/anxious-tedium.

If you are interested in using one of these songs in your project/game, contact me on @bethanyvenefica on twitter for permission and details!

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Cart #48599 | 2018-01-27 | Code ▽ | Embed ▽ | No License

Go to your base to the Moon!

Create in 1 Hour for the 143rd One Hour Game Jam with the theme Moon

Controls
Arrow - Move
Arrow Up - Trust

▶️ Itch Page : https://bigaston.itch.io/moon-1hgj

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Cart #48595 | 2018-01-27 | Code ▽ | Embed ▽ | No License

We all live in a yellow submarine
Yellow submarine, yellow submarine

Create in 1 hour for the 142nd One Hour Game Jam with the topic Submerged

▶️ Itch Page : https://bigaston.itch.io/submarins-1hgj

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Cart #48593 | 2018-01-27 | Code ▽ | Embed ▽ | No License

Rush to the green line with your mouse. How much time can you do?

Create in one hour for the 141st One Hour Game Jam with the theme From point A to point B.

▶️ Itch.io Page : https://bigaston.itch.io/rush-1hgj

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Navi is a gale I've create with my best friend Némégastée. I want to show him how Pico-8 work so we have create a game in the universe we love : The Legend of Zelda!

Cart #48591 | 2018-01-27 | Code ▽ | Embed ▽ | No License

In this game you have to click on Navi! That's all. The are save in the game (for save your points) and a mouse support.

▶️ Itch.io page : https://bigaston.itch.io/navi-clicker

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This is still a WIP and my first almost complete production for pico-8.

Missing:

  • an actual end game (now it resets and bugs).
  • more wave
  • a boss?

Cart #48580 | 2018-01-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Things I'm happy about:

  • procedural explosions
  • procedural blinking starfields
  • 8-bit art is almost ok for me
  • actor model too complicated but works nonetheless

Not sure I'm motivated to finish this though.

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Cart #48564 | 2018-01-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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by Nikih
Cart #48557 | 2018-01-26 | Code ▽ | Embed ▽ | No License

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Cart #48530 | 2018-01-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This was the very first thing I made in Pico-8, and so I've decided to upload it. Some of the code is a little funky, such as using sprites to make the Red Spot instead of using the same method used to make the other stripes, but I was still learning the ropes.

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Howdy!
This is a fairly straight forward cart for a horizontal screen transition effect inspired by this particular effect from Pokemon Fire Red
https://youtu.be/LnAoD7hgDxw?t=4m23s

The effect itself isn't exactly spot on, the black bars move slightly faster than the 'pixel-pushing' effect created by moving the screen data around. I'm sure it's got something to do with the length of the bits of data I'm copying about but not 100% sure what the exact maths would be for a perfect implementation.

Hopefully this will come in useful for some of you :)

Oh, and here's a little challenge for you, how would you go about re-creating this effect but with vertically? How about diagonally?

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Cart #50452 | 2018-03-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Suzie and Bob are trapped in a merciless world. Can you fight your way out?

Gameplay Elements

  • Random maps
  • Multiple biomes

  • Multiple enemies
  • Multiple weapons (but one at a time!)
  • Loop-based difficulty
  • Supports keyboard/mouse

Controls


Keyboard:

[ Continue Reading.. ]

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Hi guys,

So I'm developing my third game and actually reading the docs this time around and I'm now using the stat() function to see what's going on as I code.

I've got about 284 lines of code and a spritesheet of 785 bytes. No music or sound effects. Yet my mem usage is 43MB according to stat(0). Isn't...that a lot? Seems like a lot. What's going on here? Is it measuring the entire PICO-8 development environment usage or just my code?

Also, stat(1) for CPU usage from the docs states that a value of 1.0 is the program executing 100% of the time between frames, whereas anything over 1.0 is basically frame-skipping due to excessive load. I've of a value of 0.19. I'm guessing anything under 1.0 is "this is way easy, what else you got?" from the CPU, correct?

I've also been looking at the PICO-8 cheat-sheet and noticed the memory layout. And I know people use peek/poke/memcpy/memset to do....stuff. Why would I need to know the memory layout for PICO-8 and why is manually fiddling with the memory desirable? Procedurally generated graphics? Anything else?

Thanks!

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