This is my first share! Be gentle. :|
Classic demo fire effect (http://lodev.org/cgtutor/fire.html). Added some extra bits for fun. Not particularly sure what any of it's supposed to mean, but I was going for a Prince of Persia sort of feel.
Had to leave _update out of the fun, and only use _draw. If anyone knows how to make fire run faster, I would be grateful to know!
So I'm new ... sorry if this is the wrong place to ask about bugs BUT I have a weird behavior in the sound effect editor.
Mainly that if I hit CTRL+Z (out of habit from other apps) it doesn't undo anything AND has the rather unfortunate effect of wiping out every wave I have in my file. They all reset to nothing.
So ...is this a PICO-8 bug? Or is my computer doing something weird?



Got an idea for a chase-game... Mine Train!
- Try to reach the end of the mine and not get caught by the monsters or killed in some other way...
- Spiders from the roof.
- Tentacles from the broken underground.
- Deadly holes in the train track that has to be jumped over (yea, the cart can jump) :)
- Gain speed by picking up dynamite and throw it at the monster chasing you - and at the same time extend the distance to the chasing cart.
- And other stuff I guess... :)
Suggestions on everything welcome! Code help most welcome! ;)

/ Pingo
So... dumping this stuff here, since I will never be able to actually do anything with this myself. Maybe someone else will be able to actually port this?
Short story long:
Back in 1984 I got my first computer (a VTech Laser 210), and it kind of stuck with me since then. So when I discovered some forums and stuff on that back in 2002, I made this stuff for a Barbarian port (which, as you can see, was going to be a collaboration together with Frontier and GOTO80 btw):



The Laser 210 has a high-res mode of 128x64 (wow!) with 4 colors. Yeah, the PICO-8 is waaay cooler! ;)
So today I ported most of this for the PICO... not completed, and the logo is messed up since I wanted to conserve sprites by re-using A and R (and it's not really working... yet...). The snakes need a lot of work, etc.
But, it seems it's possible to push most graphics into the PICO, and I think it should be possible to build the three fight areas too.
This is what the three areas looked like in the original Commodore 64 release (back in 1987):








Slugs have stolen the world's supply of shiny diamonds! It's time for a hero to take them back.
You are that hero. You are ... CAT BANDIT.
Break into every last room of Slug Bank, and steal the diamonds back! Do you have what it takes to become a world-class thief?
Instructions
Arrow Keys: Move
Z: Dash
Level Challenges:
- Nab the diamond and get to the exit!
- Grab all the coins!
- Don't break any vases!
- Escape within the time limit!
- Complete all four challenges in one run!







A two-player juggling extravaganza!
Controls
Left player: S / F to move; Left Shift to toss!
Right player: Arrow Keys to move; N to toss!
(Controllers recommended)
Goal
The first player to drop five balls loses!
About Me
Howdy, my name is bridgs and I make games! If you enjoyed this cart, please leave a comment, I really appreciate them. And ALSO...
... if you'd like to follow me, I'm always active on Twitter!
... if making a chill lil' spider web sounds appealing, check out 8 Legs to Love!





Controls:
[ Player 1 ]
Move Left: Left Arrow
Move Right: Right Arrow
Move Up: Up Arrow
Move Down: Down Arrow
Shoot: X
[ Player 2 ]
Move Left: S
Move Right: F
Move Up: E
Move Down: D
Shoot: A
Pause Game: P
=============================================
I recently followed the Dom8verse tutorial on shooting bullets and checking collisions, which is found in Pico8zine #3. After I finished the tutorial, I kept trying to add things with the hopes of learning more about Pico-8 game development (I usually learn best when I present myself a personal challenge). One thing lead to another and I ended up creating a very simple 2-player (unfortunately it does not have a 1-player mode) robot battle game.




Github Link: https://github.com/torch2424/picoDeploy
Features Snippet from the README:
🖥️ Deploy to Windows, Mac, and Linux using Electron and Electron Builder
📱 Deploy to Android, iOS, and Web with all listed features using Ionic
🚀 Performant mobile builds using Crosswalk
💾 Save file (Indexedb) listener, with Pub / Sub functionality to perform actions when the save file is changed
🎮 Mobile on screen gamepad using Google Material Icons
🎮 Usb Gamepad / Xbox 360 controller / PS3 controller support using a modified pico8gamepad
💦 Splashscreen / Video to hide the Pico 8 boot screen (Not to be mistaken with Ionic mobile app splash screen)
📺 Background image or video to be displayed behind your game
⚙️ Settings screen, with support for turning sound on / off, fullscreen for desktop, customizable gamepad color, customizable background color (if not background media), Stretch the game to full resolution, and dropdown credits.
🛠️ Build System to support multiple picoDeployConfig.json files, and copied for the correct build target set in ENV variables.
♻️ Compatible with libraries like greenworks and Cordova Plugin Play Games Services. That can be plugged into a commented PlatformSdkWrapper service, which taps into the Save file listener I mentioned above.
P.S I totally started this project before version 0.1.11 which included binary exports for Windows, Mac, and Linux. However, this project still offers a great amount of functionality for deploying and building games, that binary exports do not offer currently.
Any feedback on the tool is greatly appreciated, thanks!



Get Dis Money Links:
Website: https://getdismoney.com/
Itch.io: https://aaronthedev.itch.io/get-dis-money
Steam: http://store.steampowered.com/app/738130/Get_Dis_Money/
Google Play: https://play.google.com/store/apps/details?id=com.teamnocomplygames.getdismoney
Source Code And Build Tools:
Source code: https://github.com/torch2424/getDisMoney-community-edition
pico8-grunt: https://github.com/TeamNoComplyGames/pico8Grunt
picoDeploy: https://www.lexaloffle.com/bbs/?tid=30920
Hello!
I just released my Pico-8 game Get Dis Money. You can use the links above to learn more about it. What is interesting, is that I was able to publish it as a full game on Steam, Google Play, and Itch.io using a build tool I made called picoDeploy. You can learn more about that above as well!
All of the code to the game's build tools is open source above, as well as this "community edition" of the game. The "community edition" is just a stripped down version of the game, but with all the main mechanics and code in place :)
I hope you enjoy! Feel free to explore any of the links I put above, and any feedback on the game is G R E A T Y L Y appreciated. Thanks!


