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Cart #51655 | 2018-04-16 | Code ▽ | Embed ▽ | No License
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Sk8Border is a collaboration by Leif Halldór Ásgeirsson, Marc-André Toupin and Ben Wiley for the Anti-Fascist Game Jam.

Works in mobile browsers!

Hold Z or X to crouch, release to jump (Ollie). Do a tail or nose grind with Z or X. Rack up a nice combo to take down the wall!

More details and play instructions are at the game's official site. We recommend playing it on mobile there since we have specially tailored controls, and vibration support!

The game is "finished," but comments are always welcome.

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Cart #51644 | 2018-04-15 | Code ▽ | Embed ▽ | No License
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Here's a landscape / flight simulation engine that I have been playing with. I'm still figuring out how to turn this into a game, but at least it's functional now and runs at 30 fps.

It takes a few seconds to generate the map using simplex noise mapped onto a sphere.

Controls:
Arrow keys to turn and pitch up and down.
Z-key to accelerate

Notes:
There's a 3D shaded polygon engine built into this as well, but I'm not using it yet.

Thanks Anthony DiGirolamo for the simplex noise:
--https://www.lexaloffle.com/bbs/?pid=32443

--ElectricGryphon

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Here's a short game about being constantly distracted by your smartphone. How long can you go without looking at it?

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Cart #51642 | 2018-04-15 | Code ▽ | Embed ▽ | No License
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Ahoy! Here's a little fishing game for you.

The main goal of this project was to experiment with a bunch of fun rendering effects that aren't super common in Pico-8...

...so hopefully the gameplay is worthwhile enough to justify its own inclusion.

Some features:

  • 3D character animation (with knees and elbows!)
  • Spriteless animated fish rendering
  • Water which visualizes a flow-velocity field
  • Fullscreen "day to night" transition filter
  • Realtime shadows, including soft shadows from the player
  • "Windy grass" rendering
  • Procedurally generated maps
  • A shop with four gadgets
  • Something unexpected, which I don't want to spoil for you

The version of the code that's included here is obfuscated to be illegible, but you can buy the real source code (formatted properly, with optional comments) on itch.io - the price is "$1 or more."

[ Continue Reading.. ]

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Latest version:

Cart #picotris-0 | 2023-12-12 | Code ▽ | Embed ▽ | No License
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Working on a Tetris clone... Getting closer...

Still to do:

  • Special blocks (ideas: bombs, arrow bumps (shifts board left/right/up clearing space))

Title screen progress:

Cart #51790 | 2018-04-19 | Code ▽ | Embed ▽ | No License
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Potential song for the game:

Cart #51740 | 2018-04-18 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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Recently I have been busy porting my PICO-8 Bumble Bots game to the Gamebuino game console. Gamebuino resembles PICO-8 in that it is also a console for making and playing retro-games with the emphasis on making them. Unlike PICO-8, the Gamebuino is a physical console based on an Arduino board. Here is a picture of a Gamebuino featuring my Bumble Bots game. (Btw, I "shopped" the picture to increase the brightness of the screen, but it's not a mock-up. This is a picture of the game actually running).

Porting my game has been a fun project. So far, I have ported all the game-play elements, and re-created nine of the sixteen levels. The coding is effectively done. The main work pending is porting the last seven levels. I am sharing my experiences here, as I hope that some of you find them interesting.

Gamebuino's resource limitations follow from its physical implementation and are mostly more tight than PICO-8's artificial limitations. The screen resolution of the Gamebuino is 80x64. Although it also supports 160x128, this resolution is not recommended. The details would be too small and drawing to the screen would require more CPU. CPU speed is anyhow a limiting factor. Just drawing an empty screen of 80x64 pixels at 25 FPS loads the CPU for 50%. On the PICO-8 I had no problem achieving 30 FPS, but realizing 25 FPS on the Gamebuino (with a more limited resolution) required a few optimizations. Also, unlike PICO-8, RAM-memory is scarce and you cannot really dynamically allocate memory. You are effectively restricted to global variables and the stack. This requires you to be more conscious of memory usage while you develop. Similar to the PICO-8, there are also limits to the size of the program, but Gamebuino games can be a bit larger. My game is near PICO-8's token limit, but will be less than 50% of the maximum size on the Gamebuino.

I found it very useful to first have created the game on the PICO-8 and then port it to the Gamebuino. For prototyping the PICO-8 is a much more friendly environment. PICO-8's code-run-debug cycle is faster. Lua is also a friendlier language than C/C++ which you need for the Gamebuino. A silly mistake in the C/C++ code can easily lead to a crash or (undetected) memory corruption. Also PICO-8's built-in sprite, sound and music editors make it easy and quick to create and adapt graphics and sounds. Creating images and sounds on the Gamebuino is more cumbersome. Fortunately, it was quite easy to port PICO-8 images to the Gamebuino. I was also able to port the sound effects I created, although this required a bit more work as Gamebuino's sound effect support is a bit more primitive.

In short, I found PICO-8 and Gamebuino to nicely complement each other. PICO-8 is an excellent environment to quickly prototype and evolve a game idea, and to get it out on the web. However, after that, it's great to port it to a physical device that you can hold in your hands and hand-over to friends to let them try it out.

See my post on the Gamebuino site for more details about the porting process.

[ Continue Reading.. ]

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Cart #51603 | 2018-04-14 | Code ▽ | Embed ▽ | No License
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Cart #ouch-1 | 2018-12-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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(binaries)

Controls:

left/right = move
z = pull down
x = push up

Idea:

Pull down dice and convert/clear them by pushing them up again. Much like Money Idol Exchanger.

Conversion logic:

2 x 2 = 3
3 x 3 = 4
4 x 5 = 5
5 x 5 = 6
6 x 6 = clear
2 x 1 = clear all connected

Present:

General game progression, chain conversion, color matching, etc. Some early music testing (disabled). Runs at 60 fps in native mode.

Future:

Better HUD, scoreboard, more music/sfx, specific game progression (goals, challenges etc). More things as I come up with them.

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Pico 8 needed a mini version of this classic!

Levels/Waves are generated procedurally- see how long you can last and how high you score.

Use the keyboard or joystick, move the cursor to collect sun and plant your plants.

Includes a seed system, so if you enjoyed a particular game, note the seed down and share it. You can also replay it easily if you wanted to try to get further.

Beware while it's endless, and you don't restart each level, your plants remain, there are acts of nature that hit your garden keeping you on your toes.

V1.2:

  • Added a 35 second timer after level 2 when only a few zombies left before next level starts.

V1.1:

  • Updated controls, see below.

Instructions:

  1. Plant a few sun flower plants early. Move the cursor to collect sun. Sun is used to grow plants and fight the zombies.

  2. New plants introduced as you advance. To plant press the Z on the keyboard or A button on the controller. This will allow you to select the plan you'd like to plant there. Press Z again to plant. To exit without planting, press X or B button, or move down off the plant selection bar.

  3. Hit the B button or X on the keyboard to pause/resume or quit at any time.

  4. A few hints - get lots of sun early and build your defences strong early while you can, after about level 5 to 6, the waves start getting pretty big with new zombies appearing such as the Football Zombie, Miner, Newspaper Zombie, Trash can, and the Pole Vaulter.

[ Continue Reading.. ]

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Cart #51584 | 2018-04-13 | Code ▽ | Embed ▽ | No License
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Mac OS is dropping support for 32-bit apps. Pico-8 0.1.11g's Mac build is currently a 32-bit app. In High Sierra 10.13.4 (a recent update), starting Pico-8 now opens the new "not optimized" dialog that indicates this condition.

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Well It's really annoying to me
Fxxxxxx annoying

I am currently making a HP bar which decreases when user and monster collide

I have been trying to solve problem more than 5 hours but nothing worked.

   enemies={}
   enemyAttackdelay = 1;
   function _draw()
      --[[codes]]
      hpstatus(0);
   end
   function enemies.move(e)

   end
   function hpstatus()
   end
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First post on the forum for this PICO-8 newbie.

I'm trying to find a way to store data in a 3D array and it seems to work by itself but when I try to implement it in more advanced code I start getting errors about referencing a nil value. I got the idea from this reddit thread and thought if I wanted to have multiple variables stored for each point on the grid I could just add a 3rd array. This is what I ended up with:

	pixelgrid = {}
	for row = 1, 43 do
		pixelgrid[row] = {}
		for column = 1, 43 do
			pixelgrid[row][column] = {}
			for zpos = 1, 3 do
				pixelgrid[row][column][zpos] = 0
			end
		end
	end

But then if I try to edit a value like so:

	for x = left, left + discsize do
		for y = top, top + discsize do
			pixelgrid[x][y][1] = px
			pixelgrid[x][y][2] = py
			pixelgrid[x][y][3] = magsq
		end
	end

[ Continue Reading.. ]

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Cart #51555 | 2018-04-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Introduction

The entire game was done in PICO-8 ( altrought I used Visual Studio Code for the code)

The game takes place in the sky,

You're a little ball, a gladiator, and your purpose is to push your opponents off the plateform. For that, you need to get the right angle, adjust your power and rush toward the ennemies.

You have 3 powerups to help you:

  • Attacks: you are charging your power faster
  • Defense: when you're pushed, you are more stable
  • Life: you get +1 life

Controls

The game can be played by 4 players simultanousely (on the same screen).

  • You can choose up to 4 real players
  • Or you can choose up to 3 bots

The controls are a little bit messy, but it's due to the limitation of PICO-8 assigned keys. The keys are for QWERTY but you can also play with AZERTY

  • Player 1:
    • turn left: down key
    • turn right: right key
    • charge: up key
  • Player 2:
    • turn left: D
    • turn right: F
    • charge: E
  • Player 3:
    • turn left: N
    • turn right: M (or , for AZERTY)
    • charge: up key
  • Player 4:
    • turn left: <TAB>
    • turn right: Q (or A for AZERTY)
    • charge: S

Unfornatly, I didn't put musics, because i'm litteraly too bad to make a decent one.

I hope you'll enjoy it!

Have a nice day.

Link to the itch.io: https://lebug.itch.io/skygladiators

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My second game this week!

I found out it was possible to get the mouse co-ordinates, so tried to make something that uses them - try it out 😄

I've reused the raindrop sprite from my previous game, Rainman but everything else is new - including the mechanics and sound effects - I've also programmed increasing difficulty as you collect more yellow drops.

I hope you like it, and share your high scores!

Cart #51538 | 2018-04-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1 comment


I am creating smart monsters which can detect obstacles. Objects in yellow circles are obstacles. Red circles are where they can jump

Ignore two yellow circles on both left and right sides of the map
When user is in higher place than monster, monster should find place which they can jump. If monsters are under obstacles, they should not jump.

These obstacles(floors) are drawn so.

Unfortunately, I don't know how to do that. I know how to detect enemies' position but not position of obstacles.

I am not asking do that for me. I am just wondering what should and what can I do!

Any help, advice, tip will be grateful!

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Cart #51513 | 2018-04-11 | Code ▽ | Embed ▽ | No License

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Cart #51596 | 2018-04-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #51505 | 2018-04-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Like some sort of cross stitching Etch-a-Sketch! And like Etch-a-Sketch, mistakes are forever...

Press Z to change thread color
Press X to open menu

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Cart #waddleball_revision-0 | 2024-07-12 | Code ▽ | Embed ▽ | No License
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It's the Waddleball Grand Championship! Competitors must master the art of The Waddle if they hope to emerge victorious!

Left arrow key: Waddle left
Right arrow key: Waddle right
Alternate arrow keys: Waddle straight
Press and hold either key to dash
X or Z: Choose or exit level

You are Waddleduck, a chubby duck with the heart of a champion! Prove your mettle in 6 minigames by booting moles, stomping on tiles and destroying asteroids! Or, relax in free-play mode and kick some balls around.

Waddleball V1.2 fixes some stability issues in the Mole Whacker and Duck Defender modes, and also fixes a sprite sizing bug at the start of each level.

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Cart #51485 | 2018-04-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is a simple mouse over text detection example.
Made it to help someone else's question but figured I'd post it here.

Also this isn't optimized, I tried to make it more for learning than optimization.
For instance:

function _mot(_t) 
--if mouse is within the text
-- boundaries then set that 
-- text.over to equal true
 if(_mx>=_t.x and _mx<(_t.x+(#_t.str*4)-1) and _my>=_t.y and _my<(_t.y+5) ) then
  _t.over = true
 else
  _t.over = false
 end
end

Could be easily simplified to:

function _mot(_t) 
--if mouse is within the text
-- boundaries then set that 
-- text.over to equal true
 _t.over=(_mx>=_t.x and _mx<(_t.x+(#_t.str*4)-1) and _my>=_t.y and _my<(_t.y+5) )
end

[ Continue Reading.. ]

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