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Cart #53240 | 2018-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
22

UPDATE: Version 1.1:

  • faster ship
  • constant enemy spawns (no delays)
  • muzzle flash effect and better explosions
  • other gameplay tweaks

STORY: Welcome, Pilot 8. You are our top choice for this mission. I mean, 8th choice. Nothing suspicious at all happened to the other 7 pilots that came before you. They... uh... retired. Anyway, here is your comprehensive battle training: use the arrows to move, press [Z] to shoot. End of comprehensive training. Off to war you go. Good luck, Pilot 8.... Ok, that pilot is hopeless, let's start training Pilot 9. Oh, what? It's still on? How do I turn this off <click>

This is a simple space shooter.

  • 18 levels across 6 worlds (Flood City, Oasis, Marshes, Coast, Canals, Fortress)
  • Different weapons and powerups (shield, weapons, etc).
  • Collect chips dropped by enemies to upgrade your ship. 14 upgrades available:
    • extra speed
    • rapid fire (3 levels)
    • ammo capacity (3 levels)
    • shield (3 levels)
    • starting laser
    • powerup frequency
  • World map

Tech aspects:

  • Dynamic lighting (via framebuffer post-processing).
  • Screen-space reflection (water effect, lightning, etc).
  • Particle effects, rain, etc.
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27 comments


i know i can possibly write to a file with printh how can i read from a file then?

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6 comments


is there any way to receive keyboard inputs like a simple program where user types anything to the program and program will display it.

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2 comments


Cart #52918 | 2018-05-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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https://github.com/fartenko/pico-nn
https://fartenko.itch.io/pico-nn

A pico-8 based neural network with genetic algorithms.

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9 comments


Cart #52910 | 2018-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1 comment


Does pico-8 have any console window or area where users can see any output?

In javascript people can get output with console.log() method.

In java people can get output with System.out.println();

Any equivalent methods in pico-8??

print() is really annoying because it is displayed on the game screen

2 comments


Cart #52905 | 2018-05-21 | Code ▽ | Embed ▽ | No License

0 comments


Cart #52900 | 2018-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

My first finished game.
Play with arrow keys to hit up, down, left and right.
Start Game with z or x.
Tell me if you like it.
Thanks :)

Special thanks to bridgs for the excelent games and tutorials in youtube.

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0 comments


Cart #bumble_bots-0 | 2022-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
14

Less is more!
Here's a low resolution version of my Bumble Bots game. Fewer pixels, but a better game.

When porting the game to Gamebuino I had to reduce the resolution. Doing so forced me to remove some screen clutter as every pixel counts at 80x64. Also, I had to zoom into the levels. On the one hand, this made the game play slightly harder, as you cannot always see all enemies. On the other hand, it made the game play more immersive. In the original game, more than half of screen was black pixels. I actually like the game better at the lower resolution, so decided to revamp the original PICO-8 version. This is the result.

[ Continue Reading.. ]

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3 comments


Hello.

I have a runtime error in my game which states that a for loop's initial values must be numbers. I looked into the issue and it seems that an empty table's last item is a nil. Try typing this into the PICO-8 command prompt :

values={}
?values[#values]

and the output is

[nil]

Does anyone know of a workaround or a better way of checking a table's last item?

Thanks in advance :)

4 comments


Hey,

I’ve had a search and I couldn’t find another topic on this, but could be wrong.

I’ve seen quite a few examples of animation, for say a player sprite, and have achieved this in a project I’m working on.

However I cannot for the life of me figure out how to do this with larger then 8x8 sprites. I know how to get static ones, but no idea how to animate these larger sprites.

Thanks for any help, and sorry if that makes no sense, I’m awful at explaning!

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8 comments



Hey guys,
Are you like me? Sad that the wedding is over? If so, re-live the magic through the following official royal wedding simulator.
Please, enjoy and share at your earliest convenience.
Thank you for celebrating.
love xxx megan and the other one.

0 comments


Cart #52865 | 2018-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


A game made in an hour, for the OHGJ!!!!

There is sound BTW :).

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0 comments


Cart #52858 | 2018-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


uTron

Based on the tutorial by Rabidgremlin, with added score and 1 player mode.
https://youtu.be/ZuaLuMhwcc8

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1 comment


Cart #52849 | 2018-05-18 | Code ▽ | Embed ▽ | No License

0 comments


Cart #53646 | 2018-06-18 | Code ▽ | Embed ▽ | No License

Cart #52847 | 2018-05-18 | Code ▽ | Embed ▽ | No License


WIP /6/18

(Mario style controls) </> move n slide, X to jump, Z to run/detonate

Throw head/bombs while evading the other player, wavy tiles (propel at speed), switches control direction.

Player 1 - Bomb: (Down 3 sec charge, release to throw)
directional = </>, X to jump, Z to run/detonate . Drop thru floor: press/hold (Z).

Player 2 - Bomb: (Hold down 3 sec charge, release to throw)

[ Continue Reading.. ]

2 comments


Hi Folks,
First time poster here - having a great time learning Pico-8 and enjoying making a nice maze game and a 36 year old ambition to create a sequel to the ZX Spectrum's Hungry Horace. So...

I have a two channel baseline that I want to keep throughout the game, but would like to fade in channels three and four based on events in game - how far through the level people are, presence of certain beasties, or just at random, etc - and keep it in time with the other channels.

Suspect I could create each variant as a Pattern on its own, but I can't see an ability to control which pattern to move to when one ends.

Any ideas?

Thanks (and looking forward to showing off my first effort in a few weeks :-)
Paul

4 comments


Cart #52816 | 2018-05-16 | Embed ▽ | License: CC4-BY-NC-SA
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Cart #52813 | 2018-05-16 | Code ▽ | Embed ▽ | No License

Hey guys! I'm doing a quick test on making a 2D platformer by using color-dependant collision. The only problem I have is what's known as the 'jitter problem', where because of gravity I need to set the player's y value over the ground, but when this happens after the player is in the ground it causes a noticeable jitter. (Try holding jump when on ground to see the effect)

Could anyone help me with this? I don't mind changing gravity and acceleration as long as it is similar. Thanks in advance! :)

3 comments


Cart #52793 | 2018-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

I made "demake" of a game I found on twitter by @SeanNoonan scald. The game looks so cool and I feel the needs to code!

It is just a quick and dirty free implementation in around 1000 tokens (not particularly optimized).

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