v1.0.1 - post gamejam bugfix
Fixed the bug that caused people to have broken noses forever.
[Game for the Game Dev Network Gooseberry Jam. Theme: You are the villain! Deadline: 5/27.]
In Repo Runner, you're... the repo-person! The one who tows cars that people haven't paid up for. You work for Repo Co., and each day you must extract the target vehicle before the debtee drives it away.
v1.0
v0.7.
- adjust velocity changes in levels (soft cap at level 20?)
- fix more bugs when tetramino is in the last row until collision
- sfx
v0.6.
- allow to avoid up on rotations?
- fix some rare bugs on movement
- fix timings when tetramino is in the last row until collision
- adjust delays
- code refactoring
v0.5.
- adjust timmings on rotations & movements
- adjust delays on keypress
v0.4.
- dodge on rotations
v0.3.
- Fix collisions on rotation
- Code refactoring
v0.2.
- Fix problems with borders

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.

https://github.com/fartenko/pico-nn
https://fartenko.itch.io/pico-nn
A pico-8 based neural network with genetic algorithms.

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.

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!

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

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)

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
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! :)

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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