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Cart #53043 | 2018-05-26 | Code ▽ | Embed ▽ | No License

Upload for the One-Hour-Gamejam-Website.

Theme: 2-Player.

Left and Right for Player One, Z and X for Player 2. Try to avoid the flying circles^^.

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(Hoping to catch you before you finalize 0.1.12)

Similar to how I felt ceil() was missing from the fundamental math toolset in PICO-8, I feel like there are a couple of fundamentals missing from the table toolset.

Would it be reasonable to add these to the built-in table operators?

function ins(table, index, elem)
  local temp = elem
  while temp ~= nil do
    table[index],temp = temp,table[index]
    index = index + 1
  end
  return elem
end

function pop(table)
  local elem = table[#table]
  table[#table] = nil
  return elem
end

-- (and possibly this alias, just for the sake of being symmetrical with pop)
push = add

[ Continue Reading.. ]

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Cart #53027 | 2018-05-25 | Code ▽ | Embed ▽ | No License


ultdash
Cart #53023 | 2018-05-25 | Code ▽ | Embed ▽ | No License


edited

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Hello, I did post this up at the end of 2017, but decided to remove it partly due to imposter syndrome and partly because it just didn't work too well under iOS.

Anyway, I've had a change of heart and have decided to put this up again.

Thanks to Vanja and Andreas of Pond software for allowing me to make and share this Pico-8 interpretation of their 8-bit C64 game. (Find it here: http://http://pondsoft.uk/splorf.html )

Also, a special mention must go to Paul Nicholas ( @Liquidream), who helped me solve some nasty bugs, Chris Donnelly (@gruber_music) for the awesome music/sound, Morgan McGuire (@casualeffects) who supplied me with some great particle code to play with. Also Justin Ray (@designinvan) and Urban Monk.

I hope some of you enjoy this simple little highscore chaser game.

CONTROLS:

X - to thrust or start game.
Z - for credits, story and info. (on title screen).

That's it.

Cheers,

Roy

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i'm using stat(30) it works fine it shows the keys but it returns " " when i press backspace,space,ctrl,shift is there a way to get these keys press status?

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Cart #53004 | 2018-05-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a little game that I made with my son (I did most of the code, he did a bunch of playtesting ;-) ). It was inspired by a game that I remember from my own childhood on the Atari 800 XL where you had to fly a spaceship around and dodge the space junk. If you survived for long enough, you got a brief reprieve while the next "level" started before the junk started flying at you again!

The pixel-perfect collision code is based off of this cart by joshmillard

Cart #11994 | 2015-07-29 | Code ▽ | Embed ▽ | No License
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Hello friends.

I have one music track in my game. When the player picks up a certain item, I would like the music to get one octave higher.

My first thought was to have a second song that is just a transposed version of the first song, and switch to it upon item pickup -- but this of course resets to the beginning of the song instead of continuing smoothly from the current position. Is there any clever way to achieve a more seamless transition?

I'm open to any other tricks that would let me get the same effect. I'm also open to forgetting all about it if it's not possible. =P

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Cart #52975 | 2018-05-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is just me proving I'm somewhat alive.
I don't really know what to do.
Here is something.

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so i have an intro cartridge who plays the intro and then loads the game with load() and it works fine but how can i export the game so it can be played

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v1.0.1 - post gamejam bugfix

Cart #53355 | 2018-06-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


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

Cart #53053 | 2018-05-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #53028 | 2018-05-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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

[ Continue Reading.. ]

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Cart #53240 | 2018-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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i know i can possibly write to a file with printh how can i read from a file then?

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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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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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Cart #52910 | 2018-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #52905 | 2018-05-21 | Code ▽ | Embed ▽ | No License

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Cart #52900 | 2018-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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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Cart #bumble_bots-0 | 2022-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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.

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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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