This is a very small project to learn katakanas !
|
Disclaimer : i don't know japanese at all, so please forgive my mistakes. I copied each katakana from wikipedia, so it must be accurate.
KNOWN BUGS:
- sometimes, if you do the test too quickly, it crashes.
- one generated answer can be the same as the real answer but this has a probability of 1/92 so i decided to not fix it yet.
POSSIBLE IMPROVEMENTS:
- optimisation
- bugs could be annihilated
- more appealing graphics
- a banner for main menu?

It's like Tetris except the game doesn't really care.
.
Made in 2 hours for Ludum Dare 42 compo!
.
Controls:
- Left Right to move tetramino horizontally
- Hold Down to make fall faster
- Double-Tap Down to plummet
- Up to rotate
- or Z and X to rotate
- On game over, hold Z and X to start again!
.
Thanking my Patreon supporters for their continued support allowing me to keep on making video games and other weird stuff! Here are some names!



Hi guys. I just finished this game (sorta) for Ludum Dare 42. I'm just posting it here real quick to get it uploaded for the compo and I'll flesh this post out later.
Z to attack. Arrow keys move. Double tap an arrow key to dash.
X will restart when you die but it's a little wonky. You'll need to reboot the game to get the original map back.


This game is only in French.
J'ai créé Paperboy Droid en un weekend pour la POT-AU-JEU Game Jam organisée par At0mium sur le thème de : Faire du neuf avec du vieux ! Paperboy Droid est un remake de Paperboy de Tiger Electronics. Il s'agit du premier jeu que mon papa m'a offert quand j'étais petit. J'ai complètement changé la mécanique du jeu : il faut programmer un droïde qui jouera à votre place en exécutant les actions de votre programme. Le jeu a été réalisé en solo entièrement pendant le weekend de la jam, sans utiliser d'éléments préfabriqués.
Plus d'infos ici : https://notevengames.itch.io/paperboy-droid




Hello!
I started playing around with marching squares on Thursday and came up with some fancy art tests I was quite happy with. Someone on twitter pointed out to me that Ludum Dare was this weekend, so I decided to hop on the bandwagon and actually try and finish a project for a change.
As the name might suggest, this is quite similar to Dig Dug 2. You're on an island with some other folks and you might to be on the biggest bit of land by then end by tactically placing bombs and separating everyone else from yourself.
It would be nice to add AI in the future for this, but that's a problem for future Craig to deal with!
Have fun!
Also available on itch.io;
https://gibletsofjesus.itch.io/craigs-ld42-entry




is there a plan to add built in pico8 multiplayer using synced inputs?
basically it would be handled in pico8 rather than the cart.
it would allow players to connect to each other via ip or game uid and official lexaloffle connecting servers through the pause menu.
this might be the easiest way to build a multiplayer game since there would be no packets being sent besides the hard coded inputs.
networked inputs would be accessible the same way normal inputs are with btn(btn, player).
this would also make multiplayer games have not just networked players but local ones as well.
players count would be limited to the number of inputs pico8 has.



I just wrote a wall of text full of questions but then I found the answers in this forum, devlog, devmap, twitter etc, and decided to erase the whole post! Now I am hyped for 0.4 and have only one question: will the renderer be completely detached from the engine? I'm sure it is already under the hood, but, detached as in can I write my own renderer? Could I output voxatron to an LED grid? or to a shader running inside Unity? or export all visual data to morse code? or feed voxatron visual data through a neural network designed to identify birds in pictures?
I need Voxatron in VR (I already made a post about that) and custom renderers is the way to go it seems. Volumetric displays are great but I won't have one in the foreseeable future.


Hey folks!
Today I'm releasing a cool little lib for adding analytics to your PICO-8 game.
You might ask, "wat?" So lemme demonstrate with a quick video:
Essentially, it's a way to track what your players are doing, and to analyze that data afterward for insights. Are players discovering the secret power-up in my game? Are they dying too much, and quitting out of frustration? You can track all of that! And use that information to make your game's design better.
This library sends data to Segment, where I work as a full-time engineer. (I do PICO-8 development as a hobby.) Segment is a badass analytics product that forwards your data to hundreds of tools. For starters, you can turn on Google Analytics in Segment, but there are many other tools in the catalog you can check out.
To use it, head on over to the GitHub repo for instructions (https://github.com/segmentio/analytics-pico8). Using it looks something like this:

