Work in progress of a puzzle prototype.
Will be updating as I make changes and add more levels.
UPDATE #1 4/21/19:
- main menu update with wavy title (thank you pico-8 demo cart!)
- vertical & horizontal flipping for tiles above/below & to the left/right of center tile
- centered flipping for the tile that the player chooses to flip
- ability to choose which level to start on
UPDATE #2 4/28/19
- sped up flipping animation
- added sound effects for flipping, level reset, & level compete
Converted my Senior Design project (originally created in Unity) to a simplified version in PICO-8.
This is still a work in progress, and I will update here as I continue to work on it.
Items to work on...
- bug where killing an enemy can cause game over
- more enemy types including boss enemy at the end of each level
- loot: gold, health items, etc
- sound effects for sword hit, enemy death, room transition
- implement coroutines to allow for more on screen (currently experiencing slow down when more enemies/animated objects are on screen)

Update: Download 0.2.6b for CHIP and PocketCHIP here: pico-8_0.2.6b_chip.zip
You can just unzip it somewhere and run it, but if you want to install over the default location so that the launcher buttons still works, open Terminal and type the following:
wget www.lexaloffle.com/dl/chip/pico-8_0.2.6b_chip.zip sudo unzip pico-8_0.2.6b_chip.zip -d /usr/lib |
(the default password is: chip)
Update: I've seen instances of the launcher button pointing to both /usr/lib/pico-8 and /usr/lib/pico8. If you're still getting some older version when using the launcher button (check the boot screen), use:
sudo mv /usr/lib/pico-8 /usr/lib/pico8 |
This is the first time I've released a build for CHIP, as they were previously handled by the late Next Thing Co. In 2016 I spent a week at their workshop in Oakland, hacking out a proof of concept along with the first version of SPLORE, so that we could see how it would all fit together. It was not a large company, but everyone I met there were stand-up hackers driven to make something new and interesting. It's remarkable what they were able to achieve, and I'm glad to be able to contribute to the legacy a little by continuing support for these devices.










(originally posted in https://www.lexaloffle.com/bbs/?tid=33995 - I tried to not spam the forum but it turns out you can't post two carts in one thread if you want them both to show up in splore.)
Shift/tab removes the text. Setting the scale to about 10 makes the interlaced versions look sort of okay.



I got hyped for Revision & tried my hand at some old demo effects :)
60 fps plasma:
Based on https://lodev.org/cgtutor/plasma.html
edit: tunnel cart moved to https://www.lexaloffle.com/bbs/?tid=33998

Controls: Arrows. Get to the highest level you can before you run out of shoes.
Okay, let us travel back to ... 1980!
Our family got an Apple ][+ on June 9th, 1980. I LIVED on that computer all summer. Making text adventures, graphics demos...
One of the first games I made was WALK INTO THE DOT. It was in Apple ][+ lo-res graphics. There are BAD DOTS. Do not walk into them. There is a GOOD DOT. Walk into it if you can!
It wasn't great, BUT it did bring up some subtle game design ideas, and was part of me learning, 39 years ago, how to design games.
But how to re-make it now? Make it with cool graphics? NO. I would make it like it was. Crappy, primitive, but hiding some interesting lessons.



This is a game I made in a month while on the train to work. I updated it in October 2020 so it's not so jank and is a bit more juicy ;)
You can get the standalone and use controllers here: https://maxwelldexter.itch.io/moth-koth
Enjoy!
P1 controls:
arrow keys: movement
N: punch
M: go back
P2 controls:
ESDF: movement
W: punch
Q: go back
Tips and tricks:
- Be the last one standing by knocking everyone else in to the edge of the screen!
- The pink stuff is bouncy and safe.
- You can't punch or move for a short period of time after being punched, so try not to get hit near the edge the edge of the screen!
- You can angle your punch depending on your movement input, try to aim your targets in to the holes!
An extensive particle system, free to use in your carts.
Check out the feature list and documentation at the GitHub page.
Let me know how I can improve it!
Share with me if you use it in a game, I want to see some cool stuff!




This is an early version (not sure if I'll ever renew it), of a dynamic vegetation system I made that you can easily use thanks to #import.
Basically, it automatically sets grass and/or flowers on top of a graphic with a specified flag turned on.
INSTALL INSTRUCTIONS
Navigate to your cart folder
Windows: C:/Users/Yourname/AppData/Roaming/pico-8/carts
OSX: /Users/Yourname/Library/Application Support/pico-8/carts
Linux: ~/.lexaloffle/pico-8/carts
Extract the folder from this download:
https://drive.google.com/file/d/1Ac0nAAU2EaJB_MIr-UZ-WC0gzp5UW5KU/view?usp=sharing
use this script in your cart:
#include ss_scripts/ss_dynveg.p8
Done.
After exporting it'll use, like maybe about 500 tokens? couldn't get it less than that, least not with my current skills/dedication.
PicoCyberbank is a cyberpunk remake of West Bank / Bank Panic by Damien Hostin, on twitter yourykiki (The Lurking Engine)
Goal :
you must help the bank collect the credchips by shooting the baddies and survive 9 days ! Beware some people are not as they seem to be at first !
Controls - keyboard or gamepad :
Use arrows to shoot left center or right
Use button 1 (x) or 2 (c) to change the doors you are looking
Behind the scene
This project was less complicated than Brutal Pico Race, I designed it to work with my kids... But actually, it was way too complicated for my little beginners, and they gave up after coding the open/close system for the doors :D It is also why there is a lot of functions in french. They came back for beta testing !
I keep some interesting parts for myself, such as the plasma doors, using the PX8 compression and a coroutine queue to load people graphics at runtime, a bunch of sprite picked up randomly to build the people, and little hidden surprises on the intro scene to reflect how far you went in the game !
Once again, great thanks to the pico 8 community !
Have fun !


