Try to get as high as possible and don't fall off of the floating islands! Totally not a clone of Icy Tower!
This is a game made for the 236th One Hour Game Jam, the theme of which was "Floating Islands".



I was just watching a video about Loot Boxes and how Online games charge players real money in order to gain these items, which apparently are random items that can benefit the player to progress further in them.
Outlawed in several countries apparently.
https://www.pcgamer.com/the-legal-status-of-loot-boxes-around-the-world-and-whats-next/
And this is new stuff for me, the first I've heard of it. I know, now you can think on that a bit if you like. Sometimes I get so wrapped up in coding I'm unaware of the world around me.
However, I was thinking this might be something good and nice to have for Pico-8.
Not real loot boxes, not the ones that cost money anyways. But no, perhaps missions a player could go on in some of these advanced Pico-8 carts. The reward ? A loot box, completely free, earned by the dedication (and perhaps perspiration) of the player to go beyond the call of duty on side-quests and other items that the average player may skip over in their haste to see the ending to the game.




Hi I have made a quick python script to turn an square picture to a string of text that can the be parsed by pico8 to make a nice splashscreen.
Pico8 code
function txt_to_pic(txt) local d={ a=10, b=11, c=12, d=13, e=14, f=15 } d['0']=0 d['1']=1 d['2']=2 d['3']=3 d['4']=4 d['5']=5 d['6']=6 d['7']=7 d['8']=8 d['9']=9 local x=0 local y=0 for i=0,#txt do if x>128 then x=0 y+=1 end c=d[sub(txt,i,i)] pset(x,y,c) x+=1 end end |
And here is the python script (just replace "me.jpg" by your image):
import numpy import PIL #%% img = PIL.Image.open("me.jpg") img = img.resize((128,128)) imgarr = numpy.array(img) newimg=numpy.array(img) img.resize((128*10,128*10)) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=69552#p) |




Made a sample platformer, mostly to show how to do things like collisions, camera, jump buffering, and slopes. I wrote this to be clear rather than to save tokens, and it has no real gameplay to keep the core of the engine as clear as possible.
The code for this cart can also be found on github and is MIT licensed.
Features:
- Movement and jumping
- Collision checking and resolution
- Jump buffering
- Slopes
- Platforming camera





 (1).gif)
Since PICO-8 has #include to, well, include files, I thought of starting a git repo to provide handy functions in bundle to include from.
The public repo can be found at https://gitlab.com/zothynine/pico8-code-library
For now, there's only a text function, but feel free to particibate ;-)
Cheers, Z9




Reposting this in carts, because it's as finished as it's ever going to be :-).
This is a little SDF ray marcher I've been playing with.
It renders two randomly placed spheres and a torus above a checker-board plane in different colours. Often one of them is reflective.
The code is ugly as heck, and the specular highlights are completely wrong, but it occasionally spits out something pretty imo.
Update: Changed to use sqrt() again, as it's much more accurate in v0.2.0

A highly realistic simulation of Brexit negotiations. Enjoy the riveting and exciting career of a Brexit Prime Minister. Only you can do this, because no one else wants to deal with it.
I have not seen any 'political satire' games here, so I hope its a good precedent. There is very contextually implied nsfw material which is based on real events and quotes.







The interesting feature is that the cart stores a bunch of 4 letter words in a Bloom filter, e.g., about 6000 four letter words are probabilistically "stored" in 8 kilobytes. This English word database is stored in the region of memory reserved for the map.
The game itself is incomplete, but I wonder if other folks can think of other PICO-8 applications of a "four letter word database."

There should be a part of RAM that can be read and written to by more than one game. This could work by a host cart having a whitelist of guest cart IDs that can use the shared RAM with the host game, and the guest carts have the ability to access the shared RAM from the get-go. This could be used by a Zelda clone where the game is split across multiple carts (like Picoware, but items have to persist between carts, so the host cart (the boot cart) puts the item data in the shared RAM, which the other guest carts can access and edit.

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A simple weapon-based arcade-style beat 'em up. One hit kills, so be careful.

Controls:
- o: attack
- while moving: light attack
- whlle standing still: heavy attack (penetrates more defenses, but leaves you exposed if you miss)
- all attacks require a windup. hold attack to keep attack ready, release at your leisure. Note: you will be vulnerable to enemies while holding. You also won't turn around (good for kiting)
- x: defend
- while moving: dodge
- while standing still: parry (successful parry drops enemies defenses just long enough to counter)
- while holding attack: cancel attack
keybindings:

