This is Vanitas, my first upcoming game that I am trying to create. As I am still new to programming, this project has been/will be taking quite some time. I have the foundation set up for the game and will be implementing further features such as enemies, obstacles, levels, bosses, and additional mechanics that I currently don't know how to do.

FRUIT LICKER!

Lick fruit without guilt or shame RIGHT NOW in my easy little game, FRUIT LICKER! (My 560-char entry to #TweetTweetJam)
Get as many oranges as you can in 30 seconds! Play in your browser or on your phone! IT'S LICKALICIOUS!
Z to lick. Game ends in 30 seconds. Press X to restart.
Game minified and cool eye-moving by Paul Nicholas ( @Liquidream). Thanks!
WORLD RECORD IS 37 by Mango Man. Congrats!



TO LOAD THIS CART in immediate mode, type:
load #hs |

Hyperspace or falling into a black hole. Whichever you think it might be. In any case, thought I would create a new post for this example. Earlier I was explaining some of the interesting things you can do with the PALETTE.
Here is a small example using all 15-colors of the 16-total. It uses the exact same principle you see as the snowflake animation found HERE:
https://www.lexaloffle.com/bbs/?tid=35927
So in the animation itself, no pixels are actually being drawn or moved. Only the palette is manipulated. Two per animation cycle at 30fps and likely using zero CPU if any at all despite how many sprites "appear" to be moving.


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Wait a minute. Strike that.
Reverse it. Thank you.
Actually this should be titled, "A Tribute To Glowing."
Standard graphics on modern computers today do NOT have a palette. So - what exactly is the difference between graphics that use a palette and that which does not ?
Well generally one that does not means you have total freedom. That is if you can have 256-brightness levels for Red, Green, and Blue, why then you have a total of 16,777,216 colors available per pixel to you !
Nice indeed. So how does this differ from a system that uses a palette ?
well it all started years ago. Let's go back to QBasic for the IBM-pc which would let you have a choice. A 640x480 B&W pixeled screen, a single 320x240 256-color screen, or sixteen 320x240 16-color screens.
Running PICOPi on the Retroflag GPi case
I just got a Retroflag GPi case, which is a cool little enclosure for a Raspberry Pi 0(W) that has the form factor of a GameBoy. This gadget is intended primarily for emulation, but I REALLY wanted to use it as a portable pico-8.

Spoiler alert - I did.
Most tutorials for the GPi case focus on getting RetroPie running, and there are also resources out there for getting pico-8 running in conjunction with RetroPie. This is fine, but I really wanted a gadget that quickly boots into pico-8, no questions asked. Luckily, a software engineer going by Gamaral developed an image for all raspberry pi models that fast-boots into pico-8. This is, to my knowledge, the closest we can get today to dedicated pico-8 hardware.
Goal of this tutorial
This tutorial will focus on getting PICOPi running properly on a raspberry pi 0(W) in conjunction with the GPi case. You can find all of these materials for purchase on most online retailers. There are plenty of tutorials showing how to build the thing once you get all the materials (non-trivial!). I will not cover this.










I've been trying to use the new (although not that new now) #include command but I can't seem to get it working.
Code on pico-8 cart
#include testfile.lua test() |
Code on testfile.lua
function test() print("test",100,0,8) end |
When I run I get the error:
testfile.lua line 3 syntax error line 1 (tab 0) endnd syntax error near `test` |

Controls
Menu: Z to start game.
Game: UP/DOWN to move the bus
Mechanics
Another rapidly-completed dodging game, this time for the Desert Bus Game Jam! Keep that bus away from the weird mythical creatures!
Commentary
Excited to finally finish something for this jam after several years wanting to.
itch.io page: here.
#onegameamonth November 2019
Welcome to Funklost aka Communityleste
This started out as a mod by my friend Cupps and I but after a long hiatus we decided to revive it as a community project by the CELESTE Classic community (mostly speedrunners but we got some modders too).
I'd just like to list out the names of everyone who took part in this mod:
Amegpo
Cominixo
Cupps
Dankus (Myself)
FlatKiwi
GlowyOrange
Jpegsarebad
Meep_Moop
Noel (The co-dev of the original game)
QaDs
RubyRed
and of course, our boy Funky Kong (The protagonist :) )
We hope you enjoy this mod. Next up is Celeste in CELESTE Classic I guess :P
(Y'all should read line 8 in the code)
Edit: Just gonna plug the speedrun leaderboards (https://www.speedrun.com/celestep8mods/full_game#Funklost) and our discord (discord.gg/celesteclassic)










This fighting game has only one attack - JAB!
Shuffle and dash till the timing is right to - JAB!
Or footsie to bait your opponent then - JAB!
Hold centre stage. Don't fall off. Dance. JAB!
Inspired by Super Smash Bros. and Divekick.
Two players can share a keyboard. For player 1 the arrow keys move, N dashes and M jabs. For player two, ESDF moves, tab dashes and Q jabs.
Also available on itch.io here:
https://davbo.itch.io/dancejab
Thanks to those who playtested and supported us!
Thanks to TRASEVOL_DOG for the sprite compression code found here: https://www.lexaloffle.com/bbs/?pid=40008 . You can check out his projects here: https://trasevol-dog.itch.io/








