I was bored and wanted to do some pixel art so here it is. It's a pixelated image of the real thing, with changed colors so I can put it into pico-8.
@zep if you see this can you make a cadigory called: "PICO-8: Pixel Art"? thanks!
A game where you fly around in a spaceship as a chicken and explore planets.
THIS GAME IS A WORK IN PROGRESS
THIS GAME IS FULL OF SECRETS. DO NOT SHOW WHERE OR WHAT THEY ARE BUT YOU CAN SAY THAT YOU FOUND ONE.
There is not much but I am adding more.
all I have is space and the two planets.
Below are the different planet carts.
Copied from /r/pico8: https://www.reddit.com/r/pico8/comments/g45cpk/interface_shimmer_on_macos/
> Is anybody experiencing this? It was blinking for a while, restart did not help, then I got distracted with something and now it's okay again.
>
> https://imgur.com/a/5vsVxdv
>
> Update: Then it shimmers again. It is just random. And it’s very annoying, as there is no way to fix it.



A game made for Ludum Dare 46. Keep your fire burning, or else...
INSTRUCTIONS:
Use the left and right arrow keys to move
Move to the pile of logs to pick up one
Then, move to the fire to give it fuel
Being hit by an obstacle will stun you for a short time, and your log will be destroyed if you are carrying one
If your fire runs out, its game over
OBSTACLES:
Red bullets: move in a straight line
Green boomerangs: fly forward, then come back
Blue lasers: fire off with little warning
Pink bubbles: bounce across the screen for a while
???
POWER-UPS:
Shield: gain a protective barrier that blocks one hit
Slowmo: slows down bullets and your fire's burn
Ablaze: maxes out your combo for its duration
???
TIP: Delivering multiple logs without getting hit increases your combo. The higher your combo, the more time gained from delivering logs.
Ludum Dare site: https://ldjam.com/events/ludum-dare/46/burning-bright

Post compo version of my ludum dare 46 submission with some extra features.
https://ldjam.com/events/ludum-dare/46/zero
Note: @zep, please have patience reading this, as I think there's more than one thing going on here.
I had to fix @Reload's "Pico-Sprint" cart here.
For whatever reason, they were choosing to make empty-arg func() calls as func"", possibly in an obsolete attempt to save a token.
The problem is, the call to clip"" screwed up the clip rectangle, because apparently clip() is interpreting the single blank string argument instead of ignoring it. I'm not sure if that qualifies as a bug, since Lua and PICO-8 expect strings to be coerced into numbers in many instances, so it may just be expected behavior that wasn't previously working as expected. I checked to see if maybe the single-argument format was meant to work with a table, e.g. clip{0,0,128,128}, but that did not seem to work.
However, there's more... ← and here begins the second thing
In the process of debugging this, I tried getting the existing clip rectangle from clip()'s return value. I tried these:

I was checking a suspicion of a regression in version 0.2.0c and discovered this minor inconvenience. When a newer version cart is loaded into an older version PICO-8, it errors out with "Could not load $filename". Technically, it's correct, but the same error is shown when, say, a given cart file is missing. I find this messaging confusing: it took me a while to realise that the file is fine and it's the version mismatch that causes it.
Suggestion. Make it forward-compatible: error out with something like "cart version unsupported".
(FWIW, I was trying all this via command-line)
Bonus small bug: non-lower-cased message word "Could" is rendered in the puny font, while the rest of PICO-8 UI does not use it.
Demo.
$ cat newer.p8 pico-8 cartridge // http://www.pico-8.com version 42 __lua__ $ pico8 -run newer.p8 |

I have been experimenting with player movement for a top-down 2D game. At the moment, I have "fixed" diagonal movement to be 0.7x the speed of straight-line movement, and also added friction so the character sprite slows down gradually.

The next step however is acceleration.
I'm wondering how a slow ramp into movement (acceleration) might be achieved using the lerping algorithm as introduced here: https://demoman.net/?a=animation-code-part-1
Does anyone have tips or a tutorial on how I could achieve this acceleration/deceleration??
Code for movement:
if (btn(➡️) and btn(⬆️)) then p.dx=p.speed*.707 p.dy=0-(p.speed*.707) elseif (btn(➡️) and btn(⬇️)) then p.dx=p.speed*.707 p.dy=p.speed*.707 elseif (btn(⬅️) and btn(⬇️)) then p.dx=0-(p.speed*.707) p.dy=p.speed*.707 elseif (btn(⬅️) and btn(⬆️)) then p.dx=0-(p.speed*.707) p.dy=0-(p.speed*.707) elseif (btn(⬆️)) then p.dy=0-p.speed elseif (btn(➡️)) then p.dx=p.speed elseif (btn(⬇️)) then p.dy=p.speed elseif (btn(⬅️)) then p.dx=0-p.speed end if not btnp(⬆️) and not btnp(⬇️) then p.dy*=friction if p.dy<0.01 and p.dy>-0.01 then p.dy=0 end end if not btnp(➡️) and not btnp(⬅️) then p.dx*=friction if p.dx<0.01 and p.dx>-0.01 then p.dx=0 end end p.x+=p.dx p.y+=p.dy p.x=mid(0,p.x,124) p.y=mid(0,p.y,124) |


RNDGAME

It's a random arcade game name generator -- press RIGHT ARROW to generate a new one! (LEFT ARROW goes back to previously created names.)
HISTORY
So in the game Anachronox, there was an arcade on the planet Hephaestus. I made a random arcade game name generator (for a sign in an arcade). It announced new games coming to the arcade, but just made up random silly ones. Every time you clicked on the sign, it made up a new one, just or silly fun.

Hope you enjoy it! Let me know if there are any (family-friendly) words you want added!
Updated: May 13, 2020 with typo fix.

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