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Hello, guys! I ran in some problems with making an update for PicoTale. Because of that, I'm starting another project - A day of a Russian! It will be containing some jokes about Russia. I'm asking you guys, not to take them serious. If you have any Ideas, please give me Feedback!
Thanks!

1 comment


So I have no idea how to do this but basically I want to find a way where when my player character hits a flag for the game to pause on that frame, and then fade out to a black screen. Does anyone know how to do this?

9 comments


Cart #cubg_dungeon-5 | 2020-08-16 | Code ▽ | Embed ▽ | No License
15


An endless dungeon crawler made for LOWREZJAM 2020.

Also available on itch.io

Find the exit to move to the next floor. The dungeons will get larger as you complete floors. Walk into an enemy to attack it. They can also attack you if you go into the space they are moving into. Pots can be broken by walking into them. They can have gold, sneks, bombs, spike traps, or a life up in them.

After each floor a shop will open where you can buy items:

  • Life Ups will heal you.
  • Damage Ups make your attacks stronger.
  • Escape Ropes return you to the entrance of the floor you are on if you die. You can only carry one at a time.

[ Continue Reading.. ]

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9 comments


Cart #horde-1 | 2022-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
19

HORDE

a survival deckbuilding game

This game was made for the 8-Bits to Infinity "turn based" game jam and is my first completed pico8 game.


The world as you know has changed. The zombie apocalypse has begun. Will you survive?

This is a solo deck building game. The cards you are dealt won't get you very far. Use the survivors to scavenge for weapons, items, and find other survivors in hopes of fending off the impending zombie horde. You have 20 turns to accumulate as much firepower and support as you can.

Play Action cards to gain an advantage, Survivor cards to scavenge better cards, and Weapon cards to attack the zombie horde.

[ Continue Reading.. ]

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10 comments


Cart #virus_attack-2 | 2020-08-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Made for LowRezJam 2020

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Cart #cliffside-0 | 2020-08-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
49

A level mod for Celeste.
Contains 30 new levels and more!

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19 comments


Let me explain.

I'm a new to PICO-8 (this is my first post actually) but not programming. I'm looking to develop games on PICO-8 to improve my programming skills. That being said, I'm following a tutorial to make a small breakout clone, and I've decided to give it my own flair in several ways, one of which is giving the ball a smooth animation when it bounces off of a wall or the paddle. It works swimmingly when bouncing off of a wall, and I was able to make it animate when bouncing off of a paddle by forgoing the tutorial and adding my own rudimentory collision detection. The collision detection isn't the greatest, but it works and I've gotten the ball to animate when bouncing off of the paddle in the past. Today, I decided to finish up the animation by making it only play when the ball is within a certain range of the paddle. As soon as I added this functionality, the animation stopped playing, as shown in the gif below (the animation of the ball bouncing is slowed down since it's an admittedly very small detail in normal game play)

[ Continue Reading.. ]

2 comments


Let's say I have an 8x8 sprite, like the one in my avatar. I want to manipulate that sprite as follows:

  1. Randomly position each non black sprite pixel outside the viewport.
  2. Move those pixels into the viewport to form the sprite.

I know how to do this with a whole sprite, but how might I achieve this effect with the individual sprite pixels? Obviously I'll need the following:

  1. Destination position of sprite within the viewport.
  2. The index position within the 8x8 grid of each pixel, offset from sprite destination position - e.g. x,y of sprite, then index of pixel within the sprite 8x8 grid.

Anyone have any ideas? I want this as a neat effect for spawning enemies at the start of each stage in a new game I an working on.

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20 comments


Cart #jdrtimer01-0 | 2020-08-12 | Code ▽ | Embed ▽ | No License

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Cart #siege_of_darkwood-9 | 2020-12-24 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

This is my remake of a long forgotten 68k Mac shareware game of the same name, originally created by Robert Chancellor. I've updated the rules from AD&D to D&D5e and added some extra items.

Aim

You play as Derek Silverhand and are tasked with protecting Darkwood from Torque's approaching hordes.
Survive 10 waves of enemies to win the game!
Darkwood will fall if Derek falls in combat or the advancing hordes destroy the castle!

How to Play

Prepare yourself

Buy equipment like swords and armour from the 4 item shops.

Enter the battlefield

Enter the battlefield and engage with your target

[ Continue Reading.. ]

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16 comments


Hi, i'm using here a qwertz keyboard.

The problem with this layout is that the buttons on the bottom left side do not match.

Where the US/UK keyboard layouts have the z, is here an y.

So the actual layout here, is yxcvbn.

I know that c and v are the same as z and x, but it is very uncomfortable to do so.
Especially when playing on the executable, and then trying out the web version.

Can you change or add a setting to the Web Player, so that it respects the keyboard layout of the machine ?

The standalone (exe) version of pico 8 works perfectly, but some carts are web versions only.

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Cart #watertechdemo-0 | 2020-08-09 | Code ▽ | Embed ▽ | No License
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Hello!

I thought I would upload this tech demo I've been working on. It is based on the 'Kingdom' series. I am going to hopefully build a game around it but it might take some time. Hope you enjoy!

Use arrow keys to move.

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8 comments


Delve Feedback help

Cart #delve-0 | 2020-08-09 | Code ▽ | Embed ▽ | No License
6


Hi! I was looking back on this project that I wanted to get back to work working on..
But before I do that I wanted to get feedback on what to add,change,etc.
(I allready know somethings like music,horizontaldrill,notcrashingonlvl4,enemies,etc...)
But I wanted feedback regaurdless for things I might miss!

Thanks if you looked at this!

PS:
Asking what people think about my game with 0 ideas thrown at the player is probably not the best idea so here's some topics that I would like help with thanks again :) :

  • controls
  • titlescreen / options
  • map generation issues
  • area concepts or misc ideas about gameplay

(some problems I might already know about but please tell me anyways)

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5 comments


Cart #virulent-2 | 2021-03-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Virulent is a turn-based game where you use action points to manage a viral outbreak on earth. The story is that the earth is hit by asteroids carrying a deadly virus, your task is to launch missiles to prevent any more infections, while administering remedies to infected countries and cure them.

Virulent is a remake of an Atari game called "Epidemic!" by Steven Faber (1982). I hope you enjoy playing it.

I dedicate this game to every person who has been separated from their family or loved ones during the tragic corona virus outbreak of 2020. We miss you dearly.
[0x0]

[ Continue Reading.. ]

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Okay, bear with me, because this is a pretty niche bug and also I can't post the actual code because it's spoilers for a demo I'm putting together.

I have code that basically works like this:

local a,b={},{}
--a loop that populates a,b with 128 nums each

::_::
cls()
--some code that involves nested looping through a,b to draw pixel-by-pixel on the screen
flip()
goto _

This is not a super uncommon design pattern for my tweetcarts. One thing I'd intended to do was encode the contents of a,b rather than the code that populates them. So I did, and the performance tanked.

Weird. Maybe there's a performance difference I'm not aware of?

What was odd is that I know a and b are local in both cases, and they take up the same storage as far as I can tell. I started poking around, and I tried this:

local a,b={},{}
--a loop that populates a,b with 128 nums each
local anew, bnew = {...my constants...}, {...my other constants...}
::_::

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=80528#p)
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4 comments


Cart #juhatozuto-0 | 2020-08-08 | Code ▽ | Embed ▽ | No License
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Entry for the One Hour Game Jam, Theme: Leave.

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Cart #cosmic_wisdom-0 | 2020-08-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Press Z/X to receive wisdom.

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I'm working on my take of the great Lemmings game. Interesting to make a dynamic background based on pixels instead of tiles. Right now most mechanics are working.

To do:

  • menu
  • levels
  • finetuning
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2 comments


Cart #dont_tank_it-1 | 2020-08-09 | Code ▽ | Embed ▽ | No License
19

Introduction

In Don't tank it!, players take on the role of a tiny tank that likes to shoot around randomly.

The goal of the game is to have as many bullets active without getting destroyed.

Each level gives you one more bullet to handle.
To help you stay alive for longer, the tank is equipped with a shield, but after you use it you have to recharge it by moving and have bullets active!

Controls

Move

Keyboard: Arrow keys
Controller: D-pad or Joystick

Shoot

Keyboard: Z
Controller: A / Y

Shield

Keyboard: X
Controller: B / X

Have fun and good luck! Do not hesitate to leave a comment about anything!

[ Continue Reading.. ]

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Here's my follow-up to my first Pico-8 game (Pico-Bot). This one is called Pico-Tron and will be a Robotron-style shooter. There aren't many of these types of games on Pico-8 so thought I'd try my hand at one. It won't be a slavish recreation, instead it will have lots of new features of its own. It currently has 13 enemy types, with around 790 tokens remaining that I might use for a few more enemy types. I still have the sfx and music to do too. Should hopefully have it finished soon.

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