I made this game for my nephews since I couldn't visit these holidays and play with them. It's work in progress and there are some things I want to polish (the most important is that, while it's supposed to start easy and become harder, difficulty grows too fast; level 8 is already quite challenging for kids, and 10 is, I think, impossible :D), but they're already enjoying it since christmas day. The texts are in Spanish but the game is simple enough. You have to get fish with your net, bring it to your helper who has a bucket that can hold up to 3 fish. Then you have to bring your helper to one of the water sections to "rescue" the fish. You need to rescue at least 5 fish in a minute to advance to the next level.
Here are 3 bugs related to assignment operations:

The result for the operation above should always be <0, but when using rnd"1" this is not the case. Using rnd(1) works as intended.

In this code, the sum of tab[1] and tab[2] should always be 4, but it's not always the case. Using rnd(2) instead of rnd"2" doesn't fix the issue in this case, you have to make a separate assignment for the table index. tab[rnd({1,2})]+=1 doesn't work correctly either.

Here rnd"2" is read as a function, as if the code was just a+=3-rnd. Using rnd(2) fixes it.

After a can of toxic waste is dumped into a river, fish used to make cat food turns normally cute and cuddly cats into menacing decaying creatures! Cat Zombies! Now they are terrorizing the city and it’s up to our hero - Doodle, a brave little ball of yarn - to save the day.
Gameplay
In Yarn you control the character by using just the X button. Avoid the traps, collect the stars and stomp on the zombie cats to complete each level. This version of the game is a demake of an iOS game created by a couple friends of mine.
Check out the complete Yarn game for iOS at https://is.gd/yarngame
Settings
Transparency - In the pause menu you can turn on an experimental transparency feature. Transparency is achieved by flickering some sprites on and off between frames. This works well in some environments and not so well in others. It is disabled by default.









Not really fun, but I'm uploading to see.
Anyone have any idea how handling should work for a track of approximately this width.
No collision detection.
x to accelerate.
Sprite rotation using a function supplied by @freds72



I'm at a loss trying to decipher some code to better my understanding of core principles. Using the fantastic Advanced Micro Platformer by @mhughson as a subject of study I was reading into how the engine detects horizontal collision for the player. It does this through a collide_side function
function collide_side(self) local offset=self.w/3 for i=-(self.w/3),(self.w/3),2 do --if self.dx>0 then if fget(mget((self.x+(offset))/8,(self.y+i)/8),0) then self.dx=0 self.x=(flr(((self.x+(offset))/8))*8)-(offset) return true end --elseif self.dx<0 then if fget(mget((self.x-(offset))/8,(self.y+i)/8),0) then self.dx=0 self.x=(flr((self.x-(offset))/8)*8)+8+(offset) return true end -- end end --didn't hit a solid tile. return false end |
So I'm trying to make sense of this, and I can't seem to parse it in a way that makes sense. Breaking it down it assigns a local value offset to 2.66 roughly, because self.w is 8. And then it runs a for loop beginning at -2.66 through 2.66, with a "stride" of 2? So it counts up from -2.66 to 2.66 in increments of 2, and adds the current i to the y value? I assume this is checking for collision along the y axis of the sprite from top to bottom, but I cannot figure why it seems to check the y coord + -2.66, -.66, etc. So I assume I am misunderstanding something big.
And then it sets dx to 0, and then sets the player x to what I assume is the start of the wall tile. But I can't see where it accounts for player acceleration to adjust the end value, or how it compensates to avoid a "clip" into the wall.
I'm at my wits end trying to decipher this and further my understanding of how this math works. I've resorted to pen and paper drawing out different runs through this function, and it just seems like magic.
I'm wondering if anyone can help me, or otherwise direct me towards something to help me with these fundamentals. Happy Holidays!
Edit: Figured I'd link to the cart itself as well:



This is a preview of pico boulder dash.
(Not by Nizart, they just shared the cart on lexaloffle)


This game is under construction, hence it's posted under "work in progress".
However, the tutorial levels are already kind of playable.
Update 1
Now there are the first 6 levels of the classic boulder dash game included.
Update 2
I added a bunch of extra levels. Some of them a quite challenging.
Critical feedback is welcome!
-Made by Michael Karneim-





[O] (z/c): Run / Fly
[X] (x/v): Jump
Left / Right: Turn while in mid-air
v3 update: [X] also accelerates to make mobile controls easier

This is intended to be mostly a toy rather than a game, but you can get points for doing tricks!
Front / back flips (more points for 2x, 3x)
Early Santa: Santa lands early
Sneaky Weasel: Back flip close to the ground
Moon Grazer: Jump High
Glider: Jump Long
Fishtail: Do a bunch of wavey turns in mid-air
Firebird: Dangle Santa like he's the pod from the videogame Thrust
Santa Smash: Santa lands upside down. Don't do that trick.
This game is my contribution to the 2020 PICO-8 Advent Calendar. The calendar always surprises me with its sheer variety and depth of joyful creations, and this year is no exception! I encourage you to have a rummage around inside the advent calendar for the Full Experience (here's the menu cartridge), but to whet your appetite, here is also a partial gif dump:




You can also play it on itch.io here!
CONTROLS
Arrows: Walk
Z/X: Rotate Camera
ABOUT
This is a short but sweet game about trekking through the woods to make a special delivery.
This was made over parts of October and December 2020 for the PICO-8 Advent Calendar 2020. It was a great excuse for me to finally dig into some of the newer PICO-8 features added since my last big project, particularly tline and oval drawing.
Special thanks to thattomhall for playtesting and freds72 for providing me his textured polygon function! (It is used with minor modifications for drawing various elements of the house.)










My first Pico-8 game. Entered in Toy Box Jam 2020.
Tis the season to sing carols, drink nog, and decorate the night with Christmas sneks.
Press an arrow key to change the direction of the snek and connect bulbs to the live wire at the front of the snek to light them up. Build a long snek or a short snek. Ride the high speed rail to get around faster.
This is a mellow game with no set goals, but beware! If you touch the live wire to the snek you will create a short circuit!
When you are happy with your snek, press X to go to the forest and plant a tree decorated with your snek. Then go build another snek so you can plant another tree.
Merry Christmas and may 2021 bring you only good things.


📕 INSTRUCTIONS 📕
- Choose a ship.
- Play all 3 races of the moon tournament.
- After each race, you earn points for your finishing position and number of ships you destroyed.
- Accumulate the most points at the end of the tournament to win!
🎮 CONTROL 🎮
In Moonrace you have no control over direction. Focus on the velocity control and manage your weapons the best you can to win the race.
- Player 1: X or V to Fire; Z or C to Thrust
- Player 2: Q or A to Fire; SHIFT or TAB to Thrust
You can play with up to 8 players. The game supports controllers.
You can have 2 players on the same controller with the "double control" option in the pause menu (Left/Right on the controler become Fire/Thrust). Use the Fire button to cycle between ships on the selection screen.
📊 SHIP SPECS 📊
- ACCEL : How fast the ship reaches maximum speed
- STEER : How fast the ship turns
- BRAKE : When thrust is not used, time spent to stop moving
- CROSS : Ability to drive outside the range of the gravity track
- FIGHT : Cooldown between weapons
- ARMOR : Durability of your ship
🎯 WEAPONS 🎯
- MISSILE : shoot a single missile (5 damage in a zone)
- HOMING FLARE : Look for the race race leader and deal 3 dmg on impact
- MACHINEGUN : Fire 25 bullets dealing 1 damage each
- MINE : drop 3x mine ( 3 damage in a small zone )
- SHOCKWAVE : short-circuits ships and mines. Also reboot your system if you've been targeted by shockwave.
- NITRO BOOST : Huge acceleration for .5 second. Use with caution
- SHIELD : Protect you from any harms. Also damage your opponents
📜 CREDITS 📜
CODE : BoneVolt / Benjamin Soulé
GFX : BoneVolt
MUSIC : Jamaass










control: use arrow for move cursor, "x" select/swap 2 icon
it is a fuse between candycrush and tetris , use cursor for move icon and align 3 same for destroy it.
If icon is out up screen , you lose.
[in progress]
craft system
icon animation
[in progress]
i only make a code , i don't use any code of democart.
sprites/sfx: tom hall
sprites/sfx: lafolie
platforming anims: toby hefflin
music: gruber
make for toyboxjam 2020