ASTROSMASH
A demake of Mattel Intellivision's 1981 classic!
Don't be fooled by level 1, this is retro gaming where patience and mastery are the only way to survive to level 6! And if you do, it gets even more manic as your score increases.

Shoot the rocks to score and avoid being hit. Don't let the spinners detonate on the ground, and dispatch the guided missiles and ufos before they hit you. Level up at 1k, 5k, 20k, 50k and 100k.
For the full experience, flip through the original guide for an overview of the enemies you will be facing, point scoring, levels and a few tips:
Astrosmash Game Guide on archive.org



Stranded on Saturn - a demake of Commander Keen 1-3. Pogo your way through 4 huge levels to find the Bean With Bacon Megarocket and escape back to Earth!
Controls:
(o) or z - jump
(x) or x - get out/put away pogo stick
Hold jump while pogoing to go a lot higher!

Collect lollipops, sodas, and Vorticon teddy bears for an extra challenge. These are totally optional and just serve as an extra objective for those that are interested (much like the strawberries in Celeste).


I started this project after being inspired by this Bezier curve demo with the goal of making an arcade game out of it in which you have to keep the ball in the air by flinging it back and forth between bezier curves which are controlled with two sets of two axes, like Robotron. Getting the cubic bezier curves to a point where they were sufficiently random and fun to control (with only two axes for each set of four points) was fun and I think my solution feels good.
However, I haven't gotten very far with it because, frankly, getting the nuances of the ball physics implemented is not very interesting to me and I wanted to get to other projects -- you can see the beginnings of other sprites I've added for powerups (eg multiball), and the code is well-organized (thanks in part to merwok helping me out with understanding how to do pseudo-OOP on Pico8), so I wanted to upload it in case anyone is interested in developing this project further.
Based upon the ZX Spectrum game Viking Raiders by Mark Lucas
Completed:
- No game crashing bugs
- but if you do find any strange behavior let me know so I can fix it
- 1 to 4 human/cpu players
- Menu/Enter to reload game
- CPU only game will play by itself for you to watch
- Guide to graphics alike to original
- Seasons
- over about 30/40 turns water will freeze and unfreeze
- catapults and army units can move over frozen water
- boats can only move across unfrozen water
- any land units found in unfrozen water drown and die
- Army units
- can board boats
- can get drunk (drunk units move by themselves)
- can pick up gold
- can recruit/sober drunk army units
- can recruit empty boats
- can destroy adjacent occupied boats
- Boats
- can only move when units onboard
- can only move on unfrozen water
- can recruit empty boats
- can ram other boats to sink them
- Catapults
- uses ranged combat
- cannot directly fight
- Victory conditions
- defeat all the enemy castles
- requires an army unit to attack castle
- game ends when no other players remain
- short delay to give player chance to review
- defeat all the enemy castles
- CPU AI
- ai is easy to beat, provides minor challenge
- picks random choice of:
- return gold (priority action)
- board friendly boat
- target closest enemy castle
- target closest enemy unit
- target closest drinking horn
- target closest gold chest
- (catapults only) move away from enemy units
- (boats only) head towards enemy castles
- SFX
- killing units
- converting units
- defeated castle
- sinking boat
- firing catapult
- minor generic actions
To do:
- Fix any reported bugs
Known bugs:
- Deferred: AI finds it hard to move boats upwards when blocked with land
I had intended for this to be a quick side project but it took longer than expected so code got a little spaghettified in places but it still works, but far from optimised. Barring any major/minor reported defects, or any later tweaks, v0.8 will likely be the last version. When I'm ready to move to completed cart I will update version to 1.0.

Here comes another newbie question:
If I've got a map of 32*48 tiles (taller than wide), how should I handle the map data in order to print it directly with map() function?
I saw that map can be extended to 64 tiles (height) if you use 0x1000 - 0x2000 memory, but I don't know how to tell the map function to use this extra space.
Searching some post I've read that implementing some kind of map data streaming with peek and poke is a good a idea. Is there some resources, carts or tutorial that can helps me?




I made a name generator for about 40 tokens. The nice thing about it is that no matter how many names you have in your name list, it is still just three tokens to store it, since the names are all kept in one long string.
The tradeoff is that the names generated will always be the same number of characters.
Name lists included are the most popular names in the U.S., pared down to 5 letter names. You can make and use your own name lists though, you just need a big string with all the names, no spaces or commas between names, and all the names need to be the same number of characters.
More mode 7 posts I say!
I was wondering if pico 8 could be used for making a fast mode 7 multiplayer racing game with the new tline function.
Unfortunately pixels near to the camera look huge if you want to have a racetrack of a decent size.
This solution uses another tline to render a gravel and grit texture to break up the huge pixels. Is there a name for that? I guess it's close to mipmaping.
I think It looks pretty good at slow and medium speeds. At fast speeds it looks a bit repetitive. Perhaps a different effect could be used at high speeds.
This video helped me figure out the mode 7 equations: https://www.youtube.com/watch?v=ybLZyY655iY
I've been chaotically jumping between projects. I do not know if I will make this into a game or not.



You are the ghost of Cubepig, looking for a body! Can you find one on your own, or will you have to trade something... precious...
This game was made in 3 hours by the PIGSquad Twitch Chat during a mini-jam on January 17, 2021.

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First uploaded cart... only took me two years to get around to it.
This started out as a single chain. I read something on here (sorry, can't remember who by!) about cloth simulation and pulling both ends, and this is what I came up with. Not really cloth simulation, but I am still amazed that simple rules can create something so fluid-looking. The "wiggle" was mainly added to stop new links getting stuck, but it makes the whole thing look as though it is underwater.
I'm not planning a jellyfish-based game. Yet.



This is a port of an Atari 2600 game I wrote a few years back. Still a work in progress - I still have one minor game element to add and I need to fine tune the wave progression.
- Destroy falling debris for points
- Radioactive debris increases radiation level
- Game ends when you run out of Lunokhod rovers or when the radiation meter is pegged
Updates in version 0.9:
- Widened the playfield scrolling area
- Radiation counter alarm/max work now, game ends when rads counter is full
- Better wave transitions
Updates in version 0.10:
- Simplified scroll limits
- Lunokhod rover is more nimble
Version 0.11:
- Added radar
DTM



Controls: move around, jump, and whip. You can swap jump and whip in the pause menu.
Kinetic is a mashup of platforming, physics puzzle, and tower defense elements. Jem and her colleagues have fallen through a portal to an alien world. Help protect Van and Ess while they search for a way home. Use bizarre technology to hold back swarms of enemies in a Rube Goldbergian delight.


You and your best friend are burglars. You break in to places and steal stuff.
Hack computers!
Crack the safe!
Control the CCTV!
Watch out for the guards!
Should we sneak past the security, or do we do a hit and run?
Keys:
PL1 - Arrows + X to Unescape
PL2 - ESDF + Q to Unescape
If playing solo, use O/Z to switch characters.
Features:
- Procedurally generated levels, break in to a new place every time!
- Continual save
- Highscore
Gotchas:
- Sound is needed to open safes...
- Don't press Z unless you're playing solo
(If you find any bugs I'd be very happy if you'd post them in a comment below. Enjoy!)
Changelog










A work in progress! ;)
Needs some polishing but core gameplay is protoytped so I figured why not publish it anyway.
Intro:
-XXX B.C., your fire just ran out.
You know there is some fire across the jungle...
...GO GET IT!
Controls
2D Platformer : Left and Right to move, X to jump.
O to restart (but don't worry, timer goes back to zero when you step on your firepit - without fire obvsly).
Have fun, and try to beat that timer!
>> Comments are very welcomed! <3 <<
Special thanks to
- Blog Création de Jeux Vidéo@Youtube
https://www.youtube.com/channel/UCfXg2GJZ0SSkFnb6dV_mqxg - Nerdy Teachers @ https://nerdyteachers.com/

