Mel's Apothecary is a small RPG potions shop simulator in the vein of Moonlighter, if you've played that. Forage ingredients, brew and sell potions.
It's still very much a WIP, but I'm proud of what I've got so far and wanted to share! Would definitely take constructive feedback.
TODO: Some things I have planned-
- A little town market to spend your hard-earned coins at.
- Unlock recipes by purchasing books
- Buy extra furniture--shelves and cauldrons
- Small bits of dialogue between Mel and her customers
- More map areas to explore
- SFX/music
- Title screen
Edit: forgot to add, the tileset is very much inspired by Cluly's famous PICO RPG Forest Tileset :)



.jpg)
Over the weekend, I participated in my first game jam! Mini Jam #79 had a "Frogs" theme, and a required limitation of "Only One Level". I had already decided that this game would avoid the colour green, so "frog" was going to be a challenge! After settling on a poison dart frog, I had my core game mechanic: you get to turn into a dart to dash around.
We had 72 hours to complete our games, and I'm very satisfied with how mine turned out! Give it a go, and experience one of three endings depending on how you play!
Update: after some feedback from the jam, I've updated the camera system, it should be a bit less jerky now :3


Hi guys.
I have a question about running things in RetroPie (EmulationStation).
I have what seems to be everything installed correctly. By this, I mean I have a system in EmulationStation called Pico8, and I have a list of cartridge games that boot just fine when selected.
At some point, I added a script file that appeared at the top of the Pico8 game list. When selected, this script booted straight into SPLORE, and loaded the main SPLORE browser. I had an SD Card failure, and as a result, I had to revert back to an older image of my RetroPie before I added Pico8. I have the cartridge games in my Pico8 system and they boot just fine as before, but the script I acquired beforehand has been misplaced. I can't for the life of me remember where I got it etc.
I have read tutorials (such as the one here) that demonstrate creating the script, such as +Start PICO-8.sh, and then adding code such as this:
!/bin/bash
pushd "/home/pi/pico-8"
./pico8 -splore
popd


Hi everyone!
I have another game for you all! This one is called Lil' Bugger, in which you drop bugs into a little boy's sandbox to make even bigger bugs and score points. It was originally meant for the MiniJam in April, but in my classic fashion, I didn't finish it within the jam's timeline. The theme this time was bugs and the limitation was: You are the bad guy (hence Lil' Baby Bobby's never ending tears)
The game is loosely based on the tabletop strategy game Tiny Towns but much simplified for the sake of being a short little ditty. The music is not great so feel free to play with the sound off!
How to play
- Select a little bug to place in the sandbox



based on boardgame rush hour
lead the red car to the exit
22/05/24 0.8
bug fix (advanced level 3) thanks Alban!
21/05/24 0.8
bug fix (intermediate level 3&4) thanks Alban!
21/05/04 0.6
36 levels in 4 different difficulty modes
level selection
ranking
pico8 menu item (restart level and select level)
21/05/02 0.4
9 levels of easy mode
title screen
21/05/02 0.2
bugs fixes
moves counter
21/05/02 0.1
initial commit


A simple practice mod I made for RubyRed's Cliffside
Controls:
S and F: previous/next screen
A: toggle gemskip
D: retry
If I update the cart it'll probably be updated on github
https://github.com/uShldGetCeleste/Cliffside-practice-mod



So, as most of us know, .p8 cartridges consist of sections. lua,gfx,map, etc etc. Well, I found this other section named gff. I just wanted to know what it did, since it doesn't seem to directly correlate to anything you can edit. I'm just asking since I'm making a cart generator in Python so I need to know if gff is an important memory region.


Hi all,
I'm using, from a LUA script, to draw the current room the method:
old_draw = _draw
function _draw()
old_draw() -- draw the room and objects
...
end
It's great to draw the current room with just a function call.
But can I change the current room from LUA script code to draw the another room calling old_draw() function?
If not, can I draw directly another room without change to it?
Thanks in advance.
Best regards.

