Please note:
This is NOT a game. It's a simulation. There is nothing "playable" per se.
Also, the simulation can get very slow from time to time. It's not a bug, it's... Just don't worry about it.
Since I'm german most of the application is german. This affects mainly "options" and "stats".
Maybe I will update this cart with all texts translated into English.
Introduction
This entry was done for a local hackathon. The theme was "simulation of a pandemic".
Sadly, even though we were one of the only three teams to adhere to the theme, we didn't win.
We chose pico-8 because of its simplicity, and it being very straight-forward to work with.
What you're looking at:
The main via simulates a hand full of people (visualized via small squares) that go about their day.
One of them starts out as patient zero, and it will (or won't, depending on what you configure) start infecting others.
Patients
People have various attributes, one of them being the state of infection.
I got an idea from ハンバーガーちゃん(@HundredBurger).
https://twitter.com/HundredBurger/
Left/Right: Walk
With X: Run
Z: Jump
Up: HENSHIN!
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Hi guys,
thanks to pico's restrictions, I managed to finish my first-ever game, and I'm happy with the results.

However, I ended up using filthy trickstery to squeeze in as much content as possible, and as a result I ended up with a game needing several non-cartridge files to function. I'd like the feedback, but am not quite sure how to publish it on the forums. I could use some help with this.
The full game either #includes or load()s these files:
enemies.lua game.p8 leveldata.p8l peral.p8 shop.lua translations.lua |
Some of the files are generated by my editor, and others are just data kept outside the game for the sake of developer sanity.
How would I upload such a thing so that it would get embedded in a forum post? I could inline the #includes, but it will still need two carts, because the main cart is pushing both token and size limits (8142/8192 and 99.7 % respectively). And what's the proper way to link between same-game carts on the forums?
Oh, and here's a




Home
A game that's very unpolished, but that means a lot to me personally
Decryption
You wake in an inn on a idyllic island floating in the void. Can you find out what this place is, who the people inhabiting it are and why you are here? You are left to your own devices, and can look for these answers while wandering in the gardens of this strange world. All while deciding you want to leave by. Home is a tiny walking simulator about mystery and unguided exploration.
Backstory, for those who care for some reason
I made this game about two years ago, and it's the first game that I "finished". There's some debugging stuff in the top left I'm too lazy to take out, there's almost no real content, there's no music, and the "puzzle" design is just atrocious with one specifically being waaaay too cryptic. Not too mention the spelling erros and glitches. However, I'm still very proud that I managed to make it in the end, and I actually think the core game holds up in its own way. It's worth uploading, at least.





I'm just curious how you might save data easily that would otherwise be a bit much for the usual 64 number limit of dset/dget. I am trying to store high scores and have tried a lot of things and just ended up confused, the data format is something like:
AAA - time (minutes:seconds) - clicks
(1 byte per letter) - (1 for m, 1 for s) - 1 for clicks <---when I tried poke this is how I approached it
I wish to store different scores for each difficulty so people can compete at different levels and probably about 10 scores per difficulty (though I don't mind going lower if I have to). I tried dset and dget but it didn't provide enough spaces for data, and so I was looking at peek and poke, I should be able to store it no problem then but then how do I make the data persistent? even though I saved to the persistent data area in memory, it is empty when I reload the game, do I need cstore? and if so, I read that that doesn't work with browser played games so it isn't really going to work for me either right?


A simple tech demo I threw together after months of fiddling around with ideas.
It's barebones, pseudo-3D but it works.
Inspired by Doctor Who's titular spacetime-timespace travelling vehicle, as well as a fellow BBS member Trasevol_Dog's post "Lands of Yocta."
l/r/u/d left/right/up/down
z/x to move backward/forward
s set coords to inside TARDIS interior
(or z+x+up+down if on mobile)
You spawn in the overworld, which is just near 0,0. You will see The Doctor's Type-40 TARDIS among some very programmer-art grass. Either match the x,y,z coordinates to 102,102,102, or hit 'S' to enter into the TARDIS, where you will see your TARDIS Console.

Vingals!
Vingals is a mod of Fingals by Kamera (a mod of Celeste 2 by EXOK Games) that replaces Elaina's Spelunking Hook with a vertical one.
This mod is quite difficult and I highly recommend you play Fingals if you haven't already: https://www.lexaloffle.com/bbs/?tid=43065
Changes (not including those made in Fingals):
- Grappling hook only works vertically
- You can only pick up an item if you are in the air
- Crumble blocks will break when you push against them
- Grapple cooldown lowered from 6 to 5
- A few checkpoints added to make pogoing sections slightly more bearable o_O
- Title screen???
All credit for the original game goes to Noel, Maddy, and Lena https://mattmakesgames.itch.io/celeste-classic-2






Here's another alternate palette cart, although this one is a bit more optimized and easy to put in a game with just ONE function!
Function if anybody wants to copy it:
Basically how it works:

As you can see from the gif, there is a menu-item that will change the palette from the regular PICO-8 palette to the alternate one.
That's pretty much it, just a little base for any games taking advantage of this
Also, if you want to learn more about these alternate colors, Lazy Devs has a much more in-depth **


