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Cart #gobliiins-16 | 2022-07-08 | Code ▽ | Embed ▽ | No License
28

You play 3 goblins:

  • one is intelligent and can do wizardry
  • one is strong and can move things
  • one is crafty and can use items

Together they set out
To find great riches,
Which are said to be found
On level 20 of the Lost City!

Features:

  • Tutorial: 12 hand crafted levels
  • The Lost City: 20 procedurally generated levels
  • 3 characters with different abilities
  • items, spells and interactive blocks
  • music. each character got its own tape played in the boom box.

Credits

  • Thanks for all the play testers and their feedback!
  • Special thanks to the Lazy Devs Community (Discord)

Recent changes

  • Level 10 (Wizard Magic) changed to have many ways to solve it
  • New Level 12: Teleporters and Explosives!
  • Level 7 redesigned (was too hard)
  • Hold C (O) to restart
  • Removed back-up (regenerate) in the Lost City
  • New Level: Lasers and Diamonds!
  • New Level: Teleporters!
  • Added music for each character
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10 comments


Here's a small code snippet that allows you to enter "debug mode" and then go frame by frame through your game.

The idea is, that _update() wraps the actual update() function, and _draw() wraps the actual draw() function.
So you can have extra output only drawn in debug mode, and go frame by frame through the game to do some bug hunting.
It would also allow to append to a debug file only if debug mode is enabled.

It's pretty simple code, but quite helpful.
To switch to release mode, all you need to do is to swap the names of _draw() and draw() and _update() and update().

function _init()
 poke(0x5f2d, 0x01)
 debug=false
 waitframe=false
 t=0
end

function _update()
 if stat(30) then
  local ch=stat(31)
  if ch == "d" then
   if debug then
    waitframe = false
    debug = false
   else
    debug=true
   end     
  end
  if debug and ch==" " then
   waitframe = false

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=113573#p)
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4 comments


Cart #classic_racer-2 | 2022-06-24 | Code ▽ | Embed ▽ | No License
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Cart #classic_racer-1 | 2022-06-23 | Code ▽ | Embed ▽ | No License
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This is my first game with the pico8. I gotta say I am loving it! After my day to day job this puts the fun back into programming!

I used to play this little racing game on a 10 in 1 handheld device. Seemed simple enough to make. So after doing the nerdy teachers fruit catcher tutorial I used their "engine" to make this little game. It is definitely not optimized but it's working!

[ Continue Reading.. ]

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8 comments


Cart #robotleste-0 | 2022-06-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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3 comments


Cart #nadir-0 | 2022-06-23 | Code ▽ | Embed ▽ | No License
21

You are the test pilot of the NADIR (Near-Altitude Dual-Impulse Reconnaissance) craft, a new spy ship prototype. To better understand its capabilities, a test course has been created with enemy robots, electric barriers, and other obstacles. The craft runs on the gas found atmospheric bubbles. Keep your fuel gauge full and see how far you can fly!

Controls: X to fire and pull up

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4 comments


Cart #controller_test-0 | 2022-06-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Simple UI to check if a controller is mapped correctly.

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0 comments


Cart #admiral_v01-0 | 2022-06-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9

Description

This is turn-based strategy about sea battle of sailing ships. Idea of this game was taken from old book about board games. There is the map with cells, which you can move and fire across. Islands on the map make some obstacles. The wind matters, your ship can move most distance in wind direction. Less map cells you can move against the wind. Excluding galeras. They have paddles, so they can move any direction in same distance. In your turn you can choose one ship to move and attack, after that turn moves to other player.
I made just pvp mode of battle, so players must take turn one by one one one computer. May be in the future i will do pve mode if i have the courage. You will win then you sink all enemy ships.

[ Continue Reading.. ]

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0 comments


Cart #tinychamps-0 | 2022-07-25 | Code ▽ | Embed ▽ | No License
20

Tiny Champions Offline Edition

Play the multiplayer cart here: https://morganquirk.itch.io/tiny-champions

This is an autobattler game like Teamfight Tactics, DOTA Autochess, or Super Auto Pets. I've tried to pack a lot into the cart - 26 heroes with unique abilities

HELP/INFO

Buy heroes (3 gold each). Your team size is limited but increases each round.

Reroll the shop for 1 gold.

Money doesn't save between rounds, but the shop cards do.

If you buy a duplicate hero, it will merge and gain +1 EXP. Enough EXP makes it level up, improving its stats.

  • Level 2: 1 EXP
  • Level 3: 3 EXP
  • Level 4: 6 EXP

If you press UP in the shop screen, you can move heroes around and view info about each hero.

In this BBS version you fight against random AI-generated teams, but in the multiplayer version you play against teams created by other players! Try it here: https://morganquirk.itch.io/tiny-champions

SOME HEROES

[ Continue Reading.. ]

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12 comments


Cart #nowhere-0 | 2022-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

nowhere is a mod of Celeste Classic created by KikooDX and Massena.

While the original game focuses on vertical level layouts, we decided to switch it up to horizontal and see what happens.

We also experimented with difficulty curve, atmosphere, soundtrack, level/world design and game pacing among some other things.

Beware, some levels require speedtech to be completed. This is a pretty hard mod!
We hope you will enjoy our mod.

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10 comments


I have created a series of simulations for my physics lessons with which the students can simulate physical processes with their smartphone or with a computer and record measured values in order to better understand certain processes.

All the simulations have already been used in class.

They can be found on my github-page: https://heilaut.github.io/pico8-physics-simulations/

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1 comment


Cart #desuparife-0 | 2022-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Let's get brutally murdered in the spooky woods ᕕ( ᐛ )ᕗ

This is a small project I wrote a few months ago, to make a nice-looking fog. I'll never finish - or even start - a game with this, so maybe it can be useful to someone here. It's quite heavy on the CPU (~30% at 30fps), so there's certainly (edit after re-reading the code: definitely) room for improvement.

You can move the little guy with the arrows, and trigger the chasing red-eyed monster with X.

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0 comments


Hello there!

I seem to have an issue with Pico 8 on linux. After about half an hour of play arrow input gets stuck and won't work until I reboot my PC.
I concluded that it stuck because in settings it shows the problematic key as pressed.
I only play Pico 8 on my PC so I can't tell if something similar happens in other games, but nothing of the like has ever happened in any other app I used.
It's really annoying and frustrating, especially when playing more active games like Celeste or Ninja Cat.

Is there a way to fix it?

3 comments


can you copy/save carts from other people and load them into PICO-8 education edition?

2 comments


[32x9]
(====guacer====)

Cart #guacer-0 | 2022-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6


DONT CLICK SHOW
how dare you, you guacin guacer

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6 comments


Cart #rocketdash-4 | 2022-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

my very first game with PICO-8! fly your rocket, collect letters and avoid rocks.

up and down to move, x/o (z/x) buttons to dash.

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1 comment


I want to make a Pico Night Punkin' mod but there are 3 problems

1: I don't know how to import songs (or art)
2: I don't know how to make music
3: I'm using PICO-8 Education Edition, and can't afford the original release

Could I have help with this?

3 comments


Cart #picooids-0 | 2022-06-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Fun little asteroids clone.
Left and right to turn. Up moves you forward. X fires your cannon.
Destroy all the asteroids to move on to the next level.
Collect blue power ups to recharge your shields.
Collect orange power ups to improve your cannon.
Beware the locals: they are friendly, unless provoked.

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1 comment


Good news - I was able to bring the game over to Picotron! Check it out Here

Hey all!

It's been awhile, hasn't it?

I have a new Pico-8 project brewing. Anyone care to guess what it could be? (Edit: people guessed quick! It's a Castlevania Demake)

Cart #projectcv-34 | 2023-08-09 | Code ▽ | Embed ▽ | No License
18

I will update this post to keep everyone up to speed when I upload a new cart. Check out the spoiler below if you're interested!

Change Log:

(8/9/23)

Apologies for the long gap between releases once again. My job makes it difficult to sit down and work on the game these days. I got a good chunk of me time, recently, and I was able to add all kinds of stuff!

  • Several powerups have been added, as well as all sub-weapons
    • Stopwatch: Freezes time to give you some room to breath, but it costs quite a few hearts to use
    • Cross: Emits a blinding holy light, destroying all enemies on screen! One use on pickup only.
    • Invisibility potion: Makes you invincible for about ten seconds.
  • The whip upgrade is now fully working. Grab 1 to get a chain whip. Grab another to make it longer!
  • I've sprinkled candles throughout the level to play with. Every available item and sub-weapon should be attainable, but some of the more valuable stuff is placed in harder to reach areas. Can you find them all?
  • First Enemy has been added; The Bone Tower! (Thanks again for the art @HeyNetters. I saw your Bone tower and was inspired for my first enemy!)
    • Acts more like a sentry than anything, but where it lacks in mobility it makes up for in toughness. Recommend at
      least a chain to deal with these guys. Watch your footing...

(11/22/22)

  • I've decorated the map a bit, using assets and ideas provided by @HeyNetters. Many thanks go to them for the art! This is all preliminary for now, but these just looked too good to not include them.

  • Chain upgrade has been added. The chain graphics reflect the first upgrade, and the added length reflect the second. Collect the whip powerup to upgrade.

  • Gameplay pause added upon collection of the whip powerup.

  • Whip has been fixed so that you can no longer hit things behind you. Still need to look into that janky
    animation...

  • Thanks to suggestions from @dw817, Simon's walk speed has been increased a bit, with matching animation. The whip also stays out for just a bit longer.

  • Minor changes to small heart to keep it from flying around so much.
  • Tweaking pass on SFX.

(8/26/22)

Sorry for the long delay, guys. I recently started a new job, and I have less time to work on this project now. I do, however, fully intend to see this project to completion. I need to work on some systems that can cut down on repeated code in here, as the token count is getting dangerously high. Despite that, I'm happy with where it is at so far. Let me know how you guys like it!

  • Candles have been added. Until I can work out a feasible spawning system, these are hard coded. Whip them to make
    items come out.

  • I have mocked up a status bar along the top of the screen. This is all subject to change as I figure out what will
    fit and what will not.

  • A game clock is in place. It ticks down in seconds, and once it reaches zero, you're dead. There isn't much you
    can do about it at the moment, but I thought it would be fun to add, and it was really simple to implement. The
    clock will even start to beep after awhile, just to give you some unnecessary stress.

  • Hearts have been added. You now have a limited stock of ammunition. Whip candles to find more.

(7/21/22)

  • Boomerang can now be caught. Small reason to post an update, but I thought it was important.

  • Boomerang graphics rearranged so it animates like in the original game.

    This may be the last update for a little bit. The code for climbing stairs MUST be rewritten before I will
    continue. While it works great as it is, the code is just too darned bloated right now.

(7/20/22)

  • All throwable weapons have been added. Hold ❎ and press ⬆️ or ⬇️ to cycle through them,
    and press ⬆️ and 🅾️ to throw one. Like before, you can throw 3 at a time!

  • Holy water was redrawn to not be so huge.

(7/19/22)

  • Holy water has been added, press ⬆️ and 🅾️ to throw it. You can throw 3 at a time.

  • Simon's sprite has been redrawn to make him more detailed and look a lot less scrawny. Many thanks go to the
    Discord community for their feedback on this matter!

(7/18/22)

  • Stairs now work in all 4 directions.

  • Plenty of stairs have been added to the map, so play around and let me know if anything breaks horrifically.

  • It is no longer possible to jump when a block is directly above the player.

(7/16/22)

  • Commented out the code and formatted it so anybody could take a look and decipher it all...

  • Taking a hit will now interrupt your attack.

  • Player can no longer warp through the ceiling when hurt.

(7/15/22)

  • Player health, hurt state and death are implemented. There aren't any enemies yet, so for now you
    can press ⬆️ and ❎ to beat yourself up. These are disabled while on stairs...

  • Continue screen has been added

  • Made a pass on music and sound effects. I feel like the music instrumentation is way better now, and many of the
    sound effects are improving as well!

  • Initial HUD elements added. There are here only for a visual to pair with testing health and lives for now.

(7/12/22)

  • Changes to walk and stair climbing movement and animation speed. It felt just a tad sluggish before...

(7/11/22)

  • Stairs are in progress. Right now there is only up-right and down-left movement, but this is a pretty good proof of concept. Whip is disabled for now while climbing them until I flesh out that aspect.

  • The bottom of the screen is now a bottomless pit, and you will die and be reset.

  • A small map to test out the mechanics and play around in.

  • Preliminary artwork has been added to make the view a little more interesting

(7/10/22)

  • Jump physics have been reworked and the jank is now gone for the most part. I feel like the jumping is in a pretty good spot now.

  • Initial work on the whip has been started. The animation is just a little janky, but I'm working on that :)

  • I am currently prototyping ideas for stairs. I haven't added stairs yet, so don't try...

(6/26/22):

  • Basic movement is implemented; Walking, ducking, jumping and hard landing are in. There is one little niggle
    with collision and platforming. I'm sure you guys will know when you find it. (Edit) I've created a temporary workaround
    for this. Please let me know if you like how it handles. Collision is still not perfect, and you might still get
    hung up, but I'm working on that.

  • First draft of music has been created. Let me know how you like it! I might need to shift things around a bit
    before I release: I've not included everything I'd like to, and I've run out of room due to some initial (less
    than optimal) SFX layout choices.

(6/27/22):

  • I've tweaked the jump physics to more closely match the original game.

  • Invisible walls have been added. I wanted a way to create impassible areas without changing the collision.
    You can test this out near the lone block on the right.

    Now is the time where I sit down and take a class on Picomap by @JadeLombax. I may as well get this figured out
    and implemented now, since stairs will likely rely on it...

[ Continue Reading.. ]

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27 comments


Cart #wist_3hos-0 | 2022-06-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
11

Hi! First post here :>

I finished this during a gamejam just yesterday, and (no shit) it's made in pico8. So I just thought I would share it.

The code is licensed under the unlicense, assets under cc0. Basically, you can do whatever you want with it without having to credit me. I do appreciate being credited though. If you mod this or use something you learned / got from this then give me a headsup so I can check out what you've made <3

Oh and itch page is here for anyone interested.

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2 comments


The Treasures have been returned to their rightful depths!

Cart #nodufozasi-0 | 2022-06-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

Lavatower

The name is the game, its a tower, its full of lava. XD Nobody knows if it was an old ritual to climb the tower and gather your ancestors jewels or if it was a trap for adventurers from overseas.

Climb the tower!

Grab a friend (or foe) and see who can outclimb the other. Gather jewels and other treasures along the way and keep going because there is lava rising up and swallowing up the floors. You can´t jump in this game, but have a handy rope to throw with a press of the A-Button, while you can punch at the other player with the B-Button.

There is no escape!

[ Continue Reading.. ]

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3 comments




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