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Cart #orange_shmup-6 | 2022-09-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

Hi all!
This was created following the LazyDevs Shmup tutorial that you can find at this link:

https://www.youtube.com/playlist?list=PLea8cjCua_P3Sfq4XJqNVbd1vsWnh7LZd

The Orange planet has been invaded by huge insects and you must fight back!

The fate of our land depends on you...

Blue bullets can be cancelled by destroying the enemies, don't shoot to activate the vacuum cleaner and get more points!

Graze the bullets to increase the score multiplier and get an incredible amount of points!!!
Over 9000!

It's like a bullet hell!

[ Continue Reading.. ]

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3 comments


Cart #physballv01-0 | 2022-09-04 | Code ▽ | Embed ▽ | No License
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This is my first bare-bones game engine. There are a lot of directions I could take with this, but I think a speed running focused game would work best. I am open to any/all feedback!

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Hello.

The other day I was working in a very primitive language that did not have random numbers but could move an object - randomly.

Determined it could be done I wrote a routine that has an object start at the left of the screen.
Above that is a wall all the way across, below is blank, then another wall all the way across.

Looking a little like this:

[40x32]

The purple above is the top solid line, the pink below is the bottom solid line, the dots are transparent, and the triangle facing to the right is our object.

OK so for me to build a random number generator, let's say I wanted it a number from 0-31, so there would be 31-horizontal wall tiles, above and below, the arrow.

[ Continue Reading.. ]

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4 comments


Hello.

As I continue to work on my Pico-8 code I am now becoming painfully aware that there is no Breeze ability in Pico-8 if you code conventionally.

Let me explain.

In many programming languages I have written in to them functions to handle the breeze variable.

In it, if it is zero or undefined, nothing happens.

However, if it is >0 then a check is made to see if that key is being held. If it is then the program will run as fast as possible.

In Pico-8 I have it so if you hold down ❎ then the program will breeze on through the rest until breeze=0 is set.

To create breeze I wrote THIS function in place of flip().

function flp()
  if btn(breeze-1)==false then
    flip()
  end
end

Where breeze equals the value to check for the following. LEFT=1, RIGHT=2, UP=3, DOWN=4, 🅾️=5, and ❎=6

In this if you have a long set of instructions or logo or what have you, you can hold or tap the ❎ key and it will breeze right on through them at maximum speed.

[ Continue Reading.. ]

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Cart #picoworld-0 | 2022-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

[Itch.io]

Hi everyone! I'd like to share my very first PICO-8 game, Picoworld! It's a cart for
simulating artificial life (ALife)! Spawn different particles, define their interaction rules, and
see them come to life! It's a good environment for observing emergent phenomenon and play around
with some simple ALife rules.

You can check out more detailed instructions in the itch.io page.
If you discovered interesting patterns, feel free to comment and attach a GIF below.

[ Continue Reading.. ]

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3 comments


Cart #picopuyotetris-11 | 2022-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello! This is my first pico8 game. You can play a vs tetris game, a vs puyo puyo game, or a vs swap game (changing the game every 30 seconds)!

Both games are implemented close to their respective standards (Tetris guideline and Puyo Puyo Tsuu rules). The swap garbage is a 1 line-to-4 nuisance puyos conversion.

Desired future features:

  • mini-display between the boards in swap mode, showing your other game board
  • swap combos (piece in other game continues to fall while you play, if it completes a line/set, it does so and starts a buffed combo on your current game)
  • better sound effects
  • music
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Cart #froggo1k-1 | 2022-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This was the first time I participated in a Pico-8 1K jam. This Frogger clone has some neat palette swaps and an ever increasing difficulty. How far can you get in as few deaths as possible?

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Cart #ascent-0 | 2022-09-03 | Code ▽ | Embed ▽ | No License
523

Ascent

Crashed on a desolate but mysterious planet you find yourself eye to eye with an ancient civilisation. Explore the planet, find powerful upgrades, and uncover its secrets.

CONTROLS

  • move ⬅️➡️
  • jump ⓩ
  • climb ladders ⬆️⬇️
  • special moves ❎ / ⓩ

CREDITS
Created during LowResJam 2022
Design/Art/Code: Johan Peitz (@johanpeitz)
Music/Sound: Vav ( @vavmusicmagic)

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i was using testing the classic library and notice nobody made a version for pico8 ,
the main motive probally is because pico8 uses tokens to limit your scope ,so something like oop can be really token intesive but, i made it anyways so here is classic in pico8.

--classic but in pico8

--class

class={}
class.__index=class

function class:ext()
 local nclass={}
 for k,v in pairs(self) do
  if sub(k,1,1)=="_" and
   sub(k,2,2)=="_" then
   nclass[k]=v
  end
 end
 nclass.super=self
 nclass.__index=nclass
 setmetatable(nclass,self)
 return nclass
end

function class:new()

end

function class:__call(...)
 local obj=setmetatable({},self)
 obj:new(...)
 return obj
end

tip:use with responsibility.

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Cart #piconapoleon-1 | 2022-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

An early proof of concept for an Total War-like RTS in Pico8.

Controls (Global map):
Left and right arrow - choose territory.
Up and down arrow - choose type of troop to buy.
X - buy troop.
Z - attack territory.

Controls (Battlefield)
Arrow keys - move troop.
Z - choose next troop.

Different types of terrain provide different bonuses:

  • Units in Forests can't be shot at.
  • Units in Mountains shoot farther.
  • Units in Swamps are slowed down.
  • Units on Roads move faster.
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3 comments


Cart #witchcrafttd-6 | 2022-09-08 | Code ▽ | Embed ▽ | No License
303

Z / Left Mouse Click - summon tower
Hold X / Right Mouse Click - sell tower

The game is released on Steam: https://store.steampowered.com/app/2152410/WitchCraft_TD/
Steam version has achievements, new enemies, balance changes, small interface updates, music update.

Tileless main image is implemented with this snippet by @spellcaster https://www.lexaloffle.com/bbs/?tid=38884

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Cart #solar_guardian_ai-4 | 2022-09-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Work-in-Progress game for the Basic Shmup Showcase.

Controls:

  • ARROW KEYS to move
  • Z to fire bullets
  • X to fire s.weapon
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I want to import my MIDI file into Pico-8,

and there will be a little error with using Denote or Midi2pico.

So I want to try import each tracks separately.

But I encountered a problem.

If I directly paste music data, it always pastes to the track 1, and covering the track previously posted.

and, I don't know how to move the music of track1 to track2.

Like this.

Is there a way to move all the music of track1 to track2 ?

I had used text editor to open .p8 file.

But I can't understand number rule.

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I am working on a little shooter where players can move up and down a fixed track, and can aim a cannon to shoot a projectile at an angle. Ideally, this angle can run parallel to the track, but shouldn't intersect it.

I thought I had the math down, but I am running into an issue where the players' projectiles are able to intersect the track. It appears that, even though I constrain the angles that player cannons can point and fire, players seem to be able to extend and shoot a tiny bit beyond it. Strangely, a simple debug test that prints the angles indicates that they should be parallel to the track in these situations.

Angle constraint formulas:

--player 1 is on the left side, and aims right
	if p1.a<270 and p1.a>100 then
	 p1.a=270
	end
	if p1.a>90 and p1.a<270 then
	 p1.a=90
	end
--player 2 is on the right side, and aims left
	if p2.a<90 then
	 p2.a=90
	end
	if p2.a>270 then

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=116799#p)
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4 comments


Cart #spaceventure2v3-0 | 2024-06-18 | Code ▽ | Embed ▽ | No License
16

Roguelite Shmup

Featuring 44 unique upgrades to choose from spread over 3 rarities - no build will be the same
There are also 4 different playable ships with their own playstyle (your unlocks are saved)

Can you weave through the 6 deadly waves of malevolent alien life?

Controls:
Z - (hold) Shoot / Select Item
X - Fire Weapon / Start Game
D-Pad - Move / Choose

Version 3 has arrived!

Changelog

-New common item, Lucky Kitty
-Removed rare item Evil Eye and replaced it with a new item, Elastic Compound
-Reworked items Red Headband and Mint Milk
-Reworked Pineapple playable ship
-Lots of visual improvements
-Critical hits have a new sound effect

[ Continue Reading.. ]

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Yay, I can still do it... after 35 years of work and family, I've made a game again.

Thanks to my son #2 for additional graphics and design.

Based on Dylan Bennett's ​PICO-8 Top-Down Adventure Game Tutorial

Thanks a lot!:)

Features 20 Mobs, 16 Rooms, a secret Yetilevel!

Whip your whip in the running direction​

Hint: You can move diagonaly​

Have fun!:)

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Doesn't work in browser as you need to modify the code itself for your own guesses.
Includes binary decryption and plan on adding more methods.
Also, just a bunch of if statements.

Cart #passguess-0 | 2022-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Line Of Sight Function

I`ve created a Line-Of-Sight function that should work for most projects. It checks for map-collisions(using flag0 as the collision layer). Please use it and let me know what you do with it!

I was inspired by this post: https://www.lexaloffle.com/bbs/?tid=48889
But i wanted a simpler starting point for my own approach. A Line Of Sight check is a good starting point for you own approach but also involves some math. So to bypass that step use my function:

UPDATE 16/9/22
added a optional length-variable. Use it to define a max "range" of the that line. Keep in mind that the function already neglects far away points.
Also added a new break point for perfomance.

function can_see(x1,y1,x2,y2,length)
--x1 and y1 are the point of view,length is the max distance of the two points
    local max_length=length or 1000
    local xvec=0
    local yvec=0
    local len=0
    local ret=true  

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=116768#p)
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Cart #snake_game-0 | 2022-09-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just wanted to try my hand at a classic game that fits the pico-8 remarkably well.
What's your high score? Have a go! I found it pretty hard getting more than 15.

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3 comments


Cart #lina_witches_of_the_moon-7 | 2022-10-21 | Code ▽ | Embed ▽ | No License
43

Updates:

Revision 7 (0.1.1) - Minor changes, and bug fixes:

  • Tweak: Mana Burst now grants a new Frog Bomb upon completion. Other effects are removed.
  • Tweak: Triples shots now deal less damage.
  • Tweak: Sprial shots now deal more damage.
  • Tweak: Final Boss's health increased by 30%.
  • Tweak: Now Lina can move between transitions.

  • Fix: Frog Bombs are now consumed when used.
  • Fix: 3rd Witch now summons correct minions.
  • Fix: Final enemies death will not cause immediate stage change.
  • Fix: Frog Bombs now should be less performance killers.

Revision 6 (0.1.0) - Full Jam Release

  • Added: Force Shield pick-up. Deflects enemy bullets, but does not protect against phisical contact.
  • Added: Mana Burst! Higher firerate, Force Shield and Star powers upon filling the gauge. Getting hit resets your progress.
  • Added: Super Star now grants ramming powers!
  • Added: Indication for Super Star and Force Shield timers.
  • Added: In-game tutorial!
  • Added: New enemy patterns!
  • Added: 2 new soundtracks, thanks to: Before you close your mind

  • Tweak: The game is 60 fps!
  • Tweak: Better art for the menu!
  • Tweak: Sour Cream is permanent on the board, always helping you out! Now only shoots the basic player attack due to balance reasons.
  • Tweak: Cat Bomb reworked! Now exists as a Frog Bomb which has higher damage and destroys all on-screen enemy bullets.
  • Tweak: New hitbox and better in-game indication! Refer to in-game tutorial!
  • Tweak: Drops are more frequent on lower health.
  • Tweak: Potions drop more the lower hp Lina has.
  • Tweak: Removed Shield Potions.
  • Tweak: Ghost removed. Broodmothers are added instead. The fire in a diagonal pattern and spawn hatchlings upon death.
  • Tweak: Dragons slightly tweaked in bullet speed and the number of exploding bullets.
  • Tweak: Color of all bullets in-game.
  • Tweak: Witches have their hitbox slightly extended downward.
  • Tweak: Reworked the drop system. Potion should not drop on full HP and your current weapon should not drop.
  • Tweak: Final boss now should be harder, like a proper game ending foe!

  • Fixed: White Witch had incorrect health value.
  • Fixed: Witches have a better indication for hits. Now the whole sprite flashes.
  • Fixed: Moon state text appeared on wrong stages.
  • Fixed: Draw order.

[ Continue Reading.. ]

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