This is my version of CherryBomb!
Thanks to my son #2 for additional graphics and playtesting.
Based on lazy devs academy's shmuptut.
https://itch.io/jam/basic-shmup
Thanks a lot!:)
Unfortunately finished too late. But better late than never :)
Have fun!:)


Backstory
The game was created for Ludum Dare 51 with the help of my friend.
It's our first GameJam and a first complete game for both of us, so it's a little buggy, but we plan on polishing it later.
How to Play
It's pretty simple really. The goal is to not get hit by blue projectiles.
To acomplish this the player must move out of the projectiles way by using arrow keys.

Hi! a little bit about me. I'm a software engineer turned game developer and I've discovered my love for working under retro limitations. I found pico-8 because I don't have the hardware needed to develop for actual retro consoles yet(will get some in the future) and I only have a 10 y/o workstation with linux loaded on.
as I'm new to pico-8 and frankly, game development as a whole, where would the best place be to ask for help?
most of the things I will ask for help with will probably seem obvious to most people, but seeing as I haven't had a need to use any sort of math except for comparing numbers while developing desktop apps, It's fairly new to me.
that being said, I'm working on a platformer at the moment with a friend, and specifically after adding map collision(using the dx/dy method) and adding gravity, I can't figure out how to jump. below is a cart file if anyone can help me. thanks in advance!
-bella
Here's my game made for the ludum dare 51: https://ldjam.com/events/ludum-dare/51/swapply
It's another simple one button game where the controlled character change every 10 seconds.
Hopefully I'll update this to fix the bugs and the level design and are more features :-)

first of all, I'd like to say thank you to the MIDILib team for making some of these instruments
hi... uhh... basically I'm working on a JTS (Journey to Silius) remake
will be updated with tracks added as time goes on
so uhh... enjoy what's here at the moment
(Oct. 7, 2022) I'm done with all the stage themes
(Oct. 8, 2022) All that's left is the ending, which I'm planning on doing something special with

100 Meters to Shade
Ludum Dare link: https://ldjam.com/events/ludum-dare/51/1000-meters-to-shade
My entry to LD51, where the theme is "Every 10 Seconds." Use the arrow keys to navigate 1000 meters to the right, towards shade. When a solar flare is coming, hide in the shade of a cactus.
Thanks for playing!

So maybe this is old news to everybody but me but I just discovered it by accident. Turns out you can define local functions! It makes sense but it somehow never occurred to me to try before.
Here's a quick example:
do
local function a()
print('in a')
end
function b()
print('in b: calling a')
a()
end
print('in local scope')
print(a)
print(b)
a()
b()
print('leaving local scope\n\n')
end
print('in global scope')
print(a)
print(b)
b() |
Output:
in local scope [function] [function] in a in b: calling a in a leaving local scope in global scope [nil] [function] in b: calling a in a |
That's it. Just thought it was interesting.

Campfire
This is just me trying to simulate fire in Pico8 without shaders or fancy particle systems.
My approach is :
- At load time :
- Generate bursts of animated particles
- Each particle increments the brightness value for the pixels it sits on
- The burst animations are baked into the spritesheet
- At run time :
- Animate the baked sprites (moving them up)
- Again, add the brightness values together
The brightness value (which is just a color from 0 to 7) is mapped to a fire shade with pal().
There are other particle systems for bursts of sparkles and fireflies.
Any thought? What would be your approach?
v2 update

An homage to Super Hexagon by Terry Cavanagh.
Most of development was done in Jan 2022 but lots of tuning and polish to finish it up went in the past couple of weeks.
Controls: z,x and left/right arrow keys. Enter key for menu.
Like the original, this game is HARD! Find a path through for 120 seconds to win the stage.
Code comments should help if you'd like to hack the stage palettes, tweak speeds, or make your own patterns.
Please feel free to remix.
Thanks to @p01 for the efficient pico-8 triangle drawing routine used here.

SDK-Units of consoles have normally more memory.
This can be useful during developing - simple try something without care about limits. Or store additional debug information.
it would be nice, if pico-8 would emulate this.
This can be done very simple:
The project must be saved as ".p8"-utf8-file.
When the project hit the limit of characters, compressed size and token it will display the known warning with a little addition: "Ignore? (Project can't be exported!) (y/n):" - when you hit y - it will start anyway. Save as .p8 is always possible, since there are no limits.
Of course the export to bin, web, rom, png or whatever is not possible. also the cli-command "-run" should not work on this oversized p8.
This would be usfull, when you want to check, if something work. Or when you developed a tool / level editor for a game, which you don't want to share.
additional it would be nice to have an debug - enddebug - command
function test(a,b)
debug
if not a or not b then
print("this should not happen! Got nils!")
end
enddebug
...
end
|

Hi! Here is a Halloween themed CluePix with 31 new images to solve, each unlocking every day of october. Yup, just like Christmas advent calendar, only with ghosts, zombies, vampires and other scary stuff :)
If you're not familiar with CluePix you can play the original game there or just read the shamelessly copied & pasted rules below (in short, think Picross meets Minesweeper). In any case, I hope you'll have fun!
CluePix is a picture solving game. Draw pixel art using those 2 clues:
- Color bars show mixed pixels from their line.
- Digits show how many pixels around are the same color.
There's an ingame tutorial. Once a picture is solved, it is saved and reloaded on next game sessions, so no hurry, even though the game is short and might be finished in one sitting. CluePix is a proof of concept for an original puzzle game, hence the low number of pictures to solve. So I'd be glad to read your comments, thanks for playing!






4 comments



