Made for Ludum Dare 51.
About
Join the flock!
Thoughts are invading your mind. What are these carvings? Did I make them or have they always been there? Nevermind, the sun is bright. Best to enjoy the day with your sheep mates…
Keep em guessing
Sheep curling might become a thing!
Limits & Theme
Plan was to add 10 second requirement to keep the dark lord at bay. It did not happen. At least the theme contributed in making up the premise for the game. Became a pretty short “experience“, but it worked quite nice with the short time.

This is another problem I run into, @zep.
Examine the code. It's empty, right ?
But no, if you load it up and check info() you will see that it takes 736-characters in space.
So what is going on here ?
Clearly Pico-8 is not truncating spaces. And how many times have you run into this ?
variable=value |
A line in your code and you go up to change it when you realize you have 2- or more spaces are at the end of the line. Naturally you backspace over them, but this can be tedious if you have done this in other parts of your code - and it DOES count against your 65535-character total.
May I suggest future Pico-8 automatically truncate empty spaces on the end of code when loaded, when saved, when edited, when typed, and when the cursor matches its vertical position. Also check and truncate prior to the programmer pressing the ENTER key for a new line.
I am trying to get this to work, and reading the P8SCII codes, it should work.
Unfortunately it does not.
cls(1)
print("\^!6000\*8192\0")
print("")
|
This should clear the screen to blank. Instead it misinterprets and only displays a few pixels at the top.
This method would be useful for instance to poke directly to memory while having the ability of repeating numbers in succession without having to type them all manually.

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






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