Here's another prototype of my upcoming game, Hobblins. This prototype is focused on the idea of a timed conversation minigame. The current version is very simple, just choose the phrase whose colored text matches the prompt at the top in order to increase your conversation partner's Interest (the green bar). Press x at the time marked on the bottom of the screen, or your conversation partner will lose Patience (the second bar, which starts blue and changes color when it drops lower).
Raising Interest to full means you win, dropping Patience to empty means you lose.
It's very simple right now, but I plan to modify this to add more difficulty/interest in selecting what to say next, as well as more strategy/options for the player.


A new startup for A 16-bit looking PICO-8 is good, I hope this will be good than the startup from before, this startup is called the Attain-Futureware, looks more like a better startup name, this is what you will see in a next generation PICO-8, plus I've made and recolored this kind of startup because I think the Sweetie16 palette will suit this version of PICO-8's taste, anyways I've hope you will like this startup.
Hello all, I am mostly done a nice demake of an old favorite of mine from the arcade: Satan's Hollow, but I am not too savvy with music, can anybody out there help me get a pico-8 version of "Flight of the Valkyrie" which is used in numerous places in the Satan's Hollow game? I tried and mine sounds like garbage and without this proper tune sounding like the original, I fear this demake will be horrible.
Can anybody help me or point me to a person who is good with making nice music sounds within pico8?
At least if I can get a midi copy of Flight of the Valkyrie I can find a way to import it but I cannot even find that anywhere online.
Please help as I dont want to shre this awesome game without the sound just right!

A 16-bit generation is not bad for an pico-8, plus i've made and recolored this to look like a Sega Game Gear/Amiga look and with Nintendo style waveforms (4 duty square, triangle, noise and periodic noise). Plus more kilobytes of ram for code and cartridge limit (120 kilobytes rather than 32 kilobytes) including a gamepad with 4-extra buttons (slash, heart and shoulders), plus animation boxes take some space within the section, and larger cart size using gif files rather than png files and backwards compatible with old pico-8 games, But anyways if this generation had have been good this would have been for me. I've have the 16Bital Palette up and running for the secret colors rather than just the PICO-8 secret palette for secret colors. I hope you all liked this better than before.
Hello, if you are near London on July 23rd, if you are addicted to PICO-8, if you know us (Picoscope / Codyssea) from near or far, let us know! The goal is to bring together experienced enthusiasts (in hardcore mode). http://codyssea.com

Hello Wonderful people of the BBS! You can call me Modem.
Some might know me by another name. Unfortunately, I've decided to retire that account. This is where I will be posting from now on.
I hope to start posting more often!
Cheers!
— Modem
This is an early prototype for the card game mechanic in my upcoming game, Hobblins.
This mechanic is heavily inspired by the game Potionomics, and I intend to use this prototype to explore alternate mechanics as I continue to playtest.
Press X to leave the splash screen, and to restart after game over.
Your goal is to raise the "opponent"'s interest (in blue) before running out of patience (in red). The cards say how much interest they raise and how much patience they cost. If you run out of patience, you lose. If you get to 20 interest, you win. Ending your turn and drawing a new hand costs 1 patience.
Feel free to leave feedback! I'm primarily interested in the mechanics of the game, rather than the presentation, at this time.

To ping a user in a post, you usually just type @ directly followed by their user name.
This sometimes fails if the user has special characters in their name.
For example, to ping @Peter Mosevich that has a space in his user name (how are you buddy ? any new pico-8 cart or puzzlescript in preparation ?), you can use @ then { then the user name with the space, then }.
This has worked for me so far, but today, I tried to ping a user (cat-8) that has a minus sign in his user name, and I ended up pinging user cat instead (sorry).
Does anyone know how to properly ping such a user ?



-- karakter konumu
px = 64
py = 100
-- kalpler listesi
hearts = {}
score = 0
game_over = false
function spawn_heart()
local heart = {
x = flr(rnd(120)) + 4,
y = -8
}
add(hearts, heart)
end
function _update()
if game_over then return end
if btn(0) then px -= 2 end
if btn(1) then px += 2 end
px = mid(0, px, 120)
if time() % 1 < 0.02 then
spawn_heart()
end
for i=#hearts,1,-1 do
local h = hearts[i]
h.y += 1
if abs(px - h.x) < 8 and abs(py - h.y) < 8 then
del(hearts, h)
score += 1
if score == 28 then
game_over = true
end
elseif h.y > 128 then
del(hearts, h)
end
end
end
function _draw()
cls()
rectfill(px, py, px+7, py+7, 8)
for h in all(hearts) do
spr(1, h.x, h.y)
end
print("kalpler: "..score, 2, 2, 7)
if game_over then
rectfill(10, 50, 118, 78, 0)

Is there a wise, benevolent soul out there willing to explain to my feeble mind why this alpha effect doesn't seem to work with a scrolling camera? I can't seem to anchor the light circle to the center of my player character.
function _init() px,py=64,64 end function _draw() cls() map() camera(cx,cy) draw_light() --draw alpha effect print("🐱",px,py) --player end function _update() if (btn(0)) px-=1 if (btn(1)) px+=1 if (btn(2)) py-=1 if (btn(3)) py+=1 cx=px-64 --cam cy=py-64 end |
Here is the draw function for the alpha effect:
function draw_light() poke(0x5f54,0x60) pal({2}) --draw a circle for i=-24,24 do x=sqrt(24*24-i*i) sspr(px-x,py+i, x*2,1, (px-x)+cx,(py+cy)+i) end poke(0x5f54,0x00) pal() end |

