SlugWorld - RainWorld demake!
There's about a half of original Outskirts area (redone and cutted).
Rigth now i'm working on movement system, next will be animals (there is one liZard already:).
Looking for response.
Yours,
Makhatma
UPDATE 15.11
- finalized map (many rooms from other regions)
- spears & batflies
- water & swimming
- some movement tweaks
- no lizard for now(
Animation test: (not just for fun)
20.11: Pathfinding test:

Too much floating, and tube movement is cheaty. No movement between rooms.

Made to showcase sfx(-4) functionality introduced in 0.2.1c. Press left and right arrow keys to fade between the two tracks. This is accomplished by having two versions of an instrument playing on different channels, and setting one of their volumes to 0 and the other to normal (or somewhere in between) every frame.
Here's the code snippet where one version of the music plays on channel 0 and the other on channel 7:
function _init() music(16) fade = 0 end function _update() if btn(0) then fade -= 0.5 elseif btn(1) then fade += 0.5 end fade = mid(0, fade, 32) sfx(-4, 0, 32 - fade) sfx(-4, 7, fade) end function _draw() cls(28) rectfill(0, 0, 480 * (fade / 32), 270, 23) end |
Something that I feel is missing from the otherwise great userdata api is some way to fill a region with a specified value. It would work similar to lerp, as in: userdata:fill(offset, len, el_stride, num_fills, fill_stride). Since we already have more advanced operations such as lerp, I feel this would fit, and be useful in many cases.
Edit: You can use :add to set values, since it's 0 by default and you can pass a scalar to it.
Just a basic test of animations, gravity, and movement. I'm going through some tutorials right now, but I did this as an experiment to see what I would be able to figure out on my own before moving on to the next part of the tutorial I'm doing.

I took the retro space game aspect in a different direction by looking towards space invaders but simplified the concept to having the enemies coming at you, like Galaga. The game uses a few states, the title, the game, and the game over state. It will cycle through all three, with the game over state triggering if the player reaches zero health, and the title retriggering after the game over state while also showing your high score so far. I tried to emulate the drift-esque movement of a space ship, by having the values of one direction go up as you push one direction and then go down as time goes on or goes faster if the opposite direction is pushed. It didn’t quite work the way I wanted and is the thing that I think needs the most revision.
If anyone else is reading this and is getting started with Pico 8, I would definitely try something like this or any simple top down game first. Platformers have a lot more physics elements to balance when making them, and something like pong will have some intimidating math for the ball bouncing (as silly as that sounds). I also would say to not use rectfill for your sprites, I was coming off p5js and that was the easier option for me there. It was also easier to focus on the game that way, but it actually strains the engine more and can cause flickering. I would definitely just make super simple sprites to start off with, or just get some online as there are a lot of free packs to choose from.
Well here we have my very fir... (well counting hello world...) second 'creation' with Pico-8.
It is very simple, press the button (or the other one if you like).
My recommendation is to wear eye protection if you intend on looking at the human rights violation that is my "code".
(UPDATE: added win screen)
Take aim, fire and score!
Your trusty hunting dog wades into the marshes to flush out your prey.
You've only got three shots to bag this duck, and if you miss, even your dog laughs at you!
Test your reflexes in this PICO-8 demake of the NES classic!

A faithful tribute that captures every little detail of the Nintendo classic. Pico-8 demake by John Buise, with music and sound effects recreated by Eric Billingsley.


This is just a fun experiment for an RPG style menu system. I'm sure the code could be improved but it's my first time doing something like this so I'm just experimenting.
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[72x16] |
How to Play
- Arrow keys to move
- ❎ to dash
Dodge the red circles, if you touch one you lose health. Dashing uses up energy, which will recharge over time.
PLZ COMMENT AND GIVE FEEDBACK
Let me know if there is anything I should implement into the game. I do plan add different kinds of enemies later, and maybe another ability with the Z button. There will also be power ups and score display system when you die. I have a lot of ideas for this game, I'm mainly posting it now so I can play during class.

A Tempest Demake for pico 8!
Controls.
left and right arrows to move the player around the web
tap to move one lane or hold to rapidly move around the lanes.
"O/C" to fire
"X" to use the super zapper!! make sure its charged though!
Dont let the enemies reach the top!
Collect Power ups like the original game, Rapid fire, bonus points & the AI Droid!


pico8 debugprint cartridge
to use:
n main cart:
#include debugprint.p8
in _draw function after cls():
x is topleft x , y is topleft y
drawprint(x,y)
at lines to add and update variables of:
name is display label of value, value is the value displayed
addprint(name,value)
[github page](https://github.com/willWallace-RIT/pico-8_debugprint
example
tab displays debug info
left key adds to x0





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