What better way to get back on track than by making a little game? In "DIAMS ! DIAMS ! DIAMS !", you destroy monsters by matching groups of three of the same color. Every third monster earns you diamonds—both for itself and for any others it takes down with it. If you play without making mistakes, the number of diamonds earned per group of three increases. A good color combo also grants a lucrative bonus to help you smash the high score. The current house record is 42,182 points. I hope you have fun!
ressources :
https://davemakes.com/extremelyspecific/
https://nerdyteachers.com/PICO-8/Pico-view/16
inspirations :
https://www.lexaloffle.com/bbs/?uid=9308
https://www.lexaloffle.com/bbs/?uid=11047
precious friends of mine :
https://ghettobastler.itch.io/
https://www.lexaloffle.com/bbs/?uid=69071
https://scotaire.itch.io/
https://www.lexaloffle.com/bbs/?uid=17263

P8-38P
P8
303
808
Poly
12 voices: 8 rendered to PCM, 4 native PICO-8.
303
Saw/square into a resonant filter with envelope mod and decay. Per-step accent and slide.
808
Seven synthesized drum sounds. Per-step accent. Closed hat chokes open.
P8 Poly
Four voices, eight waveforms, six octaves (below PICO-8's pitch floor), and bass-boost.
Mixer
Per-channel faders, meters, mutes. Sends to two master effects.
Effects

Preface
Last night I was gripped by the urge to make a tline() based map renderer so I could make cool distortions. I ended up finishing it after a couple hours of research and hacking, and I felt it was a good thing to write about.
This is going to be one of those tutorials where all the steps are explained. If you just want the final code, I won't judge, just scroll down and grab the demo cart, it should be well-commented and easy to pick apart.
Method
The specific way we're going to render the map with tline() is by defining the viewport with 4 points on a quadrilateral and rendering each column of the screen individually. We sample 128 points along the bottom and top lines using tline and draw those to the screen. This is actually the only rendering trick you need to pull off, all effects based on this just depend on how you move the four points!
TUTORIAL START
Defining Our Points
function _init() toplx1=0 toplx2=128 toply1=0 toply2=128 [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=192886#p) |
objective
In "blob jump" you are a blob that can jump, you need to get the coin in every level while avoiding the spikes
lessons learned
Okey so I wanted to practice a few things but not create a ton of levels... this are just two levels, but I got to
- Practice platforms collisions
- Gravity and more advanced movement
I got a ton of inspiration for achieving this things from:
- nerdyteacher https://nerdyteachers.com/PICO-8/Community/
- kevin thompson for the background and understanding how to approach oop in pico 8 https://youtu.be/X9qKODb-wXg?si=DvwAKJV5t_ietgmW
- And this cart for understandind plataformer collisions https://www.lexaloffle.com/bbs/?pid=28248#p
This is a reworked version of my first go at making Scoundrel in Pico-8
- I have fixed the rules so that it follows the correct rule set from the original physical game.
- I have also added 2 new styles to the game to play.
[ UPDATES ]
1.1
- [NEW] Game resets to the last mode played in the menu after losing a game
1.2
- [FIXED] The UI cursor would highlight hidden options by mistake when your hand was less than 4 cards or you avoided a room.
- [FIXED] When playing HOUSE rules cards would display the sword is dull message on cards that could still be attacked by mistake

This is a simple little game I made for a short jam with a theme of "If you can't see it, it doesn't exist".
Decided to keep it simple with a one-button single screen game.
Sporting equipment is coming at you, but it can only hit you if you can see it: Hold (X) to blink while things go through you.
Your score increases while your eyes are open, and will decay if you keep them closed for long.
Things get harder as you reach certain score thresholds - More frequent and varying objects! Harsher score decay (but also faster score increase)!

With the next iteration of my favorite retro PC game of all time (Star Control 2) being released soon, I decided to try and port the melee battle mode to Pico8 as a challenge. I tried to be as high fidelity as I could, utilizing the open source and I think I hit a pretty decent middle ground of what is a recognizable version of the game - with a single token to spare. It features all 25 ships, battle music, sound effects, basic AI for single player, and 2 player support.
Ships were originally 16x16 sprites, but when I tried upping them to 24x24 I thought they really looked good, so unfortunately I ran out of room for several graphics for things like projectiles etc. they are replaced with pixel or line drawing routines. I also didn't have the space to include graphics for things like the x-forms 2 different modes, or the orz's spinning turret (tho they both are functional gameplay wise). The low resolution really limits readibility of the battlefield at min zoom, but the game indeed FEELS like the original.

feel free to just ignore this, putting it on bbs in hopes of embedding it somehow allowing that to use the logged in lex account. update: it does not, but it also doesn't deny it, maybe using slightly diff stuff because its not a .html but it is technically from bbs, but the cookies or whatever isnt stored on there so it doesnt work; won't be asking users for their lex login so won't have that work
for https://bbs.astralsparv.cc/ and the upcoming picotron music service
Recently i have decided to pick up pico 8 again and i decided to remake my smol lil coffee game
do not take this as the pure truth, knowing myself i might never finish this version, if i do so i might remember to post the code.
What i currently have:
this is a picture of the titlescreen, the only thing i have coded in yet, i find it pretty neat but there still are a few things i want to tweak, like the button.
Of course, i will not disband the classic coffee flowing mechanism, do not worry i love that, and i still want to make the game feel the same, just, slap a coat of 128 pixels to make it look nicer, speaking of which...
Planned graphical updates
I plan on
- Adding a paper cup slide off the screen,
- Adding a dedicated throw off animation where the cup just kinda gets yeeted down
- Adding a better feel to sending the orders, like some combo thing or whatever
New build alert!
The enemy is back to being stationary, but I have a working health system for the player, with an updating bar at the bottom UI. I also made the bullets have proper collision so you can kill the enemy or take enough hits until the bike breaks. The fundamental elements are coming together, I feel like soon I can get some real fun stuff happening once I finish creating the base level systems for the gameplay.
=====atr8des=====





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