BEARRL is a survival rogue-like were you incarnate a bear that must survive until winter. It has been made in 7 days for the #7DRL challenge.
The game is also available on itch.
Hi! Folks. Here's my submission for 7DRL 2019.
It's a turn-based survival game, in which you play as a mountaineer trying to reach 7000m with limited supply. For now we basically have only one type of room.
Simple arcade physics game about landing on bounce pads to gain height and score#
MMU Game a week project
Title: Up Is Good
Created in: Pico-8
Author: Ryan Wilson
Left and Right arrow keys move the player
X - Continue, Begin/Restart Game
Score points by gaining height, land on bounce pads and avoid falling
If the player falls to the bottom of the screen the game is over
Bounce pads will send the player upwards when landed on
Purple pads give additional height
Blue pads move from left to right
If the player travels past the edge of the screen they will appear on the other side
If the player collects a powerup gravity will be reduced for 5 seconds
Out of Engine Resources/Assets used:
Score caps out at 32768 due to engine limits
More advanced pad generation through use of tables and loops
Version 1 - Game Uploaded
Version 1.1 - Added Teleport from one side to the other
Version 1.2 - Added Low Gravity Ball
Version 1.21 - Fixed a bug where the gravity ball would not spawn after the original despawned
The finished version of the Ooze Runner jam game. Now includes:
- High scores!
- 4 different levels!
- Slightly more varied anxiety-inducing beeping!
- Some other stuff, probably!
Hi all, first time posting on here (my pico-8 interactions have all previously been on Twitter). This is the first game I've actually "finished" making since 2-player 1-on-1 top-down shooter "Reservoir Fish" in 1995. That was written in AMOS Pro on an Amiga 1200, and only ever existed on a single 3.5" floppy disk which has probably long-since perished.
Here I've attempted to create a historically-accurate simulation of the D-Day Normandy landings. Naturally, the game is completed once you have defeated Hitler. Don't anger him by killing his friends, though! He can sure fire a lot of grenades.
If you fail, Hitler gets to keep France, and that is not very good.
There are 4 difficulty levels. Or are there? Is there a cheat mode? I don't know. Try unplugging your joystick, wetting your finger and rubbing the port gently to enable it.
Anyone who can complete the game in Brexit mode earns themselves a drink on me.
Direction buttons to move, fire 1 (z) to shoot, fire 2 (x) to throw a grenade.
Watch out for landmines! And Nazis.
It's an educational game about sexism in public space. Be free to use it in class, feminist festival or everywhere it can be useful.
The original version is here (in french) : https://www.lexaloffle.com/bbs/?tid=31155
This is the english version of a french game which won 4 P8 AWARDS 2018:
"Underrated" Award / "Out of the Box" Award / "Ephemeral" Award / "Novella" Award.
Thank you very much for this support!
Another 1-hour game, with the theme of "small". Use the arrow keys to escape to the bottom of the screen, as many times as you can!
If I make a new PROP and drop it into a room, players & actors collide with it (assuming I ask them to)
However, if I make an ANIMATION and drop it into a room, I can't figure out how to make things collide with it - they just walk straight through.
So if I try to make eg. a tree with branches swaying in the wind, nothing collides with it.
Am I missing an option? Is this intended behaviour?
I guess I can just work around it by using static ACTORS with the animations inside, but that feels like I'm doing it wrong.
Any help would be greatly appreciated!
First demo with Pico-8 and Truchet tiles using a table of functions to emulate a switch/case statment. Just some simple algorithmic drawing based on some webGL stuff Ive done.
Recursive back tracking maze algorithm implementation for both generation and traversal. Not a game yet, but you can watch that little guy traverse the entire maze.
Introducing the first ever fully-featured e-book reader for the PICO-8!
I decided to include Poe's "The Black Cat" as an example story, mostly because it almost perfectly fits within the length requirements of this e-book engine (this story happens to be 21747 characters long uncompressed).
The text of the story is not stored as strings within the program, but it is encoded with Huffman coding in the bytes of the spritesheet and map. This is a more complete version of this project, so look at the details of that to learn more.
One thing I added here is the ability to save your progress through resets, and also add one bookmark that you can set and jump to anytime, with the X and O buttons respectively.
Let me know what you think!
I wanted to do something new and interesting. After searching around the BBS, I found that nobody had published any strange attractors(I love strange attractors) so I decided I would be the first. I created a Lorenz attractor visualizer in java a few months ago so I decided to port it to pico-8. Then this week just as I started working on my Lorenz attractor I saw this. I can't believe It. Anyway, since Mattias beat me to a Lorenz, I will make a Rössler attractor.
I'm still pretty new to pseudo 3D, pico-8, and Lua in general so I will use the 3D plotting engine Mattias made until I can finish porting mine :P
This spinoff will officially reserve the position of first Rössler attractor made/published in pico-8 :)
It will eventually be replaced with my own engine.
Do any of you know of any good resources I can use to learn about 2D to 3D projections and other pseudo-3D related stuff? I rarely do anything with 3D and the little I have done used 3D engines like OpenGL.
Compression seems to be a thing I've been doing recently. Continuing this tradition, I am releasing an (only partially done) e-book reader for the PICO-8, with the first two chapters of Moby Dick! (It's also got some of the third one, too.)
Some things to note:
Text is stored in the graphics, map, and sprite property data, as Huffman-coded bytes.
The text is divided up into sections that encode up to 6351 characters each (the length of user RAM minus one screen's worth of characters). These sections are byte-aligned.
With Huffman coding, each character of the source text is basically replaced with a variable-length bit sequence (one that is sure to never be a substring of any other), with the bit sequences getting shorter the more frequent a character is.
I tried to design this in a general way, such that anyone who knows how (i.e. me) can change the aesthetics, or the parameters for decoding the book, by changing a few values in the first few lines of the code.
- Currently, the encoded data is only stored in the first 12544 bytes of RAM. In theory, filling the music and SFX with compressed data could add over 8000 characters to the book. I will leave this, however, as an exercise for another day.
If I can find some sort of book that fits within the ~22000 characters that this e-book reader can hold, I will release an official PICO-8 cartridge of that book (and possibly add some new features, like page-by-page scrolling and bookmark-saving!). Please alert me of any books that might fit this limit!
Thanks to @Scylus on the PICO-8 Discord for providing me with a way to generate and interpret the dictionaries.
A small piece of code to dynamically create a functional cart from another cart and load it.
Why is this useful? Well, obviously this opens the door for somebody to write an alternative code editor for pico-8 carts! (j/k)
function _init() printh("pico-8 cartridge\n\n__lua__\n".. [[ -- your cart code here function _draw() cls(7) print("hello world",60,60) end ]],"dynamic.p8",true) load("dynamic.p8.p8l","back") end
- Generated cart has ".p8l" extension, but it seems to load just fine
- It doesn't work for carts embedded on the BBS or loaded with Splore
This is a demake of the infuriating "Beaver Bother" minigame from Donkey Kong 64. The minigame was a particular source of torment to Hbomberguy, a YouTuber who recently ran a wildly successfully charity livestream of him completing Donkey Kong 64 to raise money for the UK charity Mermaids, who support trans children and their parents. I created this to celebrate.
For everyone unfamiliar with PICO-8, the [O] button is Z on the keyboard and the [X] button is X.
It's still not quite there, but it's playable and almost as frustrating as the original so I think it's worth sharing.
- Sound. I'm really bad at music, so my attempts so far have been pretty miserable.
- Z-sort the mobs.
- Beaver self-preservation. Beavers should try to avoid the hole when not being chased.
- Make "scaring" useful. It's currently purely cosmetic. (Although it's unclear what function it plays in the original either...)
- Visual effects for beavers appearing.
- Better visual effects for beavers falling down the hole.
- Actually draw the walls of the barrel, rather than just lots of black circles.
- Make the beaver spawn rate more consistent so you can't just get unlucky with it.