Byte Sabor
Byte Sabor is an endless arcade game where you teleport between lines of enemies, destroying those that cross between your path.
Fight randomly generated bosses with completely unique patterns and collect stat changing items that can drastically change the outcome of your run. How to tell which is which? Pick it up and find out!
Fight randomly generated bosses with unique patterns
Collect different items that can change the outcome of your run, for better or for worse
Simple yet effective gameplay that constantly gets more difficult
How to play:
- Hold down O to prepare a teleport. Position the cursor with your arrow keys, and let go of O to teleport. Enemies caught inside of your path (indicated by the flashing line) will take damage. You are invulnerable for a very short period after teleporting.
- Use the arrow keys to move when not teleporting.
- The bar on the right is your chain.
- The bar on the left is your health. Enemies that go off screen will take some of it away, as well as taking damage.
It's that simple!
(I would have put this in the game, but I ran out of tokens. Sorry!)
Credits:
- Noba - Programming and sound effects
- Nyeti - Music https://soundcloud.com/a-j-white-420065892/ & https://twitter.com/yewhall
Update as of 18:59 13/09/20:
- Increased HP loss from off screen enemies from 0.23 to 0.6
- Increased HP loss from getting hit from 8 to 16
- Increased chain lost from off screen enemies from 0.6 to 1.5
- Clamped base enemy increase after defeating a boss (different from item pickup enemy increase) to 6 to prevent memory leaks. Speed still increases indefinitely, but may be nerfed.
- A better boss theme!
After dealing with a weird RAM issue on my computer, I finally picked up PICO-8 along with "Game Development with PICO-8 - Issue 1" (see Resources page, thanks packbat for reminding me about this zine!). In just a short amount of time, I was able to complete the first tutorial, making the Cave Diver game. It was an enjoyable process and I even had to do my own troubleshooting, such as figuring out where I made typos in the coding. :O
I have already created my own modified sprite and changed the colors. Later on, I will try doing some additional things like adding music.
One thing I'm wondering about for anyone who's used this tutorial is that the game is similar to Flappy Bird. There seems to be a point where the new cave tables eventually are so close to each other it's impossible to continue. I am wondering what I need to adjust to make it a little more "fair" so that a player wouldn't give up after one or two tries. I'll continue to experiment with how the cave is drawn or added, as well as with player jump gravity. However if anyone has worked on something like this, suggestions are welcome.
Now, as is customary whenever trying a new console, I'm off to search to see if anyone has made Doom on it. After all, someone programmed it to be played on a refrigerator! https://www.reddit.com/r/itrunsdoom/comments/8mv8pt/oc_doom_can_run_on_your_samsung_smart_fridge/
Command line parameters
- -p/-presentation - start PICO-8 in presentation mode (starts the specified cartridge like -run and disables the console so that only the current cartridge can be played)
- -v/-version - print out the current cartridge version (the version PICO-8 puts on cartridge headers)
Space Traveler is a tech demo to test different procedural generation algorithms.
release 0.0.2 (2020-10-05)
- fix door's placement in ruins and shipwreck
- now player can visit shipwreck in space
- update shipwreck graphic
- fix nebula graphic in sector (it needs a better graphic)
So I'm currently working on a semi randomly generated horizontal racing game. It's entirely horizontal, but the game will feature tracks that are a lot more elaborate with horizontal branching paths that are semi randomly generated in a spelunky style, made of 16x12 segments that are preset but with spikes and obstacles set in code. I'm having trouble figuring out how to fit all of the segments I want though, while still having the entirety of the map to work with, and possibly all of my sprite sheet. Does anyone have any advice on what I can do?
Super Paper Mario Tunes V1
Info
Description
Hi! this is a project I thought of forever ago and finally got around to doing it. (or part of it..)
I wanted to try to make covers from one of my childhood classics; Super Paper Mario.
IDK the songs are super complex but I tried my best to translate them into pico-8. (I'm terrible at music)
I've only done LineLand Road as of Version 1. (I might do more stuff later.)
(here's the original song: https://www.youtube.com/watch?v=yqW1GFxRGvg)
Hope you enjoy let me know what you think I spent a long time working on this! :D
song listing
1 - LineLand Road
Version log
V1
Uploaded LineLand Road.
You start in the middle, use the arrow keys to dodge the incoming letters!
How long can you advoid the alphabet - the score is in the top right corner. This came about from trying to figure out how to expand letters on the screen. One way (the way used in the game) is to print the letter to the screen then convert it to a sprite then scale the sprite. Probably not the best way! - but feel free to use it if you want something like that in your game.
naive A* pathfinder algorithm
place walls with left click, right click to remove walls
move the donut with the arrows
make the monster move according to the pathfinding with X
show the path computation with Z
Made for Low Effort Jam 2.
Theme: Procrastination
P.S. There is a way to win this game.. just procrastinate dude.
Hi,
I am unable to record any GIFs or screenshots. Each time I try to, I get an error that says "Failed to save Screenshot/GIF", because the path to my desktop is something like "C:\Users\Léo\Desktop\".
The "é" is what's causing the issue. Since this is my session username, I cannot modify it, and thus I can't record any GIFs or take any screenshots, and I can't modify the screenshots folder as something outside my session either.
Screenshotting works perfectly on my other laptop, and changing the folder name to something like "éà" will make it impossible to take any captures.
I am on Windows 10.
nothing special just a basic player.
Hi, I'm trying to use the very handy looking PX9 to compress a bunch of map data, so I can get all the levels I need in my cart - but I have a strange issue.
In my cart I'm storing compressed map data for my 'levels' at 0x2400 for level 1, 0x2600 for level 2, 0x2800 for level 3, etc. So each level is maximum 0x200 bytes long compressed.
The decompressed map for each level is no more than 9 rows, so I have the top of the map (0x2000 to 0x3fff) to store
the decompressed level.
That's all good, I can decompress level 1, show the map, decompress level 2, show that map, but if I then try and decompress level 1 again it doesn't work :/
I've made a simplified example cart that shows the problem. When it runs you see level 1 decompressed and displayed, hit X to cycle through levels. The first time around is fine, but the second time level 1 never gets displayed.
Does any of that make sense, what strangeness have I created?!
-- px9 comp'd map 1 at 0x2400 -- px9 comp'd map 2 at 0x2600 -- px9 comp'd map 3 at 0x2800 function _init() num=0 next_map() end function _draw() cls() map(0,0) print("this is map "..num,0,52) print("❎ for next map",0,60) end function _update() if btnp(❎) then next_map() end end function next_map() num+=1 if num==4 then num=1 end local adr=0x2200+num*0x0200 px9_mdecomp(0,0,adr,mget,mset) end -- px9 decompress, memory-only -- 273 tokens function px9_mdecomp ( ... } |
The Royal Game of Ur is an ancient race game where the player must be the first to exit his tokens from the board.
This cartridge features:
- 6 different AIs which are unlocked as the player wins games
- 3 different rulesets and the ability to create your own custom ruleset
At the start of the cartridge, the main menu has 4 entries (left-right to cycle the entries):
- new game: play a game by selecting a ruleset, an AI level and by defining who plays first
- rules description: explain briefly each of the ruleset (top menu for the ruleset, bottom menu for each rule information)
- edit custom rule: define your own ruleset
- reset game: reset all game progressions and custom ruleset to factory settings. IMPORTANT WARNING: it doesn't request for confirmation once selected by X.
The rulesets are:
- basic: simple race game which can be played against the first 2 AI levels
- intermediate: simple race game with simple betting which can be played against the first 4 AI level. Winning against the AI player unlocks further AI players
- advanced: complex race game with complex betting which can be played against the last 4 AI levels
- custom: user defined ruleset with its own game progression. The player must win against the lower AI players to unlock the next ones.
Designer notes:
I have been inspired by the essay and videos of Mr Irving L. Finkel regarding the royal game of Ur. I wanted the player to play this ancient boardgame versus Assyrians and feel a distant connection to this long past era.
The game does not have any music since I did not have the time to compose one. However, if enough players request for it, i will try to add an assyrian one.
Enjoy. May Pazuzu be with you !
PS: the cartridge illustration is a bas-relief sculpture of the benevolent assyrian god Pazuzu. This bas-relief can be seen at the British Museum.
RGB Zero is a puzzle platformer: you can only touch things that share a RBG color with you. You start black, you can touch nothing. You will be able to touch walls and coins as you pick the color power-ups.
Controls
◄► - Move
Z/X - Jump
Try to pick as many coins as you can. If you finish the game with 50 coins... nothing will happen! I'll give ou my pro gamer seal of approval though.
Boss
You don't need to attack the boss, just evade his attacks. His HP decrases with each attack. If you get hit you lose a coin.
Made for Ludum Dare 45.
Made for GMTK Jam 2020.
- There are 6 power ups. Each power changes your shot and also your movement or other passive abilities.
- Scrap boy can't control when he swaps power ups. He will swap after some time or when hurt!
- The bar on the side of your current power shows how much time you have left with that power. When it's fully depleted, your next shot will trigger the swap.
- You can swap the O and X buttons in the pause menu if needed.
The level design is made in a way that you are able to play the entire game with any of the 6 power-ups. If you want more replayability, try to finish the game with each one, without picking the others :)
Made by Jack (jpegsarebad) on the Celeste Classic discord.
Calculates your sum of best, do each level as many times as you like then touch flag at the summit to see your best time.
F+S to change levels.
Yesterday I've bought PICO-8 on itch.io and downloaded from there.
Now I wonder if there's a way to add it to this account too.
Hi,
Is it just me or did the web player all suddenly become blurry? All Pico-8 games on Lexaloffle look like the pic below. This is on Chrome/Windows 7. This is ok when switching the game to fullscreen though.
This is a game I made for the UCSC Alumni Game Jam #3
theme was inseparable, with a retro mix up.
the idea for the game is that you are inseparable from your controller constantly having to move the mouse to avoid the bombs you're dropping, while avoiding obstacles and racking up as many points as you can.