This is my entry for discroomjam.
I'm very late, because I had itchio jam page and forgot about the lexaloffle bbs post !
But here's pigments !
--- GOAL ---
Get pigment droplets
Dodge the deadly razor discs
Paint all tiles
--- UNLOCK ---
The game save your highscore for each fruits
Your metascore is the addition of all your highscores
Unlock new fruits by reaching specific metascores
--- SPECIAL TILES ---
Grass : discs can' enter grass
Water : hide fruit from discs but consume pigments
Trigger : all discs dash in your direction
--- FORMAT ---
if you want to start again, you can format your savecard using SHIFT+F
A simple character with controls and sprite animation. Stole some stuff from the collide demo especially for movement. This Whiteout Labs was super helpful.
A small game I made that tests the mechanics of having 16-by-16 pixel sprites (because I haven't done this before) and I may release a Kirby remix soundtrack soon.
Simulate watering a lawn in a year of Denver, CO weather.
PRESS X to water your lawn to maximize your lawn condition as efficiently as possible.
CND: = Lawn Condition [% of lawn within health root zone moisture range] from 0 (bad) to 1 (good)
EFF: = Efficiency [% watering to ET], from 0 (bad) to 1 (good)
Version 1.1 - Reworked code and squeezed in invader animation
This is a port of the original arcade Space Invaders in just over half a kilobyte. I was planning to submit this for TweetTweetJam 5, but shrinking it down to fit into the size limit proved pretty tricky. The invaders all look the same, there's no UFO that intermittently heads across the screen, and I had to rethink the lives system a little bit, but all the other major elements are there, and I think it plays decently well.
- Score system
- Level Progression
- Enemy Animation
- Enemy Fire
- Destructible barriers
- Increasing invader speed and fire rate as number destroyed increases
- Damage system (your laser cannon changes colors after taking a hit, and will be destroyed after 3)
L/R----Move laser cannon
You are 'Topsecret', an adventurous cub who wants to escape from Alpha Park!
This game was inspired by a "true story": in October 2020, a storm has freed wolves from "Parc Alpha", a French park dedicated to wolves.
I'm not a developer and I used Nerdy Teachers' tutorial (https://nerdyteachers.com/explain/platformer/) to code this game and Gruber's tutorials (https://twitter.com/gruber_music) to compose the music.
I would like to create a screenshot of the entire map (8x4 screens of 16x16 tiles) instead of just the "viewport" (1 screen of 16x16 tiles). I've looked for ways to take screenshots from the command line but this doesn't seem to be possible.
My current idea is to use an automation (probably AppleScript since I'm on Mac) to press two keys every second: "X" on which I advance the camera to the next screen using some code attached to btnp(), and "F6" to take the screenshot. Once I have all 32 screenshots I would stitch them together with another script into a single image.
All in all not super complicated, nor a lot of work, but before I write any code I wanted to check if there isn't some easier/ready-made way to do this to avoid facepalming myself later for missing something obvious :)
I'm reposting this from this thread:
On the web player, with Xbox controllers and on both Firefox and Edge, the D-pad doesn't work, it opens the menu instead of handling directions. The games are only playable with the analog stick, which is weird. Apparently, this is a bug.
-Added wall and body collisions
-Fixed a minor movement bug
This is finish, but I may add more. Also thank you all for my first shipped cart!
Shoot the moon
It's a shooter game with some blast SHOTS, and the objective is to shoot the final boss, the evil MOON!
Made for the Game Off 2020.
Technical demo of an earth defense artillery shooter. Needs work on music. Currently a handful of waves that repeat. Haven't added support for 2 player yet. tbd.
Poke values to change the width of various things, such as:
how wide the map is interpreted as
(poking 32 will make each row be split into 4 rows, below each-other)
(pretend that PICO-8 has built in ?? sprites)
(so you can have 512 addressable sprites at 48,
but the map editor can only have the first 256, due to data reasons)
like fillp(), these would effect the editor.
These would just effect how data is read, not give you more or less (besides leftovers in the sprite memory)
Of course, this would be limited, but you could have one continuous line of map tiles, with no Y axis, or a 8 wide pillar, or anything in between.
Thanks for your time!