Get to know Akane from Pop'n music Lapistoria!
The character is coming to PMP8E
TBA
I never did finish this, but it's perfectly playable for the most part in its current form. Suck in enemies with x, release them to fire them at the bosses. Hitting a boss on the top of the head causes it to release treasure, subsequent hits upgrade the kind of treasure you get.
I think it basically just continues with no new bosses after the last one (third).
Here is the first game I made with my daughter. We had a lot of fun making this!
left/right: move
x: jump
z: use net (after you find one!)
Some of the moths can be impossible to catch, don't worry and just collect the most before the timer runs out!
We started from these tutorials and improvised afterwards :)
A game about the poor person who has to clean the office in between deadly shootings in CS:GO.
Wash away all the blood stains with X and try to win 5 rounds.
Enjoy!
Made for a 4 hour game jam that was on itch.io. Instructions are inside the game. Disclaimer: this game isn't finished, but it was fun to make none-the-less.
yeah is just a bullet hell.
made for the DISCORD JAM, in under 2000 characters (preferably 1990 characters but shhhhhhhhhhhhh)
you win when the game crashes.
Welp, this took way to long to finish. But now it's here!
about
picoforth is a programming language based on Forth, a family of stack-based programming languages. If you're unfamiliar with stack-based programming languages or Forth, I recommend you check out this site.
wordlist
Here is a list of every word in picoforth. (A "word" in a stack-based language is roughly equivalent to a "function" or a "subroutine" in a normal programming language.)
--typical forth stack-manipulating words pop 2pop dup 2dup over swap rotl rotr --mathematical operators + - * / // --integer division ^ --comparing operators = ~= > < --bitwise operators & --bitwise and, or, shr, shl, xor, and not, respectively | >> << ^^ ~ --storing and recalling ! --peek and poke, respectively @ --printing . --prints the popped item (works with strings and numbers) .stack --prints the entire stack (doesn't affect anything) --key operations chr ord key --halts the program until a key is pressed; pushes the pressed key input --repeats key until enter is pressed; pushes the finished string --branching branch --relative branch: I(nstruction)P(ointer) becomes the sum of itself and popped item goto --absolute branch: sets the IP to popped item --screen drawing cls flip spr pset --strings " -- opens a string, then closes it the next time it's used (i.e. " asdf " . will print asdf) "" --pushes an empty string join --concatenates the two top popped items sub # --length of string --miscellaneous exec --runs the popped item as if it were forth code time --pushes t()\1 rnd --pushes rnd(poppeditem\1) sin --pushes sin(poppeditem) cos --pushes cos(poppeditem) def --pushes the definition of popped item interpret --repeats input + exec forever --creating new words : -- : name-of-new-word [definition] ; ; |
Here's an example program, the one that generated the label image:
0 1 + dup dup 0x6000 + dup rotl ! 0x7fff < 2 * goto |
Post any spinoffs of this cart/programs in picoforth that you made in the comments. I'd love to see them!
For the previous picoforth, which was a work-in-progress, see this cart.
Playtest demo for my #DISCORDJAM (Think tweetjam but 2000 chars instead of 280) submission.
Arrow keys are controls, evade the wurms and steal their food to increase your score!
Now with Rainbow wurms! They're very dangerous, as they always spawn a new wurm when eating. However, your score gains are multiplied by the number of rainbow wurms, so you get a big score boost for evading them! Finally, if you steal a rainbow wurm's food, you are granted 3 seconds of invincibility! use it wisely!
Feedback welcome.
After playing around with raycast engines in C# and C I've decided to give it a try in pico8 to see how much I could optimize the rendering and the data structure to make it fit inside this tittle console!
This is still a work in progress, as of now I've only managed to get the basic ray cast working to draw walls I'm still working on drawing sprites.
I would like to do textured floor/roof but I'm not sure if pico8 can handle it!
arrow keys, also, i'm planning on finishing this game later.
hope you like it.
No, not that one. Paterson's worms, which those of a certain age may have come across as Worms? (aka IQ) for the Atari 8-bits and C64.
Left and right to change the number of worms (up to 4), Z to randomize the ruleset again, and X to toggle fast-forward.
I just discovered there's "> ..." quote block feature.
Except there isn't...?
If I do this:
this is my introduction > this is my quote this is my response |
I get this in the preview:
But when I click [Publish] it comes out like this:
Also, if this feature is intended to work, it should be in the [Formatting Help] helpbox.
Story behind the game
You play as a small dog named Scout, he has to spend some time outside but he realized he left his tennis balls outside! He goes on a quest to get them all back inside, although there are some obstacles in his way, such as water and bushes.
Your quest
- Get all tennis balls
- Get a world record
- Get as least deaths as possible
Characters
Enemies
Where it's from
This very short game was made for the Summer Break Jam hosted on itch, which lasted a week for any kids who were looking to make a game in their spare time, and the theme was "Secret to life".
Credits
Gabe (making music): https://bit.ly/2U87Yg4
Czarlo (making the game): https://bit.ly/3xUxhRI
12 |
just a demo. there is no dash. if i make a full version you will get the dash at a level.
should i make more?
Ghostist-Demake
[0x0] | |
This is my first project on Pico-8, so please be gentle. It is a speedrunning ghost-hunter game, not unlinke Phasmophobia.
Your job is to identify the ghost by looking at what it does. You got an EMF-Meter to check for electromagnetic fields, a book to let it write in, a Spiritbox(Spibox) to hear it talk and a Camera to check for Orbs.
Have fun and let me know what level you reach!
Oh and by the way: This can be played with two people.
Controls:
Arrows+X(X)+C(O) = First Player
ESDF+Q(X)+W(O) = Second Player
i was wondering how would be the cartridges of a physical pico-8, so i did this.
it's actually a megaman battle network chip, thats why a named it a pico-chip!
original picture:
I decided to make a simple class implementation. Here's what I managed to come up with:
function class(c) name=c[1] _𝘦𝘯𝘷[name]=function(...) local initargs={...} local obj={___fnccore={}} for k,f in pairs(c)do if type(f)=='function'then obj.___fnccore[k]=f obj[k]=function(...) obj.___fnccore[k](obj,...) end end end obj.__init__(unpack(initargs)) return obj end end |
The (preferred) syntax to use this with looks like this:
class { 'classname' __init__=function(self,args) -- Stuff goes here -- end, -- Other functions here with "self" or something like that as the first argument -- } |
Here's an example:
class { 'printer', __init__=function(self,a,b) self.a=a self.b=b end, thing=function(self,c) print(self.a..self.b..c) end } test=printer('one ','two') test.thing(' three') |
The output for the above would be:
one two three |
Here is the cartridge containing the above example:
Feedback would be nice!
Hi everyone! Sharing my second demo ever -- sinesurfer!
Features: animated ribbons with masking, copper animations, and plasma fx.
Thanks for watching!
Explore the underwater caverns. Get rich and spend on your vessel to go deeper.
What's Peral
- One upgradeable submarine
- Two hours of cave diving
- 12 different enemies to fight
- Many paths and hidden treasures
Peral is using the awesome music composed by Gruber.
Post your thoughts, please! And don't forget to back off occasionally, it makes a difference in dogfights.
Technical notes
This is my first finished game, and also an excercise to fit more interesting content in a cartridge than would seem possible at a glance. The menu sits on a separate cart alone and just passes the language pack on: theres no switching once the game starts.