Overview
Marcianitos tries to recreate the experience to play a shmup from an 80s arcade video game room, where you wasted a little amount of coins in an addictive game. Difficult to play, but worth it if you were willing to spend some time shooting enemies and looking for strategies to defeat the final boss. You wanted to play again and again because you knew you could do it better next time.
Controls
- Arrow keys for moving the ship
- Z normal shot
- X bomb shot (high damage)
Rules
Kill all the enemies you can before they kill you!
I like riding my motorcycle, but sometimes it's too cold, so I made this video game to relive the feeling.
Double Snake - 2 player snake game with bonuses!
Additions
These are additions that were made compared to the original snake game:
- 2 player versus and co-op modes
- Special apples that give random bonuses
- Map border walls are randomly generated each game
Game Modes
Co-op - play with your friend on a single field to achieve highest possible score together! The game is primarily designed for this mode.
Versus - play against each other! First player to win 10 rounds win! Note: when bumping head to head snake with longer body wins the round. If length are equal nobody wins the round, scoreboard remains the same.
Look Who's The Shining Two! follows the adventures of Adult Danny Torrance, who has just gotten a job at the Overlook Hotel but is stuck in the haunted hedge maze on his first day. Can you commute to work?!
This game was created for the PiCoSteveMo game jam, with music by kittenm4ster and technical support from pancelor. Thanks to BaseCase for hosting PiCoSteveMo!
Your sister has been killed by a furious demon.
With the Artifact in hand, you can take your revenge.
This is a work in progress zelda-like. The goal I set for myself was to use a single item in a variety of ways.
I have a few questions for anyone who would like to leave their feedback.
Thank you for playing!
Controls
Up, down, right, left to move.
When you have the artifact:
Hold X to aim artifact.
Release X to throw.
Hold X to call back
When you have the shadow powerup:
Hold Z while throwing or calling back the artifact
to leave a shadow.
Playtest Questions
How does the artifact feel to control?
How does the game-world feel to be in?
How do you feel about the characters?
Was there anything that felt too hard or too easy?
Is there anything you would change about this game if you could?
MILD FLASHING LIGHT WARNING
My first ever project, created with the help of the Lazy Devs Shmup tutorial. Please Enjoy!
Controls
Arrow Keys: Movement
Z:Shoot
x:Bomb
Rules
Destroy all enemy ships to progress to the next wave.
Dispatching an attacking ship grants double points.
Collect Charges to use a Bomb, and a Shield to take an extra hit.
Extra Shields are turned into Charges.
If you collect 10 Charges, they'll be converted into an extra life or bonus points.
Credits
Art and Sound by me
Raijin, god of thunder has stolen your beloved cat! Fight through Oni and chase him to the heavens to save her!
A runner/platformer where all you need to worry about is jumping and swinging your katana!
Controls
Your character will run back and forth automatically.
Jump: Up key/button
Attack: 'o' or 'x' button, keyboard: z / x / c
Characters
The Samurai
The player character and hero of the story. On a revenge mission to retrieve his cat!
Hey,
Out of curiosity, I wanted to implement Aspect Oriented Programming into metatables used as objects.
I'm having trouble making the __index
meta-method to work correctly.
My goal is whenever the functions update
or draw
are executed, I also execute the functions called pre_update
, pre_draw
and post_update
and post_draw
if they exist in the same object.
I can't make the code below to work. What am I doing wrong?
function aop_mt(tbl) tbl = tbl or {} tbl.__index = function(tbl,key) local ogfunc = rawget(tbl, key) if (one_of(key, "update", "draw") and is_fun(ogfunc)) then local prefunc = rawget(tbl,"pre_"..key) local postfunc = rawget(tbl,"post_"..key) return function(self,...) if(prefunc) prefunc(self,...) local ret = ogfunc(self,...) if(postfunc) postfunc(self,...) return ret end end return ogfunc [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=157995#p) |
hi everyone this is my first post to bbs
im working on a roguelike on the pico 8 and running into some issues
it seems like im hitting a limit on the -y axis
my player keeps moving like normal since the camera is centered on him but then suddenly its like i hit a wall and then
the player start shifting from the center going up
adding the cartridge since i feel like i wasnt able to describe it properly
try to keep going up
can i get an explanation on what i am doing wrong ?