TO LOAD THIS Pico-8 cart in immediate mode type,
The current Applecart of 3D Space Dock is due tomorrow.
Thought I would write out my version NOW so it will be ready then.
As in the description it does follow the original 1978 version pretty closely with only one real difference.
In the original game you could collide on one screen with a stationary asteroid and collide into a meteor on the 2nd screen. Which in truth does not constitute a collision, but in the original game it did.
I fixed it so if you run into a 3-dimensional object, it confirms that it is the CORRECT object you are running into on both view screens.
To control your ship is very simple. Use the U D L R arrow keys and the (X) key to swap between side-view controls (default) and normal controls.
When normal controls are set the vertical for the 2nd screen will no longer be controlled but the vertical for the 1st screen will be. And vice-versa if you press (X).
You are scored according to how little fuel you expend and how quickly you can successfully dock to the space station. Score = FuelRemaining * 100 - TimeElapsed
As always the sourcecode to this game or any Applecart I put together is chock full of helpful remarks and information on every programming section. Be looking for them to help you in your own coding.
Questions, comments, or kerosene, please let me know in the comments. :)
Hi. Apologies for bothering, especially on my first post.
I find lots of great PICO-8 games that are published over on itch.io but not on the BBS. I was trying to figure out if there'd be a way to convert the HTML5 output to a proper cartridge that we can load on PICO-8.
I got as far as getting the byte array from the .js file (_cartdat), but then trying to export it to a binary file seems to create a corrupted cartridge.
I tried over C, just load it into a char and then write it to a file. I have a 32kb file, but it's neither a PNG nor does it load.
Is there anything else I should be looking for, or should I just give up on it?
Hey folks, I made a little tool to display and save Pico-8 graphics of your *.p8 files:
You can download it
It will save the spritesheet and map separately as .png files.
I hope you enjoy it!
I started this for 7-Day Brough-Like maybe six months ago and worked on it after that for a while. I have lost access to the organizational documents so I won't be back to it for a while, but maybe eventually. At the moment you can just run from bacteria or kill them for free forever.
This is a custom font library. You can create your own font. Just use the matrix to set the drawing of the char. Use a dot a the begin of each line. The drawing for the letter 'F' can be '.PAC.FG'. Put the pen in P then a line to A and from A to C. Next, put the pen in F and draw a line to G.
Sampe of use:
function _draw() cls(5) font:drawtext(3,10,'t⬇️his is a way to create custom',7) font:drawtext(3,20,'⬇️vector ⬆️font.',7) font:size(4,5) font:drawtext(11,52,'s⬇️ize matters!',1) font:drawtext(10,50,'s⬇️ize matters!',14) font:size(2) line(55,113,127,113,8) font:drawtext(56,105,'⬇️picoscope101.fr',7) end
Here is my first game I've made for PICO-8.
I've really enjoyed using PICO-8, and learned a lot!
The game "TRAVELER" has a basic game loop (without any win state) where you fly around in your spaceship, exploring a randomised area of the universe.
Shoot asteroids to find minerals.
Then you can start trading your loot at the planets you find.
PS: You can also play the game on itch.io where there's some more text about the game.
Updated Jan 25 2020
Hello folks! I just picked up the Voxatron + PICO-8 bundle a few days ago.
After a few hurdles and temper tantrums, I accepted my current limitations and finally have the early makings of a tangible game! Basically only the title screen functions.
It's called Listra's Folly for now. It'll be an adventure puzzle game similar to Chip's Challenge or Toad's Treasure Tracker. It's not going to be the full vision I had for this game (at least not in the near future) because I'm not yet one of those procedural-generating geniuses, so the limitations are currently quite limiting for me. I'm aware that PICO-8 basically lets users rewrite the entire map and/or sprite sheet on the fly, but I'll worry about that later.
I'm not sure how this BBS thing works, except that you can't post those cheeky super-carts that load data from more than one cart. I don't really mind if my code or sprites are visible from this embed, but peeking at the sprites might be spoilers because I've drawn A LOT more things than I've implemented. Also you'll laugh at my cruddy sprite work.
If you DO look at the code, well, it might seem a bit overblown for what content is currently here, but hopefully it'll pay off later because I fooled Lua into thinking it had classes.
Neat things to do:
- Down + A to toggle collision visibility
- Walk off of the level
- Walk off of the title screen
- Pause, RESTART LEVEL (not available on title screen)
There aren't any other actors yet, but when I add them, they SHOULD freeze when Listra dies by any means. Maybe. We'll see what happens.
My biggest complaint about PICO-8 right now is how lousy the music editor is... but since PICO-8 games can write to cart data, maybe somebody's made a better music editor for it. If not, I'll have to put one together later.
Use any button to charge the cannon. Release the cannon to fire at the attacking robots.
Random Game Generator Criteria
Goal: Remove All Enemies
Rules: One Life Only
Last night I wanted to try making a game in an hour so I opened up a game idea generator, got a random game idea and went to work. It ended up taking closer to five hours between last night and this evening, but for making a game within a day I'm happy with the result.
I'd like to do more of these self-imposed 1-day prototypes to break the habit of fiddling with game ideas for far too long.
This is the start of a turnstile puzzle game. The player must navigate the Goji berry through turnstiles in order to reach the staircase and proceed to the next level. Currently, the basic physics are completed. Future updates will add animations, new levels, a title screen, and sound.
Turnstile puzzles have previously appeared in several published games.
- Puzzle Boy (1989, Japan) / Kwirk (1990, USA) on Game Boy.
- Puzzle Boys (1990, Japan) on Famicom Disk System.
- Puzzle Boy (1990, Japan) on NEC PC Engine.
- Puzzle Boy II (1991, Japan) / Amazing Tater (1992, USA) on Game Boy.
- Shin Megami Tensei: Nocturne (2003, Japan) / (2004, USA) on PS2.
In this initial post, all levels have been adapted from the above published games. The turnstiles used in this game and the above game are all thick, which means that the arms occupy grid cells. Thin turnstile puzzles have appeared in other games, including the Pokemon series, and Super Mario Odyssey's rotating maze level.
The finished cartridge will be entered in the Williams Winter Jam 2020 (#WWJ20) as part of a Winter Study course at Williams College.
I'm coming from the Laravel world and there's a great helper function I use all the time called 'Die and Dump'. It's perfect for debugging and I've been missing it so I rewrote it for pico8.
Wherever you are in your code put dd($variable) and it will work out whether it's a number, string or table and print it all out in a tree and then stop() the process. Colour coded per level in the array.
edit fixed bug rendering a single string
What is this?
This is a simulation designed to mimic the behaviour of flocking birds, with the ability for them to evade predators. Predators will chase after the nearest Boid to them and will kill it if it gets too close.
A count of all active objects is displayed on the side.
Z to spawn in a Boid
X to spawn in a Predator
Arrow Keys to move the cursor
I made this a while ago but there was something in the code I wanted to tidy up before posting. I couldn't be bothered fixing it and I really wanted to upload something so here we go.
Hope you enjoy this old meme <3
TO LOAD THIS Pico-8 cart in immediate mode type:
You know how you see something somewhere and you tell yourself, that's pretty neat. I wonder if I can do that.
Well this is an actual classic example of that. I was looking at @LoveDan's interesting frame which appears and disappears:
Well I thought it might be interesting the way I do it, with a kind of sizzle sparkling line that moves over it like a mirror's light. Like a Star Trek transporter or Phaser disintegration.
The demo is a bunch of bouncing balls to show it really does run in the background and uses standard _DRAW() and _UPDATE() functions. Does not write to sprite area so you can animate sprites and stuff while it's running.
- Press (O) to make the first text appear.
- Press (X) to make the second text appear.
- Press UP to clear the frame instantly.
- Press RIGHT to start the frame's animation over.
- Press LEFT to make it sparkle and disappear.
This is my first attempt at making a PICO 8 game. It is inspired by Zachtronics puzzle/programming games. The theme here is that a given series of balls will enter the grid from a queue, and you need to output the required series.
This is the second version, which might actually qualify as a real puzzle game now, with a few different mechanics and half a dozen "puzzles". I hope to continue development of features and more real puzzles!
This is a code snippet to create an auto formatting text window. It's around 300 tokens. You can slim that down if you remove some of the visual niceties.