Binario is an implementation of the puzzle by the same name, invented by Adolfo Zanellati. I know this game from the Simon Tatham's puzzle collection, as it's one of my favourites. The algo to create the levels is bad, basically a less than brute force but still pretty brutal, and it takes many tries for the higher levels.
Mouse is supported and makes everything better, but it's still possible to play with key controls too.
I added a clue system to make it more engaging. I wanted to add also something like a timer that would fill up and down according to the moves and the state of the game, but finally decided against it since it wouldn't really add too much and probably no one will play this version anyways. It was an entertaining exercise in Pico8, and hopefully someone finds it interesting.
HOW TO PLAY
You have to fill the grid with blues and pinks. No more than 2 cells of the same color can be together, neither in rows nor columns. And each column and row has to be completed with the same amount of cells of each color. So in a 8x8 grid, there has to be 4 pinks and 4 blues in each line. That's it. Really easy.
Help your chosen bunny cover each level with poo then escape down a rabbit hole, but don't get caught by the fox or anything else that's out to get you.
Finish all 16 levels without restarting to achieve "Iron Bun" or just try to post a high score. Start at whatever level you like.
- Use the d-pad/arrow keys to direct your bunny.
- z/c/(O) to show where you haven't pooed yet.
- x to paws and return to the title screen.
- You can toggle the music or return to the title screen from the menu as well.
- The buns will keep running in the direction you choose until there's no clear path in front of them so there's no need to hold down the arrow keys.
- If you choose a new direction before a junction or corner they'll remember that and turn immediately so corner early for maximum speed.
- The bananas will give you a speed boost, but leave skins behind that you (or the fox) may slip on.
- Macaroon is too tough to be caught by the fox or anything else so if you just want to play through the levels (or practice) choose to play as her. Real-life Macaroon has seen off cats and kills blankets on a regular basis.
- The fox gets faster and the red kite will fly over as you cover more levels so choose which level you start from wisely if you're aiming for Iron Bun.
- Manipulate the fox, especially using the rabbit holes, to make your life easier.
As it's October, be sure to check out the ninth level, Hoppy Hallowe'en :)
This is my first PICO-8 game (in fact, my first full game for anything) so any feedback is welcome. More info about P8C-BUN is here: DrakeBlue.com.
This game was inspired by our real-life pet rabbits (especially Oreo, who does tend to poo everywhere) and exists thanks to the patience of my gf (who runs the rabbit-oriented website mentioned on the title screen RabbitRetail.co.uk and uses it to help donate to rabbit charities and rescues as well as feed ourselves and our own bunnies).
Skelliwags have taken over the graveyard and its up to Willo to kick them out!
Help little Willo sneak around, go 'woo', blow out candles and get up to all sorts of spooky stealthy fun in this short stealth'n'spook-em-up
- 8 action packed graveyards to spook about in
- MGS style ranking system, can you get all 8 platinum medals?
- Skelliwags, floating eyeballs, tombstones and occult pentagrams
- One adorable little ghost, Willo
Game by @danhowardgames
Music and SFX by the outrageously talented @gruber_music
Here's a pretty minimal implementation of Conway's Game of Life for PICO-8. It has a basic performance optimization (it only updates the active area of the grid), and you can see the active area adjust by setting dbg=true at the top of the code.
That said, it gets pretty slow pretty quickly for larger simulations.
You set up the grid as follows:
Arrow keys -- move the cursor around.
Z key -- toggle a given cell to active/inactive.
X key -- start / stop the simulation.
If you're unfamiliar with the Game of Life, google it :-).
An easy starting point for a cool pattern is a ten cell contiguous row (10 connected horizontal cells).
There are better PICO-8 Game of Life carts, but I had a lot of fun making this.
A little persona battle system concept I worked on as part of a school project, I may expand it later with different enemy types, more items, and maybe XP
Use the arrow keys to scroll the menu
Z to select
X to go back
You begin with 60HP, 30SP, and 3 medicines
Enemies have a chance of dropping a medicine after defeat
See what streak you can get!
The story so far
You are Super-Agent D.S. Troy.
Your mission is to battle your way through the horde on minions under the command of the mischievous warlord Amadeus and his two generals: Horace and Eddington.
And for that, you're going to use an advanced arsenal!
The Laser with unlimited shots. The Spread Shot for double fire. The Rapid Pulse, able to fire bullets with fast rhythm and great velocity. The Fire Wall, fearsome against enemies in rows. And last but not least, the Missile and the Bomb, deadly, but be careful not to get caught up in their explosions.
Get rid of your enemies: the horrible Mutant, as stupid as ugly. The Commando, cybernetically augmented and armed with a laser pistol. The Mastermind, a flying brain capable of paralyzing you by a simple thought. The Slime Ball, fast and unpredictable. And the terrible Daddy Tentacle and his voracious offspring, the Hatchling...
How to play?
About the game
❤ Destruction Carnival is the demake of Destruction Carnival, a game created by Charles Tumino, back in 1997. I discovered that game on a +500 freeware CD-ROM back in 2001 and it was an instant blast!
I hope you like this demake!
A bird named try
My first game using pico-8, a simple platformer where you play as a bird whose only option for vertical mobility is climbing
I decided to make a Tweetcart today and it ended up being a simple little Jack-o-Lantern generator, but I found it entertaining enough to watch that I figured I'd release it here for y'all too!
There's no controls whatsoever, it just periodically generates a new pumpkin. The quality of the expressions varies but overall I'd say they come out remarkably well.
I'm working on a collision routine for pixel based movement (not grid movement). There's no jumping, it's a from-above perspective:
if btn(⬅️) then if intersect(pl.crect1,cage_crect) and pl.crect1.x>=cage_crect.x+1 then pl.x1+=1 end pl.x1-=1 end if btn(➡️) then if intersect(pl.crect1,cage_crect) and pl.crect1.x<=cage_crect.x then pl.x1-=1 end pl.x1+=1 end if btn(⬆️) then if intersect(pl.crect1,cage_crect) and pl.crect1.y>=cage_crect.y+1 then pl.y1+=1 end pl.y1-=1 end if btn(⬇️) then if intersect(pl.crect1,cage_crect) and pl.crect1.y<=cage_crect.y+cage_crect.h then pl.y1-=1 end pl.y1+=1 end
This seems to work OK, but I am not sure how to adjust it so that the player can move along the object, e.g. bottom of player intersects top of object rect, and if player holds down+left the player should still move left. As it is, my code won't register anything other than the opposite direction after the initial direction that caused the collision. I had a quick search for collision examples but didn't find anything that met all my criteria (pixel based + uses collision rects, not tiles). Anyone have any pointers?
This is the sprite sheet used in my pixel art tutorial. You can use it as reference in your pixel art studies :)
Alternatively, here's the png version:
Video in question:
Someone help me! I have always wanted to get pico-8 but I have a chromebook. I have seen other people manage to get it on there chromebook but I know nothing about terminal, crouton, etc. So if someone could give me a step-by-step guide on how to get it on chromebook it would be much appreciated.
A small showcase of how to generate random 2D caves using a cellular automaton. Inside the code there are some parameters worth tweaking, maybe I'll add an interface for this in a later update.
The automaton is really simple: it changes based on the majority of it's neighbours and remains unchanged when tied.
- width and height - self explanatory, cave will be displayed in the upper-left corner
- live and text color - coloring of the cave and the "reset" message
- iterations - more iterations of the automaton mean less small noise and more smooth walls. Over 20 will not change much.
- density - chance of a cell being dead at the start. Very susceptible to change, more will create wider corridors.
More on density:
- less than .30 - will create an almost full array of live cells, not very cave-ish
- .30 - .45 - many small caves, walls are a majority
- .45 - .50 - a couple separate caves with many small holes around
- .50 - .53 - a quickly increasing chance of forming one connected cave consisting of long thin corridors
- .53 - .60 - tables have turned, now the walls are just blobs in the empty space around them and they're getting more and more sparse
- .60 - .70 - an empty room dotted with rare live cells
- .70 and up - hardly any cells survive first few iterations, only live cells end up at the walls since out of bounds is always considered live
I saw several bug reports about gamepads being mapped incorrectly, but I have another issue.
Another pad model gets recognised on both systems, so the rpi build of PICO-8 is somewhat working.
Note: I'm using PICO-8 v.0.2.1b on both systems.
That's a project I though I lost long ago. I was working on it on my PocketCHIP, tell you how old this is and had an issue with it and needed to reinstall everything and lost all the cart I was working on, this one was one of them, and I'm delighted that I had a copy somewhere else.
So this one is date from the 19 May 2016 (at least last modification of the file) and was at a time I was playing around trying to replicate exisiting music in PICO-8 (as for the Megaman in another cart of mine already published here) Also had fun working on replicating the screen from the original game.
I really like how the two song render in PICO-8, I'm pretty sure I started to work on some other but lost all the work :(
Hope you will enjoy!
An old project of mine that I never finished, I was working on the bases loop from the song used in Tetrinet, never finished it, but just found the cart and wanted to share it :)
(The cart file last modification is tagged with the date 20/07/2016)
SnakeLike is a modern interpretation of classic retro game "Snake". Unlike its counterpart, SnakeLike's player controls a snake that can
- Mine different resources with increasing speed for a longer snake
- Strategically sell part or all of these resources
- Buy upgrades using previously sold resources
Let me know what you think and if anything can be improved!
The main objective is to gather as much resources as possible and to upgrade your snake. In order to get resources - snake have to pass them by in the adjacent cell. Each such pass acts as a single mining "tick", and snake's segments contribute additional 1/10 ticks per each passing segment.
When picked-up - the resources are placed into a new segment next to the snake's head or are stacked into the existing segment if it has the same resource type. The maximum stacked amount of resources is:
|Block||Resource||Max stack size||Single||Stack|
Note that with growing length snake gets higher mining speed at the price of maneuverability.
When mined some blocks will yield:
this is a "Level Exit". Going through 4 of them would bring snake to the "Shop Gates":
where half or all of collected resources could be sold and then exchanged for upgrades.