The demo game Jelpi (by Zep) can be completed in 8.2 seconds!
It's just a first attempt at this, so the code is pretty terrible (7th tab if you want to see it).
This was all hand-coded over about less than an hour, so it's in no way perfect.
What is a TAS though?
A TAS, or Tool Assisted Speedrun, is when a human writes all the inputs for a computer to perform.
This can be used to create theoretical "perfect" speedruns of games.
Well, have fun messing around with this to finish the 3rd level and/or make this one faster.
The Count Is Enraged!
Bring back peace to the asteroid belt by slaying Count Jaspawd! This is the first level of that game.
Controls
ARROWS to Move
X or x to shoot
O or c to shoot torpedos
but...why?
I was sick this weekend and tried another game for my mission:
I'm trying to make one game of every genre, even the ones I could never get into. This is my weekend attempt at making a shmup, a genre I'm not really familiar with.
Do tell me about all the things you hate in it and I might even work on it some more!
Build a Jetpack
First entry of my challenge to release a game every month for the next 100 months.
- Arrow keys to move
- When on your raft, press C to open the shop.
- Press X to confirm actions.
Website: https://aymeri100.fr/
This is a scaled-back version of Celeste Classic in just 1KB of compressed code. Originally planned to submit it to Pico1K Jam 2024, but didn't make the deadline. It includes the first 3 levels of the original game, and runs at 60FPS. I tried to make it feel as much like the original as possible, hope you enjoy playing it.
Use this to check that the saved state of the game, such as mid-game progress, is the initial state (all 0).
print(iscdataempty() and 'cartdata empty' or 'cartdata found') |
- Returns true if it is in the initial state.
- Returns false if there is any data contained in it.
- This function consumes 14 Token.
With this test cart, we will verify that entering CARTDATA with the mouse will cause it to return to its initial state.
You can reset CARTDATA in the pause menu.
This green version is mostly a simple sound experiment. I created some SFX with notes and short phrases in the C pentatonic scale; every time an electric shock appears on the screen, one of these random SFX plays. Similarly, when the Thing jumps, besides the "hop sound" SFX, one SFXs with super simple rhythmic patterns with percussive sounds is randomly played.
So it's a super simple system to get some pseudo-generative, random sounds that are tied to the gameplay and to what's happening on screen.
The effect is simple, kind of stupidly melodic, and also chaotic. But for those who like to mess around with music, it's fun to send the audio signal from the game into an effects processor to get pseudo-random textures in that key.
p8ng
This is the first game I've ever published, and I would greatly appreciate your feedback. My game is an homage to the most important videogame of all time.
Story
This is the end of a long journey. After a mysterious system failure, two rockets, Nebula 6 and Mars 18, are plummeting towards an unknown planet.
To avoid a catastrophic crash, they must compete in an intergalactic match during their descent.
The high-energy plasma sphere they exchange can rupture, adding an extra layer of danger, requiring skills from the crew.
The winner will gain control and steer towards salvation, while the loser faces inevitable explosion.
Tension rises with each point, as survival is at stake.
Hello everyone
I want to add an item for pick up on my procedural generated levels.
I have a pick up quantity and a table to hold them, and an individual table for each object.
I want items to be placed on tiles with the flag 5 because it's a busy street where my character can't get to a lot of the places.
Seemingly my only option is to use a while loop to iterate through x and y positions until it finds a flag 5 and then discount 1 from the pickup quantity until it's 0.
Unfortunately this results in the game not loading.
while crateamt > 0 do local x = rnd(map_end) local y = rnd(map_endy) if fget(mget(x*8,y*8),5) then add(crates, crate:new({ x=x, y=y })) crateamt -=1 else x = rnd(map_end) y = rnd(map_endy) end end |
What other options do I have?
After 2.5 years of on-and-off work, I'm thrilled to share my dream PICO-8 game with the community. Cortex Override is a labor of love where I've attempted to blend elements of Zelda and Armored Core into just 32kb. This project pushed me to the limits of the platform and taught me so much about game development.
I personally handled every aspect of the game from scratch: the graphics, music, game engine, and all mechanics. It's been an incredibly rewarding journey, and I'm excited to share it with you all.
This first version is playable and complete, though probably not perfect. I welcome all feedback, comments, and suggestions - they'll help me grow and improve the game further.
Hello everyone, I'm thinking about de-making Xblast, a linux clone of bomberman that allows up to 6 players at the same time.
Here's a early WIP screenshot :
What I'm worried about now is the 6 players local game play.
On paper, Pico-8 has native support of up to 8 controllers.
I wrote a simple cart that just highlights in red the active buttons of the 8 controllers.
Could anyone confirm that this actually works for up to six controllers before I go further into the dev ?
I'm a bit worried as I've never encountered a pico8 game that plays with more than two controllers at the same time so far.
If you get it it to highlight buttons of players 3 to 7, could you please tell me how you set it up ?