This is a VERY simple game for very young kids to edit. This was literally coded in an hour, so it's not optimized or super clean code or anything like that. It just works and is easy for kids to edit. :) It's intended for kids to edit the sprites, sounds, and game variables.
WHAT TO EDIT
Player - Sprite 1 and 2 are the player sprite.
Pickups - There are two rows of pickups. The top row gets only little_points if they are picked up. The bottom row gets big_points if they are picked up.
Baddies - These are sprites 49 and 50 (bottom-left of sprite tab 0).
Stars - The 4 pixels in sprite 48 (bottom-left) define the star colors.
Sound 0 - When a top row pickup gets picked up.
Sound 1 - When a bottom row pickup gets picked up.
Sound 2 - When the player hits a baddie.
little_points - Points gotten from picking up a top-row pickup.
big_points - Points gotten from picking up a bottom-row pickup.
game_speed - How fast the overall game should go.
player_speed - How fast the player moves.
animation_speed - How fast the animations change.
seconds_between_pickups - Self-explanatory.
seconds_between_baddies - Self-explanatory.
sky_color - Self-explanatory.
number_of_stars - Self-explanatory.
@zep, I've been really curious about the water feature in Voxatron. I love how it looks and how it acts. It just looks and feels so satisfying. But I've had just a hell of a time finding good articles that give me any sort of clue on how to recreate it with any sort of decent performance. (Or even to look as good as yours.) There's the classic water ripple algorithm that so many articles refer back to. But running that on 128^2 voxels just kills performance. Any clues as to what direction to look in to do water the way you do it in Voxatron? Is it something that works well because it's done "natively", so to speak, but wouldn't necessarily work well within the Lua performance constraints of the custom scripting feature?
A very simple tweetcart, but with the code expanded to make it easier to understand what's happening. Enjoy!
A small exploration game about a little being who has crash landed on a planet and needs to find how to get home. You find some waystones that look promising. If you could only find a way to activate them, maybe they'd help....
(Please know that this is game jam code, which means it's horrendous.)
EDIT: Added the insides of trees so they look cool when they clip off the edge of the screen, and also a label image.
I don't know if this is a bug or a debug feature? But when pressing the number 6 while in the designer, it zooms in super huge on the mouse. This is really distracting when coding because it'll flash up huge on the screen if you happen to hit a 6 while you type! 😆 Maybe an option to disable that feature while editing code?
@zep, I had a few questions about the config.txt settings. I tried searching through old posts, but couldn't find anything, so I thought I'd ask here. Most of the things I could figure out just from knowing what they do in PICO-8. But a few were still mysteries.
Trying to figure out why the player looks so jittery. I'm having the camera follow the player, and the ground below looks fine as the player moves, but the player itself is super jittery. In the embedded player here it looks fine, but while running in the designer, it's super jittery.
HAPPY CHALLAH DAYS!
Enjoy this light, multi-day adventure game about making challah bread for Hanukkah! Each piece of the game will unlock as Hanukkah unfolds in the real world, so come back during the next week to continue the adventure!
LEFT/RIGHT/UP/DOWN to move around (walk into things to interact)
X to skip or close dialog boxes
Z to see inventory
Intro Graphic: 2DArray
About Pico-8 Advent Calender:
During December, each day will be filled with new and exciting PICO-8 games! We have gathered 25 great developers from the PICO-8 community and we have worked hard to make some new games. Each day leading up to Christmas, there will be a new surprise for you!
Find out more at:
And check out the Pico-8 Advent Calendar each day for a new surprise:
This was a game jam made for the PIGSquad Summer Slow Jams. Unfortunately, I started at 1:00am the night before the end of the jam. I worked until 3am until I couldn't do math anymore, then picked it up the next morning and put in another 3 hours to get it done before the end of the jam. So... uh... excuse the code. It's game jam code. :)
Pop Shot! is a 4-player arena brawler where you eliminate your opponents by charging up shots and using them to knock your opponents into the spikes. You have 3 lives, and if you lose them all, you turn into a floating skull. While you're a skull, though, you can mash the X button to float just a teensy bit faster. If your skull hits the planet, you get an extra life and respawn! (The creative theme for the jam was "The World Is Alive", so in this game, "The World Is A Life".) 😆
I am horrendous at music, so all credit for the music goes to @Gruber who makes fantastic tunes for all of us to use in our games. 😊
You need to find your opponents and defeat them, but your energy is always draining and you only have 5 shots. There are charging pads all around you where you can recharge your energy and shots, BUT! If you recharge on a pad, it TRANSMITS a pulse throughout the level, giving away your position. You can use the pulses from other players to find them and defeat them. If you lose all your charge, you'll lose one heart. Lose all your hearts and you die. You can also fire at other players to make them lose hearts, so watch out for stray shots. The fewer players there are left, the faster your energy drains, so defeat your foes quickly!
This is a 4-player split-screen there-can-be-only-one style game. It requires 4 controllers to play.
This game was created in 48 hours for Global Game Jam 2018 with PIGSquad.
UPDATE: Lots of tweaks and changes!
- Added splats.
- Added diagonal player movement and firing.
- Limited shots to 5 shots per charge.
- Added the standard "flashing and invulnerable while hurt" mechanic.
- Made a much better map.
- Slowed down energy drain. *
- Added "dashing" which lets you move faster, but drain energy faster too.
- Added a help menu.
The whole things plays much better now and is lots of fun if you can get 4 players together. At some point I'm going to add bot code so you can play with less than 4 players. But that's farther down the road.
UPDATE #2: A few tweaks and changes for the XOXO Arcade!
- More variation in the wall tiles
- Cleaner reset when the game is over
- Balance tweaks to energy drain rates
- Move help menu to the intro screen
- Minor map tweaks to facilitate finding each other easier
This is an alternate method of doing tile animations. This method uses only a single tile per animation, making it easier to pack in a lot of animated tiles into a single tile. It's not the best way of doing this. It's just a way of doing this. :)
Basically it just cycles through the colors in the tile according to the order you want them to appear, and changes them to a new color, also set by you in the code. The upshot is you can fit entire simple animations into a single tile.
(BTW, I'm not claiming credit for this method... it's one of those things that I'm sure a thousand devs before me have figured out before, and probably 10x more efficient ways than I cranked out tonight.) :D
UPDATE - 12/11: Made a lot of changes to this to clean it up, make it more reliable for edge cases, add pickups, portals, and more. I'll be tweaking it more as I go, but this is so anyone watching the livestream can follow along.
I made this code during a livestream at the end of a long day, so it probably has a lot of holes. :D But feel free to poke through it and see if it's useful to you. I'll be updating it to improve and will post improvements as it comes along. There's lots that can be added, improved on, cleaned up, etc. This is just so people from the livestream can have something to play with.
I've been working on a PICO-8 zine over the past few months as part of a gamedev workshop series I'm doing with PIGSquad. (You may remember my call for art to include in the zine.)
I'm happy to announce that it's now released! We did a run of printed copies for attendees of the workshop, but I've released the PDF version on itch.io for anyone who wants to use it. You can get it from here:
I'll be doing a second printing via Kickstarter soon. Not as a money-making thing, but rather just a chance for anyone who couldn't make it to the workshop to get a printed copy (or copies).
Anything in the zine with code has an accompanying cart included in the sample code download for the zine. Over the next couple of weeks, I'll be walking through the examples and tutorials from the zine on the livestream I do on PIGSquad's Twitch channel every Tuesday at 6pm PST. These livestreams are saved in PIGSquad's video on demand archive, so people can watch later if they'd like.
I couldn't have made this without the help and support of the PICO-8 community, so thank you! A lot of love went into this zine and I hope you enjoy it. :)
This was a blast to make! I had one hour, from 2am to 2am when the daylight savings time change occurred. I managed to make the game in just under an hour. (I had, I think, 30 seconds left!)
The goal is to pick up all the orbs on the map in the time allotted. I'll be adding to this game from here, but it's a game! It has a win condition and lose condition.
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