A no-frills implementation of a 3x2x1 Rubik's-style twisty puzzle.
No bells or whistles were harmed in the making of this cartridge.
(Hopefully I did it right.)
Controls:
(^) spin top cubies
(v) spin bottom cubies
(<) spin left cubies
(>) spin right cubies
(x) spin middle cubies
(o) reset
A crude test program to emulate the HDMA behaviour of the SNES.
Current features:
--background tiling
--scrolling background
--scaling background
--changing scaling between drawing lines
Runs VERY slowly.
UPDATE: changed a bit of code to fix some graphical errors. (Don't do math on indexes. It causes issues.)
Just testing out some sprite art that I made. Don't look directly at the code without personal protective equipment.
This is an experiment to test my understanding of handling collision detection for a large number of items on the screen. I'm proud to say that this cartridge can handle ~90 large bubbles or ~200 small bubbles before skipping draw frames (visible slowdown). The code is kind of messy, so if you need help interpreting what it does, let me know.
Controls:
Up and Down: adds or removes 1 bubble
Left and Right: adds or removes 10 bubbles
X button: switches between large and small bubbles
O button: resets the program
Hello, peoples! This is my first Pico-8 cartridge (as well as my first game project I completed to a point that it could be called 1.0). Yes, it's the PONG-esque tutorial game from Picozine #1, but I added a few things that the tutorial did not cover including:
-3 music tracks
-An intro screen
-A game over message
-random starting angle
-variable angle changes based on where the ball hits the paddle
-speed-up button
-bonus lives awarded every 500 points
This took about 8 hours on and off to code and was completed within 14 hours. What a long day it was! 8(
Enjoy!
-Wackerly