A board game.
The goal is to trap the other player on a single square. Each turn, the player move their piece and that creates a hole next to their opponent's piece.
There are different options for play:
- two player, one controller (pass the controller back and forth between turns)
- two player, two controllers (each player has their own controller)
- one player, easy AI
- one player, challenging AI
And you can choose from a number of board layouts.
In the menu, use the direction buttons to move between menu entries, and the X and O buttons to cycle through the options of menu entry, or perform a menu action.
In the game, use the direction buttons to move your piece. Use the pause menu if you want to abandon a game and return to the title menu.
Gameplay screen shots:
Drawing a board layout in the sprite editor:
I'm loving coroutines -- they make it so easy to write complex animations and user interactions. But without error stacktraces, debugging them is a nightmare. What's the plan around this? Can we expect a new version of Pico-8 with better error reporting from coroutines?
Rocket Rivals, a one-button multiplayer game of brinkmanship.
Each player has a single control button that controls their thrust. Players earn points by flying higher than the other players, but lose everything if they hit the laser beam top of the screen.
Each match lasts one minute.
You can choose active players and their characters on the title screen (at the moment only controller 1 navigates the menu).
- uses @electricgryphon's fast triangle drawing function
Each ball is drawn in the same colour (brown) but it appears red, green or blue depending on which colour stripes are drawn over it.
Inspired by an image shared on twitter. (See https://twitter.com/testingham/status/1139558284631789568)
I thought i'd see if pico-8 can create the illusion even with its limited palette. The answer is: yes it can! :-)
And unlike an image, in pico-8 you can read the source code to confirm the illusion acts as stated.
I’m trying to print text centred around a point.
At the moment my code offsets the x coordinate by half the width
of a string in pixels, calculated as (4* #s)-1.
This works fine for
alphanumeric text but is wrong when the text contains glyphs.
Is there a built in function to help achieve this?
Or do I need to examine every character when computing the pixel width of the text?
An arcade/puzzle game that will challenge your reactions and your wits.
Tap the bubbles that contain a divisor of the number shown at the top-left corner of the screen. When you've tapped them all, the number will increase and more bubbles will appear.
But time is running out. A wrong tap will cost some time. A successful tap will gain some time. Can you get to 100?
This game uses Pico-8's mouse/touch input.