(Part of the ooooggll box game pack):
https://scratch.mit.edu/projects/639317807/
Controls:
Arrow keys - Walk
X - Inventory
C - Pull box
Technically this is my "first" PICO-8 game. It's the one I started on first, and I finally finished it. Mostly it was for me to learn how to use PICO-8 but I ended up making it into a full game thing. Just don't look into the code though, it's pretty bad.
Story:
You need to acquire the Oatmeal Amulet from the dungeon to heal your sick brother, but there's no way to get into the dungeon without a key! You need the Old Man to help you get in the dungeon... then escape unharmed!
Thanks to Dylan Bennett for the tutorial, but I went quite a bit beyond that.
(Part of the ooooggll box game pack):
https://scratch.mit.edu/projects/639317807/
Scrolleste, but without lava and with stars and with checkpoints and better colored ground and hair and sky once you get the gem, and also I added the lava back.
Also known as Scrolleste Upgrade.
This mod (technically a mod of my own mod of someone else's mod of Celeste) was meant more as practice for PICO-8 and Celeste modding, than as an actual quality mod. Better mod(s) coming soon though.
Modes:
Normal - No lava, checkpoints at Old Site, gem chest, and at the summit.
Yolo - No lava, but no checkpoints. If you die you go back to the beginning.
Lava Yolo - No checkpoints, lava added back. Basically the classic Scrolleste but with new graphics.
Celeste, but I added the golden berry from the steam release of Celeste.
Credits to Maddy Thorson and Noel Berry for the original game, and to pancelor and Meep for some code I "adapted" (stole basically).
I decided to make this because of La Sal (by pancelor) which had a golden berry. But I also had the idea to make a golden berry mod before I played La Sal.
Use X, C, or the arrow keys to view different screens showcasing the tileset.
I made a slightly improved version of the Celeste tileset. Now there are inner corner thingies and other random stuff. Of course this would be pretty hard to use in a Celeste mod because of the extra sprite space it takes up but I mainly made it as a concept to see what the Celeste tileset could look like with more features.
This isn't meant to be used in mods, it's just a random concept thing. If you use saved mapdata or whatever, and have extra sprite space, then I suppose it would be usable.
All credit goes to Maddy Thorson and Noel Berry for the orignal tileset.
Just a simple platformer engine I made. I'll probably use it someday. I also made a tileset for some reason, that I may or may not use someday.
Use the arrow keys to move and up arrow or Z/C to jump.
You can crouch (loaf) by pressing the down arrow. Isn't it so cute?
Please give me feedback on the player speed, gravity, jump height, etc. I haven't made platformers on Pico-8 before but I think the physics is more or less good. Oh also if you find a glitch please tell me.
Celeste, but there's speed tech from the steam release, and there's climbing from the steam release.
Thanks a lot to RubyRed for adding the speed tech, I added the climbing.
To climb: Just act as if you were sliding into a wall, and you'll stick. Hold up to climb and down to slide. But be careful because you have limited stamina, and you won't be able to climb when it runs out.
I'm in the middle of making a game (top-down adventure game) and I want to add checkpoints, so when you die your progress isn't lost. Previously, if you died I just reloaded the cart and it set you back to the beginning. I figured out how to use reload() to reset the map data, and I also keep track of the player's spawnpoint x and y position, and set them back there when resetting to a checkpoint. However, I do use mset() to change the map at times, and reload() resets all that progress. Which is sometimes ideal, because I want to undo things the player did after they saved at the checkpoint, but I want to keep the progress from before the checkpoint. Is there a way I can store the map data when the player reaches a checkpoint, and then load that data when they die? I know cstore() exists but it confuses me and I'm not even sure it's the correct thing to use in this situation.
X or C to continue.
Basically, I'm gonna release 4 projects at the same time.
PICO-8 Projects to be released:
-Oatmeal Adventure
-Scrolleste Upgrade
Scratch Projects to be released:
-Partnership
-Tile Platformer Creator
My Scratch Profile: https://scratch.mit.edu/users/ooooggll/
Also, look at this if you want: https://scratch.mit.edu/projects/579006253/
Some rainbow squares.
The idea popped into my head at an inconvenient time so I had to write it down on my phone. Then I pasted it into pico-8.
Seizure warning maybe.
Use X to make extra stars and C to see the number of stars on screen.
You can also turn the sounds off if you don't like them (in the menu.)
Totally plagiarism of ummmm_ok. But it was a good way to practice using tables within tables (and I'm pretty sure we used the same tutorial.)
A mod of scrolleste that removes the lava.
I thought it would be cool to have a no lava mode. So here you go.
Something weird is happening on a game I'm making. Every time I edit the map (or at least a specific part of it) it draws it on page 2 of my sprite sheet. I'm not sure if this is supposed to happen. Does anybody know what causes this?
I recorded a video of it:
https://youtu.be/hn5AW4gd18g