//lore -- from a faraway galaxy
-- a race of joyless creaters
-- are trying to invade earth
-- to take all the joy so it
-- is up to a group lead by
-- too kids to save every on
If you shoot the eneime it will disappare. If you hit the eneime you will die and the game over screen will show up.
This is a game I made in a month while on the train to work.
It's a bit janky, but it's a party game so that's fine ;)
You can get the standalone and use controllers here: https://maxwelldexter.itch.io/moth-koth
arrow keys: movement
M: go back
ESDF : movement
Q: go back
A light-weight particle system, free to use in your carts.
There's documentation in the code for you to figure what's going on, and it's also available in a pdf format on my itch.io page for the demo here: https://maxwelldexter.itch.io/pico-8-particle-system
Let me know how I can improve it!
Share with me if you use it in a game, I want to see some cool stuff!
This is an early version (not sure if I'll ever renew it), of a dynamic vegetation system I made that you can easily use thanks to #import.
Basically, it automatically sets grass and/or flowers on top of a graphic with a specified flag turned on.
Navigate to your cart folder
OSX: /Users/Yourname/Library/Application Support/pico-8/carts
Extract the folder from this download:
use this script in your cart:
After exporting it'll use, like maybe about 500 tokens? couldn't get it less than that, least not with my current skills/dedication.
CARTS SAMPLE CODE:
#include ss_scripts/ss_dynveg.p8 --ss_dynveg auto-creates a --camera you can use. --configure it to your --liking, but its best --to leave it default. --even if you dont use --camera(), its best to --at least include --_camera.x and _camera.y --in your viewport modification, --otherwise grass wont spawn --outside of the first 127x127 --pixels. --setup vegetation info grass_flag_id=0 --this flag needs --to be on in order to spawn grass --on the tile. grass_flow_spd=2 --how fast it --flows grass_veg_amount=4 --amount of --grass that spawns per tile, --max of 6. function _init() --spawn the grass and --set wave amp, increase --for larger waves. wave_amp=2 dgrass_init(wave_amp) end function _draw() cls(12) --draw entire map map() --draw the grass dgrass() --move camera, set it to --_camera.x and _camera.y, --which is the grasses --camera. note, this wont --overwrite another variable --named _camera. camera(_camera.x, _camera.y) --draw grass debug info grass_render_debug() end function _update() --move the grass camera --a bit. _camera.x+=1 end
you must help the bank collect the credchips by shooting the baddies and survive 9 days ! Beware some people are not as they seem to be at first !
Controls - keyboard or gamepad :
Use arrows to shoot left center or right
Use button 1 (x) or 2 (c) to change the doors you are looking
Behind the scene
This project was less complicated than Brutal Pico Race, I designed it to work with my kids... But actually, it was way too complicated for my little beginners, and they gave up after coding the open/close system for the doors :D It is also why there is a lot of functions in french. They came back for beta testing !
I keep some interesting parts for myself, such as the plasma doors, using the PX8 compression and a coroutine queue to load people graphics at runtime, a bunch of sprite picked up randomly to build the people, and little hidden surprises on the intro scene to reflect how far you went in the game !
Once again, great thanks to the pico 8 community !
Have fun !
This is my attempt at a breakout style game for my game development class. This is my first attempt at making a game and one of my first experiences with programming. I hope all who play it enjoy.
The seed and amount change what and how much gets corrupted.
If you have seen my other celeste corruptor, you know how easy it is to get softlocked.
You can re-check the seed and amount in the menu (esc or enter)
good luck :p
Pico Nations is a small and simple "strategy" game. You control a nation of pops and have to build buildings and attack enemies to have the highest score after 5 minutes.
The map is randomly generated on each new playthrough.
Pico Nations is a small project that I made to learn PICO-8. It's currently missing sound and music, which I plan to add. I had a lot of fun working on this project and learning how PICO-8 works. I really wanted to stick to the default limitations of the console, so I restricted myself to the limited control scheme, arrow keys and Z/X.
Use arrow keys to move the selected tile.
Press Z to build a building on the selected tile. What you build depends on the tile.
Press X to rally your pops to the selected tile. This can be used to attack enemy cities.
Buildings is how you gain new resources and score. What building you build depends on the tile you're building on:
- Forest: Builds a lumbermill, costs 5 wood. Gives you a steady income of wood.
- Plains: Builds a farm, costs 8 wood. Every two farms increase the maximum population of surrounding cities (max popoulation is 9).
- Mountains: Builds a mine, costs 15 wood and 5 gold. Gives you a steady income of gold.
- Ocean: Builds a ship, costs 25 wood. Increases you expansion area, allowing you to settle across water. Can be built in expansion area.
Sand is utterly useless.
Settling a new city can be done by building on plains outside of your borders but inside the expansion area. Settling requires the nearest city to have a population of at least 3. The first city costs 15 wood to settle. Cost increases with each city.
Each nation gets a score calculated when the game ends, and the nation with the largest score wins. The factors that contribute to score are:
- Number of cities, each city is worth 3 score.
- Population, each pop is worth 1 score.
- Gold, each 10 gold is worth 1 score.
I can't remember if this was fixed the last time we reported it, but if it was, it's broken again.
Using backticks to insert inline code in text is broken, causing the entire remainder of the paragraph to be highlighted as code, even if the closing backtick is present.
For instance, this is how I'll write the next paragraph:
If this is already fixed, `this highlight should stop` <-- HERE.
If this is already fixed, this highlight should stop <-- HERE.
Also, just want to mention that I wish the inline code were simply a mono-spaced font, and not inverse the way it is now. It's visually jarring the way it is. :/
This is my first try on Pico 8. I learnt based on the Fruit Basket YouTube tutorials, from Nerdy Teachers, then i've added variations.
- Jump and basic movement.
- Catch sushis and the score is growing up.
- If you catch the bombs, it's -1 live. If the bombs fall to the ground they explode.
- Everything is going faster until you lose.
To include :
- Music and SFX
- The explosion radius are doing damages to the player if too close.
- A background
- Character animation
- Particle effects
- A nice image for the cartridge and the beginning.
I realized too late how easy this would have been if I'd have just taken a screenshot. :) I had fun anyway.
I'd be interested to see how far this could be taken, if for no other reason, you can see
the menu in browser
Hey all, I'm not sure how long account linking has been broken on PlayPico (it was just reported to me), but the feature has been restored. I apologize if you've previously tried to link your accounts and were unsuccessful.
Whereas in PICO-8 v0.1.11 it was possible to run a cart at 60 FPS and get a higher sampling frequency (than at 30 FPS) when querying the value of stat(26) (i.e. number of ticks played on current pattern), it seems that in v0.1.12 this behavior has been changed so that in 60 FPS the stat(26) value still only updates 30 times per second.
What led to my discovering this was that I thought I perceived a visual difference when using v0.1.12 to run part of my "Not A Creature Was Stirring" cart that uses stat(26) ticks as the input for some easing functions, so I created a standalone test cart and ran it in both v0.1.11 and v0.1.12 and it looks like the behavior has indeed changed.
Here's a test cart. Try changing the "_update60" function to "_update" and see that in v0.1.12 the average diff between sampled ticks (only counting when there is an actual change) is the same (roughly 5.59) either way. But if you run the same cart (I had to change the cart version to 16 to do this) in v0.1.11 you can see that in 60 FPS mode, the average diff between sampled ticks is roughly half (about 2.8), which is better for syncing things to music.
EDIT: oh well now that I see it on the web, it seems the 0.1.12c web player does not have this bug :D (it says about 2.8 for me) so apparently the problem is only with the native (I'm using Linux btw) version?
Play Ping against a bot or a friend!
I've seen a lot of pong clones here but there was always something about them that bothered me. So I made my own version, and now I can be bothered by myself.
Oh, and the AI is kind of a buzzkiller, but I guess I find that a little fun too.
I hope you enjoy!
And please, let me know if you find any bugs!
I bought Pico-8 a while ago, and used it for a while until my hard drive died. After buying a new one, I wanted to reinstall the software. Unfortunately, I discovered it was not listed in my purchases. My issue is that I tried all my emails I've used to check if they are the ones with the purchase on it, and I don't have a lexaloffle account on any of them except this one. Is there any way to try to find out if there is an issue with my account, or do I need to buy the software again?