(Controls: Z/C to hide the interface, X to restart the song, arrow keys to change the animation)
Hello! This is a PICO8 arrangement of 壊れかけの永劫舞踏機関 (Broken Eternal Dance Engine) from the game 連縁天影戦記 ~ Brilliant pagoda or haze castle !
For the card, I made two background animations, one I created myself, and one imported from the Piano Roll Music Visualizer by kittenm4ster
Maybe that later on, I will release a template of this Visualizer where you can make neat animations in sync with the 4th SFX channel.
I also want to thank BusiedGem for the
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Sorry if this is a duplicate, but I could not find my precise issue in the bugs discussion.
Running
in Chrome on Windows 7, I notice that if I navigate away from the tab and then back, that while I was not viewing the tab, graphics updates do not proceed. However, music continues. This breaks carts which rely on stat(20), stat(24), stat(26) etc. It is not a problem for me because I prefer to remain engaged with a cart as long as I am playing it anyway, but I am not certain if this issue was present prior to the recent updates or not.
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OVERVIEW
Alpha Strike Deluxe is a shoot-em-up in the classic NES style. Shoot your way through 5 levels, destroy everything that moves and save the world from danger. It's a remake of my 2016 game Alpha Strike, now with better code, silky smooth 60FPS and swanky graphical effects!
WHAT WAS CHANGED?
- no more grid! Every object in the game moves smoothly and isn't bound to the grid now!
- separate scores and lives for both players!
- graphical improvements! New sprites for all enemies, some terrain sprites, and swanky graphical effects like trails and explosions! No more 8x8 explosions and tiny spaceship trails!
- balance fixes! The difficulty curve is now smoother and the game is a bit easier (but not too easy!)
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Tiny Swordfighter is a swordfighting game, and it's pretty tiny, but it's got some fun features:
- Swords
- Guns
- Bump-mapped lighting
- Flowfield pathfinding (solves shared paths for many enemies at once)
- Auto-save
- A bossfight at the end
It's pretty close to finished, but I figured I'd try doing a WIP post to get some feedback for final adjustments. I'm nearly out of tokens, but there's still some room to optimize some more out, so I can do a small amount of extra stuff. I know it still needs some sound effects and a bossfight song, but other than that, let me know if you find any problems - confusing stuff, frustrating stuff, broken stuff, tedious stuff, etc.
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Description
Old project that I decided finishing: It slices the screen (vertically and horizontally) as many times as requested. The slices then recursively slice, with some randomness to their dimensions.
Additionally, graphics mode can be changed. Hold the regeneration button for some trippiness.
And hey, if you like it, check out more trippy stuff on twitter :)
Controls
z,x: regenerate
up,down: change screen mode
left,right: change amount of slices (1 to 6)
Turbotron is unique among tron games because it has acceleration which makes the classic tron game so much more fun and also more like the light bikes in the original movie. It's a work in progress but please give feedback and enjoy!!
Regards,
James Lee
www.leetwins.online
UPDATE [4th Jan 2019]
-updated minor errors
-reactivated acceleration in single player mode
NEXT UPDATE [soon-ish]
-will clean up code which should fix some current glitches
-will improve A.I. in single player mode to be more 'intelligent' and challenging
-possibly other improvements from users feedback
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Latest version :
Round of polish to make the game more look and sound better as well as some tweaks to make it a little cooler :D
- More audio
- Nicer visuals
- Tweaked audio
- Keep playing as the ship between levels
- Asteroids persist between levels and deaths
This is a thing I started a LOOOOOOOOONG time ago. About 2 years. I was really pleased with where I got too but unsure how to add that final level of polish to really finish it.
My plan now is to iterate. Tweak and get this done!!!
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the full color "fillp + rectfill" drawing.
about fill pattern drawing old format follow.
URL FILLPDRAW
that's can only 2 color in cell of 4x4 size.
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A real-time fire effect based on the PSX Doom fire described by the wonderful Fabien Sanglard. Uses interlaced rendering to speed things up dramatically. Use the arrow keys to add wind, Z to show/hide stats, and X to turn the fire on and off.
A similar Pico-8 fire was done by Ben Hickling. However, that one looks and works a little differently, and runs at a lower 32x32 resolution (though with higher performance).
I think there's probably ways to make this a fair bit faster, but I just wanted to share this with you all. I hope it keeps you warm, and Happy New Year!
Hello!
I have just started to dive into Pico 8 and Lua. I've been working on building a simple animator for my game and have run into some strange issues with regard to tables.
I declare a table and later add to it like this:
a = {} a.p = {x=1, y=2, z=3} |
The function count(a) then returns 0. Additionally, all(a) and foreach(a, function) will not iterate overt the table. Strangely, I am still able to access the information. For example,
print(a.p.x) |
will correctly print the number 1. If I declare the table explicitly
a = {p={x=1,y=2,z=3}} |
I have no issues. I also don't have issues if I use add() to insert new table values. However, I need to utilize the associative array functionality of the table and to add and remove values at runtime, so neither of these solutions is sufficient.
The best fix I have found is to use pairs() instead of all(). For some reason, pairs() works properly regardless of how I add values to the table. This solves my problem, but the fact that I have no idea why leads me to believe that I have some serious misunderstanding of how Lua tables and/or the Pico 8 tables api works. I'm curious as to whether others have encountered this issue and would appreciate some feedback as to where my misunderstanding may lie.
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My name is Bart (short for Bartłomiej). I am preparing an article about Polish PICO-8 developers. Normally, I would try to contact Krajzeg, Mr Kozlowski, Krystman, Darkhog and others via private messages or something along these lines, but I am not able to do it using this forum. Therefore, I allow myself to rally them via this post - I hope this is okay.
I would be very grateful if you could send me an e-mail and we can take it from there. My last name is Nagorski and e-mail address is full_first_name.last_name AT gmail.com.
Looking forward to hearing from you all!
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Turn it Off! is a simple highscore game where you have to push the right buttons.
For every active button you will lose life, so push the right buttons to turn it off.
If you push enough buttons you will get an combo multiplication.
You will lose points and life whenever you push an inactive button.
How many points can you get?
This game was created with Pico-8 in few days during the holidays.
You can follow me here: @max_ritters
Credits to @RobbyDuguay for the awesome music.
An adventure swamp dating game. Find and meet 12 swamp denizens, give them gifts to earn their affection, and hand them the Hidden Rose.
Controls:
Arrow Keys, Move
(Z) Kiss
(X) Open/Close Friend Register
-Kiss a friend to give them a gift!
-Find hedge clippers to cut down vines!
-Fill empty bottles with cauldrons!
-Collect Orange Potions to regain Courage!
Edit: Thanks kinor! Fix typo and updated
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