This is my new game, inspired by classic Moon Patrol arcade from Irem
difference is you can't jump and got O=shoot up X=Shoot foward
left=slow down right=speed up shooting ufos that shoot ya and rock obstacle
foward.
ENJOY!
update rev.2 2019-04-03
added attrack mode with demo/intro gameplay altering with title. (Arcade vibe!!)
I started tinkering with an _update60 cart the other day and I was getting stuttery behavior.
Dug deep into possible performance bugs in my game. Then realized I had stuttery graphics (< 60 fps) in simpler cartridges.
Dug deep into updating drivers and BIOS on my Dell laptop. Still nothing. This laptop is from 2012, but is more powerful than my rpi3 which has no problem with _update60.
Then, I took a look at PICO-8's own config.txt file and found fullscreen_method. Tried method 2, which is actual fullscreen rather than stretching a window.
Totally resolved the issue.
How come 2 is not the default? Or maybe it is in fact the default and I'm forgetting having toyed with this months ago.
BEARRL is a survival rogue-like were you incarnate a bear that must survive until winter. It has been made in 7 days for the #7DRL challenge.
The game is also available on itch.
Hi! Folks. Here's my submission for 7DRL 2019.
It's a turn-based survival game, in which you play as a mountaineer trying to reach 7000m with limited supply. For now we basically have only one type of room.
Simple arcade physics game about landing on bounce pads to gain height and score#
MMU Game a week project
Theme: Physics
READ ME
Title: Up Is Good
Created in: Pico-8
Author: Ryan Wilson
Controls:
Game:
Left and Right arrow keys move the player
Menu:
X - Continue, Begin/Restart Game
Objective:
Score points by gaining height, land on bounce pads and avoid falling
Rules:
If the player falls to the bottom of the screen the game is over
Bounce pads will send the player upwards when landed on
Purple pads give additional height
Blue pads move from left to right
If the player travels past the edge of the screen they will appear on the other side
Save the date! june 9th, #pico8 conference at the Bordeaux Geek Fest 2019 (France) - Arthur Dent Club
URL Official french announcement
Hi all, first time posting on here (my pico-8 interactions have all previously been on Twitter). This is the first game I've actually "finished" making since 2-player 1-on-1 top-down shooter "Reservoir Fish" in 1995. That was written in AMOS Pro on an Amiga 1200, and only ever existed on a single 3.5" floppy disk which has probably long-since perished.
Here I've attempted to create a historically-accurate simulation of the D-Day Normandy landings. Naturally, the game is completed once you have defeated Hitler. Don't anger him by killing his friends, though! He can sure fire a lot of grenades.
If you fail, Hitler gets to keep France, and that is not very good.
It's an educational game about sexism in public space. Be free to use it in class, feminist festival or everywhere it can be useful.
The original version is here (in french) : https://www.lexaloffle.com/bbs/?tid=31155
This is the english version of a french game which won 4 P8 AWARDS 2018:
"Underrated" Award / "Out of the Box" Award / "Ephemeral" Award / "Novella" Award.
update 1: Did a lot of work on the maze generation and traversal to leverage 2d array of nodes data structure that holds the maze. Attempting to make some kind of game using a maze.
Player character: You are the spinning blue circle. you have the power to move through walls and teleport enemies to different squares
Thief: The thief starts in the upper left corner of the maze and naively traverses every square regardless of enemies or items. However, when the thief grabs a key his speed dramatically increases.
Introducing the first ever fully-featured e-book reader for the PICO-8!
I decided to include Poe's "The Black Cat" as an example story, mostly because it almost perfectly fits within the length requirements of this e-book engine (this story happens to be 21747 characters long uncompressed).
The text of the story is not stored as strings within the program, but it is encoded with Huffman coding in the bytes of the spritesheet and map. This is a more complete version of this project, so look at the details of that to learn more.
One thing I added here is the ability to save your progress through resets, and also add one bookmark that you can set and jump to anytime, with the X and O buttons respectively.
Compression seems to be a thing I've been doing recently. Continuing this tradition, I am releasing an (only partially done) e-book reader for the PICO-8, with the first two chapters of Moby Dick! (It's also got some of the third one, too.)
Some things to note:
-
Text is stored in the graphics, map, and sprite property data, as Huffman-coded bytes.
-
The text is divided up into sections that encode up to 6351 characters each (the length of user RAM minus one screen's worth of characters). These sections are byte-aligned.
- With Huffman coding, each character of the source text is basically replaced with a variable-length bit sequence (one that is sure to never be a substring of any other), with the bit sequences getting shorter the more frequent a character is.
A small piece of code to dynamically create a functional cart from another cart and load it.
Why is this useful? Well, obviously this opens the door for somebody to write an alternative code editor for pico-8 carts! (j/k)
function _init() printh("pico-8 cartridge\n\n__lua__\n".. [[ -- your cart code here function _draw() cls(7) print("hello world",60,60) end ]],"dynamic.p8",true) load("dynamic.p8.p8l","back") end |
Caveats:
- Generated cart has ".p8l" extension, but it seems to load just fine
- It doesn't work for carts embedded on the BBS or loaded with Splore