Press "z" to start
Press "←" "↑" "↓" "→" to control the character move
Press "x". You can change between two characters .
Angel:
has faster speed;
can catch the heart to recover;
Devil:
press "z" can shoot enemies;
You will get scores if you:
Touch the heart
Touch the medal
Touch the diamond
Shoot the enemies
Music: Pallet-town @illMadeCoder
It's my first game made with pico-8. Thank you for playing!
Hi! Here's something I've been working on over the last two weeks or so. It's a grid-based puzzle game where you traverse dangerous areas, push rocks, find neat stuff, etc. It's entirely turn-based so you can think as long as you like about each move.
The game is in a testable state so I'd like a little feedback if possible! Bear in mind that my strengths are music and setting; programming is a necessary evil for me so please do not look at the code. As long as it works I'm more interested in expanding the game world with new levels and pick-ups.. but if it doesn't work, then tell me what's going wrong.
THANK YOU!
Hi,
I've got this grid of "slots" for enemies which I initially created using a start_x and start_y position and a couple of nested for loops to create the rows/cols with the start_x / start_y being the top left for the starting position of the grid.
But now I wanted to create the same grid but relative to an origin point at the centre - my thinking was I could increment this single point and move the grid around and maybe use sin/cos to have the slots rotate around the origin for some fun enemy patterns.
I didn't really know how to do this, so I just modified my x/y starting positions until I could get two short lines of code for the initial X/Y positions that worked. This looks fine until you move the origin point which then lags behind or in front of the actual grid.
My math is awful, so I don't really know what I'm doing wrong. I figured if the initial grid looked okay relative to the origin, I could just change the origin values and everything would fall into place at the new position in update(). But not so.
Been playing with cubic smoothing of simple noise for endless landscape generation.
It's definitely slower than lerping, but I think it creates more realistic looking shapes. In order to get a nice interactive frame rate, I had to rely on scrolling the screen and just updating the top portion. It kinda works although the textures smear vertically.
Press "z" to randomize parameters.
-Electric Gryphon
I forgot to upload this before, but this is a game made in under 560 characters for the second TweetTweetJam. This is simply Simon Says. When the background is green, watch what the computer does, then when the background changes to purple, repeat the process.
The only controls are the D-pad for each of the four lights.
Here’s a pack to get you started making SFX for your games. I tried making it as varied as possible.
If you’re interested, I have even more SFX packs and tutorials on how to make your own SFX available on my Patreon.
Here’s the full list, including where they were originally used:
Jumps:
00 Bathos
01 Bombers Run
02 Kid Bludd
03 Nanoman
04 Shoot Stuff
Hi all,
I'm producing miniature physical releases of Low Mem Sky (my attempt to "demake" No Man's Sky),
as a THANK YOU to my supporters on Patreon. 🙏
I not sure, but I think this is the first time anyone's tried (bothered? 😅) to create a "physical" release for a PICO-8 game.
For more information out how you could get one (and what else I've been up to!):
❤️ https://www.patreon.com/posts/27158829
I've previously uploaded this cart to my old account, but as I'm changing all my accounts (here, github, twitter, itch.io etc) to use the same 0xcafed00d name I'm re-uploading this cart to this account.
JetDude is a single button, infinite scrolling shooter. Tap X to fire, Hold X to thrust, can also be played with touch screen or mouse. Shoot aliens for points while avoiding pipes. This was my first game on Pico 8.
Hello from France! Sorry for my bad english.
I would like to present you The Climbing of Asiic. This is a rogue like inspired by the famouse The Binding of Isaac with a keyboard/mouse gameplay.
I have build this game to prove that it's possible to create Pico-8 games with a good replay value.
So... What's included:
- 6 shot types with 5 shot elements = 30 weapons combinations!
- 16 monsters with 4 variations each = 64 monsters included bosses!
- Many shot types and movement types for enemis
- about 30 items to upgrade your character
- procedurally generated dungeons
- 31 different rooms
- 4 game modes : Hill, Mount, Peak (easy, medium, hard) and Speed Run
- a scoring system
To unlock Mount mode you must download the cartidge and win the Hill mode.
To unlock Peak mode you must download the cartidge and win the Mount mode.
The game is complete except the music. I must finish to write it.
It's a beta version, so some bugs can be still present. You can report the bugs here.
I hope you will enjoy my game!
I wrote this library to cut down on the number of tokens taken up by large tables with string data, e.g. for dialogue text/translations/etc. Most helpful if those tokens are using a lot of your tokens (i.e. more than 150), since the library itself takes up 139 tokens. But all your table declarations can be reduced to 5 tokens each!
Here's an example of what your code can look like.
Before:
my_table = { hello='world', nested={ some='data\'s nested', inside_of='here' }, 'and', 'indexed', 'data', { as='well' } } |
After:
function table_from_string(str) local tab, is_key = {}, true local key,val,is_on_key local function reset() key,val,is_on_key = '','',true end reset() local i, len = 1, #str while i <= len do local char = sub(str, i, i) -- token separator if char == '\31' then if is_on_key then is_on_key = false else tab[tonum(key) or key] = val reset() [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=64776#p) |