Slide around 5 challenging boards, merging hexagons into matching triangles.
Mesmerizing and contemplative game play rewards thinking ahead and changing your plans. Chill music is chill.
Post your high scores in the comments! These levels are beatable, at least the first three.
Pretty self explanatory if you play around a bit.
This is my first Pico 8 game and the first thing I've programmed since high school 20X6 years ago.
Advanced Rules:
Blocks merge up the rainbow: purple -> blue -> green -> yellow -> orange -> red
Blocks slide in 6 directions and merge once they finish moving.
You cannot tilt the same direction twice in a row.
Blocks merge into the column in the falling direction with 2 merging blocks.
Explore a research station.
There are a total of 4 Power Modules on the Station.
(You can toggle the speedrun timer in the pause menu.)
Also on here: https://klehrik.itch.io/station-8
Side note: Does anyone know a way to change username?
shr(x,n) and lshr(x,n) have always handled shift values outside the 0…31 range in a peculiar way: negative values of n are treated like n&31, while values ≥ 32 always return 0 (or 0xffff.ffff for a signed shift).
But now the new >>> operator diverges from lshr by treating n ≥ 32 like n&31, so we get:
1 >> 32 = 0 shr(1,32) = 0 1 >>> 32 = 1 lshr(1,32) = 0 |
edit: same with << which no longer behaves like shl()
This is a PICO-8 port of Donsol by John Eternal and Hundred Rabbits, a dungeon-crawler game built around a deck of 54 cards.
INSTRUCTION BOOKLET
OVERVIEW
Being a mountain is tough. It's always cold and windy. Moving around takes a while. It's also hard to get some sleep because humans relentlessly scale you. Wouldn't it be nice if they took a tiny tumble down a steep slope? As it turns out, a brief shake is all it takes to have those climbers lose their footing. But will crippling their compatriots be enough to discourage them?
CONTROLS (DPAD)
- LEFT/RIGHT: Target a side.
- DOWN: Shake targeted side.
REFLECTIONS
This is the first game I've made on PICO-8 so constructive criticism is very welcome. I couldn't have done this without my artist/idea-person/sister Humanic.
I submitted this to the Dream Arcade Archive jam but it was adapted from my unfinished concept for Mini Jam 53, the theme of which was, you guessed it: Summit. It could be more arcadey but I wanted to move on to my next game thing. I'm not opposed to revising but I want to stumble through a few more projects first.
Thanks for playing and reading! Hope you were able to feel some positive emotions from this experience.
Hello! This is my first attempt at coding a game and I've come across a hiccup.
What I'm trying to do is create a sort of track that the player can follow by restricting movement based on the sprite number of the map tile at the x,y location of the player sprite. The restriction functions seem to be working but the displayed map seems to be off from the "location" of the player. I've read there are some discrepancies to the coordinate planes for the map and the screen and this is the closest I've gotten by trying to implement suggestions from the web, but things are still a bit wonky.
I've created a little display of the sprite that the restrictions are being derived from.
Any help understanding what I'm mixing up here would be much appreciated!
Hey there,
according from the Wiki-Page about Memory, it is unclear what a Poke to address 0x5f5e does, right?
0x5f5e-0x5f7f / 24414-24447 The remaining registers up to 0x5f7f are undocumented. |
I was playing around a bit and found something out: It seems to "reduce" the Colors that can be used. For example, poking a "1" reduce the Palette to only 2 Colors, Black and Dark-Blue.
A simple Description: It seems that poking around 0x5f5e is some sort of "pal" all over the Color-Palette, but also prevents you to "pal" another Color. For Example: If you poke a "1", "pal" is limited to set a Color to blue or black only.
I just uploaded a Cartridge where you could play around with that:
Just a few things I thought I’d share. Sorry if it’s gibberish and/or uninteresting to most people.
Many carts store extra data in the code section, most of the time inside strings. Some people will store structured data such as JSON or JSON-like data and let the PICO-8 compression mechanism deal with it, but you must have seen people who rolled their own compression mechanism and use custom formats such as modified base64 that takes advantage of the 59 “good” characters (i.e. the ones that needed only one byte of storage in the .p8.png format instead of two).
-- custom base64 data local data = "e*!jfg57yfl+[7dmrin_bt#0/g6!1y68(.xh.ata_kn3j7!un_s+jn5..a)s8xi/ou0/{ff)ec}[" |
Such base64 data encodes 6 bits of information per character, and requires an average of 8.625 bits per character on the old format cartridge (pre-0.2.0). It means that this “alphabet” gave us about 5.565 bits of information per byte on the cartridge (8 * 6 / 8.625).
If you display the code on this cart, you'll see some unknown symbols in the header comment.
Here's a comparison of how they look in PICO-8 vs. how they look on the BBS:
I assume this means the BBS doesn't do the glyph->unicode conversion trick.
Unofficial PICO-8 port of fliqlo screensaver
Fliqlo is a free app that turn your mac/windows into a flip clock by Yuji Adachi
Use this cart for your smartwatch projet, pico-8 frame or any pico-8 device to show the passage of time in an elegant way
This cart was made during the boringness of the 2020 covid19 lockdown
1.3 changelog
- New cart name: FLIP CLOCK
- AM/PM information moved on the same line as digits
- Fixed: 00:00 was showed as 0:00
1.2 changelog
- ADDED FLIPPING ANIMATIONS
- Small bugfixes
1.1 changelog
- Switch time format with O, X or Click
- Hours doesn't show the first 0 anymore. (09:32 is now displayed as 9:32)
Hey guys, I’m really new to this so excuse my naivety, I’ve just spent all day setting up my Pico 8 on my handheld Raspberry pi 3b In emulationstation and now getting games to boot, but I can only use a plugged in keyboard and can’t register any of my button presses in game... what do I need to do or edit to map my buttons and joystick please??
Thanks in advance
S
This bug may have been in place for the last several versions, not sure why I haven't reported it yet.
In older versions, hitting ctrl-z would show you your undone text change and then hitting ctrl-z again
would actually move the cursor to its previous position.
These actions appear to be combined in recent versions as the cursor will frequently jump away from the text
that I had changed.
A minor annoyance, but I think some other folks have noticed it talking in the discord.
27/8/20:
added the smallest bit of environmental storytelling and small tweaks to the design and audio mix.
the finished product is out tomorrow!
23/8/20:
more sound and music by @AliceB! skipped over 0.13 cos that's build featured all of the music before it was implemented in the code
if you can fill this form in i will be very happy
FEEDBACK FORM: https://forms.gle/QsyQEUHpY4aWDWGL8
Hello,
I’m a new user today and I’m hoping someone could help please! I have downloaded the Pico8 software and transferred it to my Raspberry pi 3 handheld and it shows up in emulationstation etc so I’ve got this far but now, after adding the .p8.png cart images to the folder they do show up, but then when I launch it the screen goes black and sends me back to emulationstation! Does anyone know what I’m doing or have done wrong please? Any help is much appreciated Thankyou
S
Arrow Keys to move Dominoes, and Z/X to rotate
Here's a fun little word game I prototyped a little while back! Only four letter and five letter words will cause the dominoes to clear, partially because three letters are too short, and because storing 6,7, and 8 letter words inside of Pico-8 sounded above my skill-level and/or impossible. Hope you enjoy!
Been working on my first Pico 8 game for the last few days. Thought it was finally "okay" enough to share!
This is Friendly Fire! An arcade-y SHMUP like game where you control 2 ships at once in reverse directions. Enemies come at you from the middle pointing either left or right, it's your job to stop them from reaching either border, and to also not ram into your own bullets.
Bullets cannot hurt the border, that includes enemy bullets and your own, but they CAN hurt everything else, including you. Basically, don't hit yourself, and don't hit the enemies.
Controls:
Up/Down arrows - Move up or down, both ships move in opposite directions to each other