Hello, Everyone!
This is my second game... in PICO-8.
It's been several years since my first game in PICO-8.
The game is about two adventurers went into a dungeon seeking for a treasure.
Help those two adventurers solve the dungeon floor and go to the next floor together.
Both adventurers also move to the same direction and if even one adventure is down, the level restarts so move carefully.
Game also unlocks gallery whenever player finishes certain levels.
Feedbacks are welcome and appreciated!
--
==Changelog==
90 levels of 1 or 2 player 80s-style arcade fun.
Windows executable: https://pahammond.itch.io/bubble-bobble
Controls
To prevent [Up] from jumping when using controllers, press either [A] on the controller or the PICO-8 [O] button (Z on the keyboard) to start.
Player 1
[←] and [→] to move
[↑] jump
[X] fire
Player 2
[S] and [F] to move
[E] jump
[A] fire
Thanks To
- Finn and Lucas for testing
- Many low-res graphics thanks to dwedit.org & @justin_cyr
- PICO-8 for creating an awesome "fantasy console"
- https://lostcave.wordpress.com/ for providing inspiration and a few level layouts
Minified using the GEM Minifier:
https://pahammond.itch.io/gem-minify
Unminified code can be downloaded from:
https://pahammond.itch.io/bubble-bobble
I just bought PICO-8 and I'm excited to get to learning how it works, but after experimenting for a little bit in the editor, there were a few things that were really bothering me -- I'm asking here to see if I'm just doing something wrong, or if there are devkit mods/hacks to fix these things.
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Is it possible to enable stereo audio somehow? I'm guessing no, but is there a hack/mod that adds this in? I like the limitations of the music editor as it is for the most part, but for some reason the lack of panning bothers me. I really want to get some nice ping-pongy waterfall stereo arpeggios!
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Is there some way I can somehow force Lua to act like arrays are 0-indexed instead of 1-indexed? Some kind of macro or precompiler?
- Is there a way to delete notes in the tracker "in-place" -- without everything after that moving backwards? It really messes with the rhythms, and as far as I can tell there's no way to insert a blank space back in to push things back where they belong. So every time I want to delete a note, I have to either move to the volume section, enter a zero, and move back, or press backspace and then copy-paste everything back where it should be
Now you can have the entire thrilling experience of Desert Bus on your Pico-8! 216 lines of code! 9 sprites! 8 hours of driving!
Move left and right to stay on the road as you fight against your bus' troublesome drift! With exciting features such as: a honkable horn! A stunning view of cacti and rocks! The comforting rumble of your engine!
Can you survive the journey!?!
Updated Version:
- Added an Easter Egg
- Added the fly on the windshield (4 Hours In)
- Added a Restart option on Game Over
this happened to me a couple of times in the last few days, and just now: I left pico-8 running (not a cart, console prompt) and found it completely irresponsive after something like two hours...
windows 10, pc didn't go to sleep (I usually manually Win+L, but not those times)
edit: 0.2.0d - missed an update ;)
Turn your 2D game into a 3D game!
That's 50% extra D!
100% guaranteed to work, sometimes, if you're lucky.
Simply paste this into the top of your 2D game, and be the envy of all your 2D coding friends!!!1!1
(OK, I'll stop now.)
This works best for top down games like "Pic-oh mummy!" by @Hokutoy, "Pakutto boy" by @Konimiru (both pictured)
Admittedly it's more of a gimmick/experiment - the result isn't very playable due to not being able to see the whole play area.
I mainly just wanted to see if it would work :)
_={ map=map, spr=spr, sspr=sspr, pset=pset, circ=circ, camera=camera, cx=0, cy=0, cyoff=32, ch=32, d=128, ymid=0, s2w=function(x,y) return (x-_.cx)-64,_.ch,128-(y-_.cy) end, proj=function(x,y,z) local scale=_.d/z return x*scale+64,y*scale+_.ymid,scale [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=75793#p) |
About
Mini Ex Machina (Mem) is based on the PC game Ex Machina aka Hard Truck Apocalypse, released in 2005, set in a strange world where people wear masks and drive trucks. This world is dangerous, but full of unexplored lands and adventures. This time the hero finds himself in a remote valley formed near the Ural mountains after the cataclysm. The lay of the land in this anomalous area changes every time one enters it, but the goal stays the same - to find the way home.
How to play
Your truck can crush enemies, and shoot at them (after you find and eqip a weapon). You can carry a little cargo in the trunk and install various upgrades on your truck. When in town, sell and buy goods, take tasks from mayors and advance the story.
Be a fire-breathing dinosaur and save your valley from the evil skull lord.
[128x128] | |
Controls:
- Arrow keys: Move
- Z: Jump
- X: Fire
Submission for the Bitter Jam
Backstory
Wayde finds himself in a bit of a pickle when ghosts start haunting his camp ground! Only using his speed, wits, and a few turtle shells Wayde can stop the ghosts from ruining his nap!
Concept
Scombo is a high score based action game about stringing combos together with shells, the more ghosts you kill with one shell, the better your score!
Rules
The basic rule/objective of the game is to try and hit as many ghosts with one shell as possible. The more ghosts you hit, the higher your score goes!
Controls
The up and down arrow keys move Wayde in the corresponding direction, Z fires the shell!
The slide effect works great on a loop that starts at a note greater than 0, sliding smoothly from the final note of the loop back to the first, but if the loop starts at note 0, it steps instead of sliding.
This doesn't feel like expected/reasonable behavior to me.
Here's a repro/demo that lets you swap loop points, swap volume vs. pitch sliding, and swap sine wave vs. noise.
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!