I've been working on this game for a month or so on and off. I still have some janky code in the mix, but I've got my basic three enemy types and am currently working on a system for arranging levels and building a sub-boss and boss to complete the initial goals I laid out. I'm moreso uploading to motivate myself to keep going.
Colour Factory is a puzzle game much like Pipe Dream, only with colours. You connect pipes to certain processors that can mix or distil the colour into secondary or primary colours. You have been given some input colour(s) and the wanted output colours have been decided. Now it's up to you to create them!
There is also a timed challenge specifically made for the ScoreSpace x Alakajam tournament: who can create the right factory fastest? The timer ends when you hit the factory button. Good luck!
I added mouse support in the last hour or so, do let me know if there's any bugs!
This is the first game I made since I had a TRS-80 long ago!
It's another version of Pong. I was trying to learn PICO-8 and needed a project so I made Pong as if it were made in the 1980s on something like a Nintendo. I'm sure its mechanics are different than real Pong, but I haven't played that since I had a real Atari with paddle controllers. This is from memory and it fixes a few things I remember not liking about Pong.
I tried to make the A.I. work differently that just tracking the ball's location with some constraints to give the player a chance. Instead it predicts the future location at a couple places like a human would. As the player starts to win, the A.I. improves. That way it shouldn't be too hard to get a few points in, but winning gets a little harder. Play ends at 11. The paddles have some physics and bounce off the walls a little.
Hi, not posted before but I thought some of you might like to see this setup that I've been playing with;
https://www.youtube.com/watch?v=gaacP4N1ew4
It's running on four 64x64 LED matrices, I think it looks pretty nice. The flicker/scan lines in the video aren't visible in person, it's an effect of the camera - but I may try tweaking the refresh to make a better video.
Run the cart and you will see more colors that are not in pico 8 how I got them is I drew a square of one color and then a square of another and used _update60() to change them really fast and it goes too fast for our eyes so it looks like the colors are combined.
the squares on top are the solid ones and the ones on the bottom are checkered. the ones in the middle are normal pico 8 colors.
feel free to use this in any of your games.
This is my 72h entry for alakajam #9 !!
Rules ( basic )
- A link is created between stones sharing a color or a shape.
- Chain of 12+ stones will explodes increasing score and experience
Rules ( advanced )
- Each time you level up, a random malus is drawn in the list.
- Complete some specific conditions to increase your combo values.
- The first time you complete a condition, you win a trophy accordingly
- Gain 3,5,10,15 trophies for bonus score.
Controls
left/right : move piece
down : drop piece
up/w : turn piece
x : check trophies list
Second game created using the Pico-8 fantasy console. Loosely based off the board game Heroquest with some adaptations and workarounds for the limited space. 4 different characters, 6 different levels.
Update: Added in a bunch of quality of life changes when inside the game so you have a better idea of what's going on. Changed the scenario around so hopefully a little more epic (and difficult) ending to the 6 levels. Uses a different cart ID as removed one item so items got renumbered. Unless any major defects are present should be last version (speaking of which, I think there might be a random bug with the ambush code which I've not been able to track down yet).
Update 2: After the last update including Split(), I reworked the code a bit to allow music and sound effects.
Update 2 - part 2: Made a minor error with the coding, uploaded a fixed version so it should now no longer crash on scenario 3!
I'm posting this here because I'm not sure if it will get any more development, but this is a game I made for a 1-Bit weekend game jam (this one: https://itch.io/jam/1-bit-weekend). The game itself is "complete" in that there are no half-finished levels or artwork, it's just a little short due to the time constraints (it was a 3 day jam but work meant I only really had 2 days). Anyway, here it is. More info below if you're interested.
The game and art was done entirely by me, and my partner in music projects put together some nice tunes (all the music was by him). You can find the Itch page here; https://b3agz.itch.io/escape-from-radtown. But to save you a click, here's the text from the page:
Fixed Version:
A game I made for the Mid-Jam 2020 together with ZeHa in less than a day.
The goal is the exit of the maze, you will need to go through a lot of teleporters to get there!
Some teleporters will have levers with the same colors.
Controls:
Left/Right/Up/Down - Movement
Credits:
EV3R4
Strangely in my game's HTML export the controls aren't working for iOS(Apple) phones but work fine in android.
I'm using 0.2.0i
Multiple users have reported this for my game on Itch.io here: https://lambdanaut.itch.io/picowars
Has anyone seen this bug before? Can anyone else try to to replicate it?
I wish I could test this myself, but I don't have an iOS device : (
hi there,
one of the most annoying things in PICO-8 for me is when i'm building a map and I always have to switch back and forth into the sprite palette (at the bottom of the screen) to pick a different sprite.
one solution would be to make this palette toggleable with a keyboard shortcut. this would at least make it faster, because i wouldn't have to move the mouse for that.
so far i haven't found any info about such a shortcut. would it be possible to include this in a future release?
Note: This game was created during Mid-Jam 2020, a game jam on itch.io
How does teleportation work? It's quite easy to explain. There is an invisible teleportation vortex, which carries the subject to its destination. In this game, YOU are the teleporter. Whenever a person enters, your job is to recreate the vortex path using your arrow keys as quick as possible.
The vortex path is displayed on the screen for you to memorize while the person walks towards the teleporter. Once he enters, the path disappears and you have to quickly smash the arrow keys according to the path (left/right/up/down). Please note that you shouldn't try to accomplish this in realtime (as the teleported person is gliding along the path), instead try to do it much quicker than that. If you're too slow, the teleportation process fails, resulting in the death of the person. So make sure you do a good job!