-- de parcourir le monde
-- et d'y roder
-- by noemie sauvage
-- de parcourir le monde
-- et d y roder
-- by noemie sauvage
-- helped by fabrice de chaumont
-- music provided by robbyduguay
"De parcourir le monde et d'y rôder" is adapted from the novel by Grégory Le Floch, published by Christian Bourgois éditeur.
The player finds something. Impossible to determine what it is. He will then have only one goal: to find its owner. The player will enter buildings and question the people he meets to get their opinion on the thing. But you'll have to avoid babies falling out of windows!
This game is adapted from an inventive, zany and very funny novel about the search for meaning.
Hello everyone! Welcome to the world of gun.io!
This is a cart-based on woomy-arras.io(arras.io fan-made game(diep.io fan-made game...))
Here's how to play!
1.Arrow keys to move(bam, bam, and bam!)
2.Left-click to shoot! (Ahh, a bullet.)
3.Press 'e' or shift 'E' to turn on auto-fire
4.Press 'C' or shift 'C' to turn on auto-turn
5.Z to scroll through the tanks(on the top-left) and X to switch the to tank selected)
6.Press shift-A or shift-b to switch to new op/weak tank
7.Press 'D' or shift 'D' for 😵
How to use the menu!
1.Keyboard to type
2.Press backspace or delete to delete
3.Press enter/return to play.
The Game!
More on how to play here:
https://www.youtube.com/watch?v=dQw4w9WgXcQ
Log(You'll find the game here!):
A long time ago, before the age of machine, was an era of MIRACLES AND MAGIC. Dodge SPINNING BULLETS and read MANY SIGNS on your way to steer the course of history!
Press X for actions and C to advance dialogue.
[16x8] | |
Hey everyone! This was done for a game jam over the summer, and it was my first time making a game using Pico-8 -- not that I made much outside of Pico-8 to begin with! I must say I really liked the experience! The included demos are really useful. Special thanks to oli414 for the dialogue system, and to lexaloffle for the fun game making environment.
v 1.2
This is my first time using Pico-8. To play, just move the pen with the arrow keys. I plan to take this further such as including the option to pick up and put down the pen, giving the player a reason to draw (such as mini games), using the cursor instead of the arrow keys, and more. I am still learning so any feedback would be greatly appreciated :)
Update v 1.4
So I added a scribble option. Not sure why, just seemed necessary. I have no clue what I want to do as far as an objective goes, but I'm sure I'll figure something out. Also there's a boundary bug. It's ok, I'll fix it soon.
Update v 2
I took away the scribble function and decided to make a clear canvas option instead. I think my next course of action is to add a menu and allow the user to change the size of the line, the color of the line, and possibly an eraser or undo function. I don't know if I set this up very well though, since I'm still new to Lua and Pico-8.
Pseudo motion blur using the extended palette + dithering with fillp
.
The crux of making this happen is:
local defaultFills = { 0b0000000000000000, -- solid 0b0000000000000001.1, -- single pixel missing 0b0000010100000101.1, -- 4 pixels missing 0b0101101001011010.1, -- half pixels missing 0b1111101011111010.1, -- 4 pixels rendered 0b1111111111111110.1, -- 1 pixel rendered } -- Derived from https://stackoverflow.com/a/10086034/473961 function resizeAndFill(input, outputLength) assert(outputLength >= 2, "behaviour not defined for n<2") local step = (#input-1)/(outputLength-1) local result = {} for x=1,outputLength do result [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=80976#p) |
A star battle puzzle game starring penguins! :)
Place penguins such that each row, column, and region contains exactly 1 penguin, and no 2 penguins touch.
Note: The 7x7 board generation can range from a few seconds to about a minute depending on how difficult it is to ensure uniqueness on the randomly sampled solution state.
Controls
Left-click - Place penguin
Right-click - Mark cell
Credit to RubyRed for the background music!
It took me WAY too long, but I alchemized myself some map colission and physics!
(c) Oh uh graphics and all the code by me, duh.
My goal with this isn't just to make a game. but to come up with my own ways of doing so. I want to use as few tutorials as possible as to keep with my moto "no copy pastig under any circumstances".
PS: (Don't look at ye source code if thee wants to keep thine sanity)
I almost succeeded in making a tline-based tunnel effect in a tweetcart.
Two limitations : poor angle/side management and no perspective scaling.
Close enough.
Post-mortem explanation
Most sites explaining the effect are based on screen-space LUTs. pset-ing 128*128 times being very slow,
I got the idea to use tline to draw on the whole screen by considering that function as the converter between normal and polar coordinates.
To get the "normal coordinates" version, try replacing the for calls to w with w(x,0,x,127,p,o,0,v)
I accidentally made the tunnel circular instead of square, can't help explaining this part, sorry.
picopicograndprix
Retro racing game for pico-8.
Easy drift operation with some control button.
This software is TLINE practice project.
operation
accelerator--- zkey
blake--- xkey
leftturn--- left arrow key
rightturn--- right arrow key
nitro boost ---- up arrow key
Only time attack mode is possible now.
My first game (with visible progress, at least).
Just experimenting with sprites, particles, shadows, etc.
I think it's pretty fun to just drive around already, except the camera is a bit jerky...
Controls are arrow keys to move, and o/x to cycle through different colours.
EDIT: I've updated the camera to be a little more controlled.
it's STRAW-EY!
- the straw you can't ignore!
- not appreciating him would be quite the short straw!
- one straw that doesn't suck! -- by @NaeD
- Straw yourself in for this cinematic-experience! -- by @SmellyFishstiks
- I think it’s ex-STRAW-ordinary!! -- by @NaeD
- This is the last straw. --@chungus_is_gay
- if I see any pore straw puns, i'm gonna straw-ngle myself. --@chungus_is_gay
- there are probably other straw puns please help
he doesn't do anything much yet, but he looks cool i guess.
use any code, or the math func lib i made by myself on tab 3.
thanks to the creator of this thick line func:
https://www.lexaloffle.com/bbs/?tid=39016
This cart is my entry for lowrezjam 2020
This game is a demake of Pathological
by John-Paul Gignac - My thanks to him and everybody
else who contributed to Pathological. It is a great
game, and I encourage you to play it!
CONTROLS
PC: Arrows and XZ keys.
Mobile: On-screen DPAD and OX buttons
GOAL
Fill all the wheels with a single color.
Once filled, the marbles disappear and the wheel is dimmed.
The level is complete when all wheels are dimmed.
MEMSPLORE
I made this little tool to visualize and edit PICO-8's memory. The app has 3 modes
(From Right to Left)
- LIST MODE - Shows addresses in a list. Parses the content of the memory as decimal, hexadecimal and binary numbers. Also renders the value as a character.
- HEX MODE - Shows addresses as hexadecimal numbers with 6 entries in each row. Also renders the values as a line of pixels.
- DOT MODE - Shows addresses as sequence of dots with 8 entries in each row. Unlike the other two modes this doesn't allow you to edit the numbers and is only for visualization purposes.
In addition each mode has two tools to find a specific address:
- MAP - Shows a simplified map of the memory. It's a pattern of boxes. Each box represents 32 bytes. Clicking on a box will jump to that address. The shortcut is M.
- JUMP - Allows you to enter a hexadecimal address directly. The shortcut is J.
Let me know if there are some errors. Let me also know if there are any features that you'd really love to have.
(Tilemap contains a partial artwork originally by @johanvinet)
Change Log:
0.0.1 - Initial Release
0.0.2 - Added description to button mapping (0x5F4C - 0x5F53). Tweaked description to 0x5F33 and 0x5F34.
0.0.3 - Added new addresses for the 0.2.2 release - Custom Font and Print Attributes. Fixed a bug where random beeps would be heard in list mode. Splash screen now only shows up once a day.
0.0.4 - Updated for 0.2.4
0.2.5e - Changed Version numbering to match the Pico-8 version
Arrows - Move
X - Use current tool/weapon
Z - Switch current tool/weapon
Find the crystal and then get back to the mine entrance! Your gun uses ammo from ore in the ground, so be sure to keep digging. Watch out for baddies.
Finally finished this. As a game, it's kind of majorly flawed, but I'm proud of the tech behind it. The map is theoretically infinite, the level generation is pretty natural and fun, and there's a demo mode on the title screen with demo data encoded into unused map data.
Here is my entry to LOWREZJAM 2020. There's the version I submitted onto Itch to meet the deadline yesterday, but I found a couple more bugs that really needed addressing, so here's 1.1 for your consideration.
Clever Pixel is an abstract dungeon crawler with Metroidvania elements. You start off in control of a single pixel and explore a large maze-like world battling other creatures. Collect red pixels to unlock new areas, search for the Mega Key, collect upgrades, and uncover secrets.
Controls:
Arrow keys, X - drop/shoot pixels, Z- upgrade menu.
The only requirements of the jam were for the game to run at 64x64, so I used Pico's mode 3 so everything would be rendered at the lower resolution. It was interesting working at this resolution, it gave much more space for a sprawling game world, 16x8 screens rather than the usual 8x4 on the map. I was able to recycle a little bit of code from some of my previous projects and some bits of code for what's probably going to end up as some sequel/prequel to the game with some similar mechanics, which helped move things along. Other than that, it was 16 days of pretty frantic work. Anyway, I hope you enjoy it, it was a lot of fun to code :)
Hello,
when I import a spritesheet, it doesn't work as I expected. Former sprite 0 is placed on sprite 1, sprite 1 on sprite 2 etc. Please see image.
Is this supposed to work this way? All sprites shift one, this is really inconvenient. You would expect to get an exact copy of the original spritesheet. Or am I doing something wrong?
Thanks,
Kim