I present to you my first public cartridge, a simple countdown timer.
I made this to show on my stream while working on the Ludum Dare game jam.
It is currently set to countdown to the Jam deadline in BST time.
To use it for your different time-based or competition deadlines, simply edit the day and hour variables at the top of the code.
Does not work over a month boundary - as the next LD is all in October I didn't spend any time to support it.
The day value will always mean that day in the current month.
A zelda-like dungeon crawler where a little witch must save the world from an evil sorceress
This project is the first pico-8 game I've made so its a bit buggy in places.
Controls:
Arrow keys - move
C - Shoot (use arrow keys after shooting to change magic direction)
V - Open potion screen (Press C to use potion and press C on 2 ingredients to create a potion)
Hi
I thought I'd have a go at making something myself that I could play on my LED matrix display and seeing as I haven't done any Lua or Pico-8 before, I picked something to re-create, rather than come up with something new from scratch.
I always liked this on the C64, so here is my attempt at it so far. Still plenty to do;
Picidium (Uridium)
[edit, added title tune and a few other tweaks]
[edit2, added control option]
Program a tiny virtual console, the "Turtle-2", with increasing levels of capability at your fingertips.
This isn't "done" (there isn't a lot of error checking so there are various ways to make it crash, and I want to add more SFX and animations and maybe figure out custom background music), but it's a playable version of the core ideas. If anyone checks this out I'm curious what you think, whether you find it fun to play around with, and whether you create any interesting designs (share screenshots!)
I'm on the fence about trying to extend it to challenges / puzzles or just leave it as this open sandbox.
Hi! I'm ThaCuber! I want to post here my first game ever on here, even though i didn't finished it.
Please tell me guys what you thnk about it!
btw yes i used @MBoffin's top down game tutorial, don't tell that on the comments pls
Oh, and, i am proud of it, i don't care if you don't
Hello :-)
I've recently started pico-8, and its been fabulous. I normally am a game developer in the Godot engine, so I don't have much experience with programming graphics, so I decided to make a raycaster. It went well, albeit with a lot of reconsideration about my life. Anyways, so I have everything mostly working how I expected it to have, except for this weird thing. The lines that I render to the screen as fine from a distance, but as I get closer to them they warp. This isnt the standard fisheye affect that other raycasters have, or maybe it is, but I dont think it is. I'm stumped. I'll be eternally grateful if anyone can figure out what I'm doing wrong.
edit: sO I removed the big fish-eye effect, that was easy and I already knew how to go about fixing that, but I still have the issue where going close to walls makes them warp inwards... It's weird.
There is a Deluxe version of this game up on itch.io, which includes a Desktop Pet and a few wallpapers, for just 5$!
Explore an archipelago, encounter fellow explorers, and seduce and haggle with them to help you complete your map!
There is no time constraint, no danger, there's no gameover. Instead, this game proposes a calming experience of exploration and encounters. You can just stop playing when you feel satisfied. A play session will usually last 15 to 30 minutes.
Controls:[i]
- arrows to move around
- [o]/z to confirm dialogue options
- [x]/x to look at your map
this is my entry for alakajam #10
-- GOAL --
Visit the huts, ships or the wise monkey to collect maps
Maps will give you hint on the chest position
Once you have enough maps, seek a shovel
Dig to find the treasure
The first pirate to find 2 treasures win the game
-- CONTROL --
(arrow keys) Move your tiny pirate around
(x) Dig if you have a shovel
(z) Show your maps
I feel like I'm wasting a lot of tokens with counters/timers in my game.
For example, most of my timers work like this:
timer -= 1 if timer <= 0 then timer = timer_reset --do stuff here end |
So I'm using a lot of global variables to store the timer values and timer reset values, as well as it not being a function in itself. I did try to make a function from it with something like:
function(timer, timer_reset) timer -= 1 if timer <= 0 then if timer_reset ~= nil then timer = timer_reset end return true else return false end end |
But that only reduces the timer variable within the function, and not the original. When looking up on if there was a way to reference the original variable, I just found posts saying this isn't possible in Lua.
Is there a better method for this?
Hey @zep,
I know this is pretty minor, but I often find myself adding this to my programs so that I can use it in tables of functions/behaviors or other similar circumstances:
function nop() end |
It'd be cool, and kind of in keeping with the half-lua/half-asm feel of PICO-8 to have a handy built-in nop() function for such occasions:
function assign_behavior(o,b,f) o.behavior[b] = f or nop end -- saves me having to do this elsewhere: if(o.behavior[b]) o.behavior[b]() |
I can't be sure, but I bet it might be useful for some tweetcarts too.
Seems like it'd be trivial to add as an efficient built-in C-side function as well. No need to handle args or closures or anything, just spot it and return the empty set immediately.
Anyway, I know it's about as minor a request as a person could possibly make, but still, I figured I'd at least ask. ;)
PS: Honestly, I think even vanilla Lua could use this as an actual built-in, like a pseudo-keyword. In some cases it could be as useful as nil.
so I was messing with a little tweetcart esc thing;
t=0u=0g=1pal(0,14) cls(7) ::♪:: if(t>=256)t=1u+=1 t+=1 oval(t+g,t-100,t/2,t/2-1000,t/16) g=sin(u/100)*500 goto ♪ |
and when I put the "if" next to the "::♪::" it turns gray like it's part of the "::♪::".
and then when I put a ";" before with a space or without it gives me a error even if the "if" is pink..?
Is this a bug? I'm on 0.2.1B
I feel like if it doesn't like the if touching the label it should like it if there's a simicolin touching between them.. IDK..
PS: anything after a goto is gray for some reason even with spaces now that I think of it