Dear Pico-8 Community,
The darker colour palette should be available without fiddling with memory or coming up with detour functions.
@BoneVolt @Krystman
(via YouTube and such... not dissing! You guys are great <3)
Palette switches were cute,
but this whole schebang has flopped into an inefficient knot (as far as I can tell).
...I wish that first-time-carts from total amateurs (like me) could also use "dark-brown", lol.
...And that expert carts don't all use ~double the amount of available colours.
Perhaps I don't understand the memory limitations.
And I do appreciate (and want to preserve) the elegance of "0-15"/Proof of concept/Simplicity didactics etc..
But the cats' been out of the bag for a while.
@zep could you please greenlight "night mode" [EDIT: in the UI or functions].
Maybe its impossible at this rate. Maybe it wasn't intended this way.
Dunno. Shäre ur thoughts...
Trying to be constructive. Or did I miss something?
This is a PICO-8 remake of the Atari 2600 game Haunted House! Can you collect the 3 pieces of treasure and escape the house before losing all your lives or running out of matches? How quickly can you do it?
Use X/Z to light a match - be warned, it won't stay lit for long! You can't see treasure or keys without light, and you can't pick up what you can't see. The monsters in the house will pursue you and will blow out your match if they get close. If they catch you, they'll steal your key and treasure to hide them in the house again.
Use left & right arrows on the title screen to toggle match flicker on and off. If you are a player for whom flashing lights/colors can trigger seizures, you'll want to turn the flicker off.
Baie lekker verjaar en voorspoedige 2021!!!
Die liedjie is my poging om They Might Be Giants se Older na te boots: https://www.youtube.com/watch?v=TdIRrmNN_C
Foreverred is a mod of Celeste Classic that took over a year to develop. Starting as a update to my first mod, Everred, it grew into a full re-imagining of the levels, and eventually into the biggest Celeste Classic mod ever released.
The mod is over three times the size of the original game, and features brand new levels, mechanics, sprites, and music - huge thank you to my friends Augie745 and RubyRed for their wonderful original tracks!
Controls:
Z - Jump
X - Dash
Arrow Keys - Move
E - Toggle Flashing Effects
Lots of credit to Maddy and Noel from EXOK Games for the original game, and to the Celeste Classic Discord for all the help and feedback. Extra special thank you to my developer friends Gonen and Meep, who helped optimize, compress, and fit everything into one PICO-8 cartridge. This project wouldn't have been possible without them.
Steps is a small Minit-like game where instead of dying from time, you die after a certain amount of steps. Explore the cursed island, solve puzzles, and find the hidden coins. Try to run away from the island by finding the Icarus wings as it is the only way to escape the cursed island.
Controls:
- Arrows: to move around
- X: to start the game and activate boots
Tips:
- Try to find different patterns to find secrets (notice different patterns, different wall tiling)
- Try to find the torch before entering dark dungeons
- Some walls are just fake walls where you can walk through them.
- Be careful when using boots in the dark dungeons
Ahmed Khalifa
My second pico-8 game.
It is intended to be a de-make of Konami classic Scrambler.
You can destroy the enemies either with the cannon or the free-fall bombs. Meteorites cannot be destroyed, though.
Avoid colliding with the terrain.
Destroy "F"-marked tanks for fuel. If you run out of fuel you'll crash!
Game includes two very difficult levels.
Enjoy!
Updates:
Jan-3rd 2021
Improved collision detection (now it's pixel-perfect).
I'm making a sexy little 16x16 sprite editor with playback and more that should rely on the D-Pad and Buttons. Doing so mainly for use on the Retroflag-GPi case, or any other handheld.
IMPORTANT!
SAVE FUNCTIONS STILL VERY BASIC
UPDATE 11.01.21
- Added Move-tool
- Added Palette-swapper
- Added Tooltips on hover (disable in menu)
- Added Save (cart overwrite? dunno?)
- Added Export Spritesheet
- Added Clear All (Default Empty Project)
- Improved usability/ button press consistency
TO DO
- Improved Menu Items / File related Functions
- Nerf the Mouse
- Subtle Sound effects
- General Debugging
Give it a go!
Any help/advice/ideas appreciated.
I have a weird thing going on that I'm 100% sure is because of something I'm doing wrong, but I can't quite figure it out. Hoping one of you will have some insight!
When I run my cart, I have a title screen music track that plays using music(X), then fades out using music(-1,500) when the user presses X/Z to start the game. There's an intro cut scene where a different track plays using music(Y) then fades out when that cut scene ends, also using music(-1,500). The user plays, there's no music during the game but there are a variety of SFX that play from time to time. When the user wins or loses, there's another cut scene that plays music(Y) - however, for whatever reason, it only plays one of the 2 SFX in the pattern this time around. When that cut scene is done, the user gets the score screen, which plays either music(X) or music(Z) depending on whether the user wins or loses, but again only one SFX in the pattern plays. The user can then press X or Z to go back to the title screen, and music(X) only plays one of the 3 SFX in that pattern.
v1.2
-fixed issue where vegetation would regrow instantly when frame counter loops around.
v1.1
-added more sounds
v1.0
A holiday-inspired island simulation with dinosaurs and humans trying their absolute best to prosper.
Created after watching Jurassic Park™ 1-5 during the holidays.
You can only observe in this game.
Arrow keys to move camera.
Z to track an entity.
While tracking an entity, tap Z to show/hide ai.
hold X to speed up.
hold X and tap Z to lock ultra speed up and show a faster summary board.
Tap x or z while in ultra speed summary screen to return to normal speed.
The summary board will show the current count of each entity type, as well as the highest generation achieved.