Strap into one of the world's fastest race cars and blast around the legendary Bronzerock circuit like it's 1988!
...or something - there's not a lot of physical or historical accuracy in this game :)
Z/X=accelerate/brake
Left/right=steering
Driving off road slows you down. Driving too fast around corners causes you to slide.
You can use the pause menu to view your last/best lap times (my best so far is 1:43.23)
This is work-in-progress, so some caveats:
- There are no other cars yet.
- Lots of things need tweaking/adjusting.
I'm pleased to unveil my finished weekend project: Robosumo! Inspired by this entertaining video a friend showed me this week.
Special thanks to:
freds72, for helping me in the forums.
huulong, for an invaluable sprite rotation function.
NuSan, for a number of useful physics functions in Combo Pool.
Daisyfield's archive of public domain Japanese music.
Introduction
It's sumo, but with robots! Ram your opponent and send them flying from the dohyō. Speed and finesse are your only weapons – but take care they're not turned against you.
A small cart I made a while back and just remembered to upload here, testing spirals and palette cycling. It's 241 tokens, and runs at 0.71CPU @ 60fps. Surprisingly cheap, considering the fastest render method was to just draw a bunch of circfills and memcpy half the screen. Could be great for a menu background!
I put a lot of tech into hiding the drawing and palette limitations of pico 8, so feel free to browse the code. Some of the exploration is also commented out in the cart, for anyone that's interested about alt method efficiency. :)
current
hotfix time!! fixed healing and image cover
old
this is the nigh final release??? ive added a new enemy, a tutorial screen, and the option to clear your savedata. all future updates will probably be code cleanup. enjoy!
soooooo ive completely reworked this game. i changed around how collisions work, added a new enemy, and even a healing item. careful though, if you arent damaged itll take away points. have fun!
A puzzle shooter.
Shoot down waves of enemy ships. Take as much time as you need to work out the next best move, or blaze through it as fast as possible. This game moves as fast as you do.
Controls
Arrows: Move ship
O: Fire plasma bolt
X: Lay mine
Note: You may have only one plasma bolt deployed at once! Take care that you do not waste it.
Version History
A0.1
- Initial Release
- 4 different kinds of enemies
- Simple wave system
Hi everyone !
I would like to present my first ever solo game project — DISPATCH. Sorry that I completed this in 2019 and I am only posting this here now but I am very proud of this and would very much like more people to play it !
D I S P A T C H
IS A DARK SCIFI THEMED, GENERATIVE SURVIVAL HORROR TEXT-BASED ADVENTURE.
YOU AS THE PLAYER ARE A RUNNER, A SOLO OPERATIVE SENT TO RETRIEVE THE FLIGHT DATA RECORDER BLACKBOX AND GET OUT ALIVE.
Z = SEARCH / PICK UP / INTERACT / START
X = DROP / SWAP
ARROWS MOVE
I want to thank everyone from the P8 community that helped me when I was struggling to get this working, and LazyDevsAcademy for inspiring me to do this in the first place.
I'm working on a sort of roguelike, so using procgen, and I've hit a wall where the game crashes with an "out of memory" error.
Now, since this is still all a WIP I haven't been super careful about memory usage, so it's certainly possible... but when I print the result of stat(0) to the screen, the highest it ever goes is 200 before the crash. Thinking there might be some sort of recursion issue, I logged a couple trace() statements and that turned up a dead end...
Since I don't get a stack trace at the crash, and I have nothing else to go on... My question is: how do I go about troubleshooting this & how do I find the source of the problem? I'm not quite ready to share the cart yet, so I'm less looking for a specific solution and more general guidelines. What should I look for, and where?
Hi everyone,
I'm working on a little robotic sumo game for a friend after seeing an IRL video about it. I decided to include a 4-player mode, because I like multiplayer games.
I want players to score only if they're the ones who knocked the player out of the arena when play is halted (basically like in Super Smash Bros), but I'm having trouble recording that information.
Here's the relevant code:
--main game loop for p in all(players) do check_hit(p) --other stuff end function check_hit(p) for o in all(players) do if circlehit(p,o) and --Basic collision function. p.col~=o.col then --This line is meant to keep players from hitting themselves. p.lasthit=o.col --Here, "col" is the player's color, and "lasthit" is who last hit them. end --In another function, I award points to the player whose color [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=87548#p) |
easy way to center any text on the screen, just copy and paste the hcenter(s)
function _init()
-- table with all the text
texts={
a="center text",
b="easy",
c="compact",
e="simple"
}
end
function _draw()
cls()
print(texts.a,hcenter(texts.a),64,7)
print(texts.b,hcenter(texts.b),70,7)
print(texts.c,hcenter(texts.c),76,7)
print(texts.e,hcenter(texts.e),82,7)
end
function hcenter(s)
-- takes a string
-- gets 64, rests the string
-- lenght and multiplys by 2
return 64-#s*2
end
Dig Deeper
This was made for Global Game Jam 2021 with PIGSquad. The theme was Lost & Found.
Controls
⬅️➡️⬆️⬇️ - Movement
🅾️/❎ - Interact (Z/X or X/C on keyboard!)
⬅️➡️⬇️+❎ - Dig
⬆️ - Jump/Jets
Credits
Everything But Music - @MBoffin
Music - @Gruber (from PICO-8 Tunes Volume 1)
Edit: Forgot to mention, but there is a speedrun mode you can enable/disable from the menu.
Edit 2: Fixed a couple visual errors and balance tweaks. Also made the speedrun mode skip the intro cutscene, and also shows your final time on the very end message screen (after the final cutscene).
Next demo! Pretty quick, I know. I actually made this one before the movement demo, but meh.
Basically, this demonstrates the system I made for storing planets in a compact way.
One sprite is equal to one solar system. The sprite is split up into columns, where every row is one piece of data.
0 - Sprite to use for planet. Once again, graphics not final.
1 - Start of what's known as the intelligence range. This range will limit species on this planet to minimum and maximum intelligence values, which will change the complexity of the species.
2 - End of intelligence range.
3 - Intelligence modifier. This value is in place to bring average intelligence closer to a certain value.