Simulation of electrons in horizontal and vertical electric fields.
The simulation can be used for physics lessons. Measurements are possible and reasonably accurate. Of course, the animation runs in a hundred thousand times slow motion to see the movement of the particles.
I used this program in my physic lessons. A big advantage is that it is easy to use on a smartphone.
Hints an tips are welcome. More simulations may follow.
Seven Bucks and a Dream - a WIP slot machine.
Granny arrives in Vegas with 3 things: $7 in her purse, a dream of hitting it big, and an unhealthy love of the devilish one-armed bandit. Help Granny realize her dream of hitting it big by pulling this lever seven times. No, seriously, that's pretty much it. Once Granny's played 7 rounds, her back starts acting up on account of those real uncomfortable stools mixed with skipping her pain meds so she could enjoy the comp drinks. She's not gonna be able to move, and it'll be up to you at that point to choose "Reset Cart" from the menu or navigate away from this page to play a better game (or, you know, a game at all since, again, this is just you pulling the lever for Granny seven times).
So, I fell into the raycasting hole. I'll keep around a small cart with a few routines so I can quickly do more stuff with that technique.
I'm not making a generic routine to display the walls because there are a lot of features one might want to use in their own caster (wall uvs, animations, etc etc), so instead, I made a few scenes to show how to augment a simple caster to do a few more things (like alternating textures on NS/EW sides or having a depth buffer to properly render world sprites)
In the future I might explore ray collision, there is potential to get fun stuff with that. A lead I'm following is using custom collision shapes per tile so hitting a tile will trigger the shape. An example of a possible shape would be a circular column smaller than a tile would be simple to do with a ray-circle hit detection and atan2 to compute the UV.
[sfx]
A remix of the theme in Super Mario Bros. (in Super Mario All Stars).
The Game
You are one of the devils many servant and have to feed him in time. And your workshedule is litarly hell!! Can you make it trough your shift?
How to Play
It is a combination of cocking and Platforming. You can beat the 20 Levels one after an other or in a pretty challenging Speedrun mode.
You start with 3 Health, if you get damaged you can refill your health by eating some of the food, but the Master does not like this :D.
Details
This is the Release version of my Game Devil's Kitchen :D I programmed it on and off between february 2021 and Mai 2021. The deepest barebone mechanics are loosly based on this Video by the youtuber
Hi!
So I was having trouble finding a non-manual way to build and deploy PICO-8 zips automatically to itch.io... At first I was juggling a few bash scripts, then I tried to do something with "-x build.p8", but it felt a bit cumbersome.
And then I took a step back and realised what I wanted was really a good old Makefile 😁
So here it is, a Makefile to build stuff and publish it to itch.io, all automated!
Have a look, try it out, and let me know what you think, what could be better, etc. I'm still very new to the PICO-8 scene, so I don't really know what the standard workflow looks like, but I like to over-engineer things to make my life easier 😂
About
Tiny game made for the Mini Jam 80: Cats.
- Control Mc Snuffin and shoot invaders trying to take control over your tower.
- Build your tower higher by killing enemies.
- Shoot arrows by pressing up or down depending on the direction.
Limitation
The jam had a limitation of 8x8 tiles which PICO-8 does easily. All sprites are made in this tile format and clipped together where needed in a tilemap. One exception is the cover image / title screen that uses higher resolution.
Posting this for playtesting. Please leave feedback/things to be changed if you play!
Enemies spawn in the box
arrow keys- move
z/c- attack (o)
x/v- jump (x)
edit feb 2022:
wow I was not expecting this to get any sort of attention and the unfinished state this is in is honestly embarrassing lol. since last year a lot has changed and even this demo was not the version I intended to publish (but needed to due to time constraints). hopefully I'll have a semi-finished build up soon, but I'm a little busy with another project right now. you can look forward to that I guess! thanks for trying this out and giving feedback, it's really appreciated.
Please note:
This is NOT a game. It's a simulation. There is nothing "playable" per se.
Also, the simulation can get very slow from time to time. It's not a bug, it's... Just don't worry about it.
Since I'm german most of the application is german. This affects mainly "options" and "stats".
Maybe I will update this cart with all texts translated into English.
Introduction
This entry was done for a local hackathon. The theme was "simulation of a pandemic".
Sadly, even though we were one of the only three teams to adhere to the theme, we didn't win.
We chose pico-8 because of its simplicity, and it being very straight-forward to work with.
What you're looking at:
The main via simulates a hand full of people (visualized via small squares) that go about their day.
One of them starts out as patient zero, and it will (or won't, depending on what you configure) start infecting others.
Patients
People have various attributes, one of them being the state of infection.
I got an idea from ハンバーガーちゃん(@HundredBurger).
https://twitter.com/HundredBurger/
Left/Right: Walk
With X: Run
Z: Jump
Up: HENSHIN!
Hi guys,
thanks to pico's restrictions, I managed to finish my first-ever game, and I'm happy with the results.
However, I ended up using filthy trickstery to squeeze in as much content as possible, and as a result I ended up with a game needing several non-cartridge files to function. I'd like the feedback, but am not quite sure how to publish it on the forums. I could use some help with this.
The full game either #includes or load()s these files:
enemies.lua game.p8 leveldata.p8l peral.p8 shop.lua translations.lua |
Some of the files are generated by my editor, and others are just data kept outside the game for the sake of developer sanity.
How would I upload such a thing so that it would get embedded in a forum post? I could inline the #includes, but it will still need two carts, because the main cart is pushing both token and size limits (8142/8192 and 99.7 % respectively). And what's the proper way to link between same-game carts on the forums?
Oh, and here's a