I saw someone post a suggestion for SPLORE to add a "play random cart" feature (especially for new game exploration on a handheld without keyboard/web browser, once you get past the list of Featured and New loaded in SPLORE). I liked that idea.
While having that in SPLORE would be cleanest and would stay up to date, I hacked together a quick prototype for myself that loads a random Featured Cart (from a scraped list of the 340 carts on the Featured board as of June 2021) to play around with.
If using it on a handheld it requires an internet connection, of course.
It also adds a Select/Enter menu option to each cart that lets you chain to a new random cart.
My 6th annual #TweetTweetJam entry is: Tweet Tweet Sky 🚀
An attempt to demake Low Mem Sky in just 560 chars/bytes, using NO art assets!
(Low Mem Sky was, itself, a PICO-8 "demake" attempt of No Man's Sky within a single PICO-8 cart!)
Controls
⬆️⬇️⬅️➡️ = Fly / Walk
❎ = Land / Take off (when close to planet/station)
Features
🌌 An explorable Galaxy - 7,153 units across
🌖 173 Planets
-Each planet with terrain, lakes & dwellings
🛰 173 Space Stations
-(Tricky to dock - as always!)
I fixed that invisible block.
If you found something like invisible blocks or bugs or sth,
Please report in the comment with a screenshot.
That will help me to fix the bug better.
Thanks!
2022/4/2.
This might be the final version.
Happy birthday! My friend!
I wish you have a happy summer vacation!
See ya on JUN.27!
For TweetTweetJam 6, I drew again upon my backlog of childhood MS-DOS favorites, inspired by the Argo Software title Night Raid (itself a modernization of the 1981 Apple ][ classic Sabotage by Mark Allen).
Controls
Left/Right: Rotate the cannon
X: Hold to fire, release to reload
Features
- Gradually increasing difficulty
- Session high scores
- The ability to destroy a large number of meeples in a matter of seconds, thereby taking an aggressive stance on the popular board game Carcassonne
Thanks
Thanks to @shy for noticing the bug in the first version of this cart and to @ElGregos for proposing the last little change I needed to get back down under the limit as I fixed it.
I hate fiddling with meaningless magic numbers trying to get a behaviour right. I prefer a bunch of knobs with predictable effects. So I made this little tool for fine tuning variable-height jumping behaviour for platformers.
Note: As written, it's possible for the cart to get stuck in an infinite loop for certain values so read below on how to, hopefully, avoid that issue.
Usage:
- Up/Down to select a value
- Left/Right to modify the value
- X to test the jump, tap for small jumps, hold for higher jumps
There are three tunable values and a fourth value which is calculated for you and can't be changed manually. Once you get something you're happy with, note down the values, and use or modify the jumping code from this cart in your own project. I think I've clearly indicated all the parts of the code that can be deleted and which parts should be modified. If you do use it, attribution is appreciated but not necessary.
You found a .txt file on your hard drive while clearing space. Its timestamp says it was put there last week, but everything else in its local neighbourhood of /Desktop/old stuff/apps/New Folder hasn't been touched in years. Its contents are as follows:
TO WHOEVER THIS REACHES
Your forebearers called them many different things. Utsi. Pla Mawr. Wan Gui Hong. In your time, these names have blissfully slipped from memory. Not for much longer.
In preparation for their return, we have provided to you a compact training program for the popular "PICO-EIGHT" computer, to hone your skills in combat. Use your "Arrow Keys" to move your weapon, and "Z" to strike. Eliminate all 128, and do not let any of them reach the other side of the viewport. Turn back the simulation with "Enter" until you may achieve this with consistency. Then, press "X" however many times you wish for a greater challenge.
This is a demo for the celeste classic mod I am making.
This mod requires spike clips and spike jumps which you can learn about here.https://celesteclassic.github.io/glossary/#spikeclip
Enjoy and please leave feedback if you can.
A one-button soccer game whose code fits into two tweets.
Press X to shoot!
Fabian Fischer created the game for Tweet Tweet Jam 6.
Hi all!
I'm pleased to announce that my Rock Band clone for Pico-8 is going fast.
I'm working on improving the algorithm that builds the notes for the song based on the SFXs.
Still a long way to go, BUT I'm ready to maybe start working on the songs when I get stuck coding.
What songs do you guys like? I'm speaking about well known Rock and Pop songs that you would like to play.
Please no obscure songs, or Prog rock with 1000 parts xD.
Basically, what's your favorite mainstream song?
Cheers, have a good day!
I made a web-based tool for extracting and converting MIDI file data to be played in PICO-8. It's nicely interactive and includes a PICO-8 console built into the page so that you can audition the results before you copy the SFX data. Give Denote a try and let me know what you think.
A simple multiplayer memorization game. Whenever a player repeats the sequence correctly they get to add one more note. If a player fails at repeating the sequence correctly they lose one point. When a player has zero points left they are out. The last person left wins the game.
Can be played with both keyboard and mouse.
Officially, the 0x5F00 to 0x5F3F area is referred to as "Draw State" RAM, and 0x5F40 to 0x5F7F is referred to as "Hardware State" RAM.
However, I think this is quite misleading, considering Draw State RAM offers some non-related functionality like controlling Devkit Mode, muting audio, and suppressing the pause menu. Furthermore, there are some graphics-related addresses in Hardware State RAM, notably for: the default print() attributes, the bitplane read/write masks, the undocumented high-color stuff, and the "Palette 2" shared between the recent fill pattern functionality and high-color modes.
I'd suggest both 64-byte areas be merged into a single 128-byte "Hardware Variables" area.