Here's a quick demo of a 6 degree of freedom 3D engine that I have been working on.
You can just explore a small space station in a Descent-like style.
Controls
Z: Thrust
Arrow Keys: Turn
X+Arrows: Roll
Notes
The map is stored in a long string and is generated from a Blender OBJ file. The station is as complex as I can make it before running out of compressed code space. To make something larger, I think I would have to switch to more of a 3D tile system with room building blocks that snap together.
The engine uses a simplified portal system paired with convex sectors to determine room visibility and draw order.
Thanks
Thanks to Fred72 for the polyfill code. (https://www.lexaloffle.com/bbs/?tid=3393)
Updates: fixed some code that broke with version 2.5g
Hi everyone! Here is something awesome I am working on. this is my 1st pico-8 game made w/out a tutorial!! This is a demake of a cool game called Luck be a landlord
(check it out here:https://trampolinetales.itch.io/luck-be-a-landlord)
I chose this game because I was having a lot of trouble with collisions but wanted to make a roguelike.
Before and while making this game, I watched many youtubers like my-- correction, studied the game in great depth so I could make a good demake. So here is the early version and I am open to feedback.
if you have better sprites, let me know in the comments.
anyways, without further ado, here is the game:
idk needed to practice I guess, also some political figure apparently made a solitaire app that took "countless hours" to debug which frankly astounded me but hey, if he wants to make a game, power to him I guess
...I am really bad at Solitaire, so it took me longer than necessary to actually make sure the win condition worked properly, ahahah
Update 1:
So far only title screen was implemented.
Wanted to add some fancy flickering effect which builds up
from rapid blinks to a constntly lit title logo, but couldn't
find out how to do it so the flickering is constant and kinda
mind boggling. The ASCII-art actually made with two separate
print () functions even though I tried to use new control codes
feature (its' still used in the credits at the bottom of the screen).
I tried various colour combinations and even though I would rather
choose something retro-looking I eventually settled on the vibrant
and cyberpunk-esque dark-blue + neon-green combination.
I am trying to use as little else's as possible which could be
Hi
Math isn't my strong side, so not sure if there is a simple solution to this or how to solve it really but I'm sure its a piece of cake for someone here.
If I'd want to limit the line drawn with this snippet of code to say 10px from 64,64:
function _draw()
cls()
h = stat(32);
v = stat(33);
line(64,64,h,v,10)
end
How would that math look?
My final entry to #TweetTweetJam 6 entry is: Among Tweets 🔪
An attempt to demake Among Us in PICO-8, but in just 560 bytes (555 chars), using NO art assets! 😅
(...or as close an approximation of as I could do in 560 bytes - so alas, no random imposter/voting, etc. 😅)
Controls
⬆️⬇️⬅️➡️ = Walk
❎ = Kill
Features
🤼 4x Split-Screen MULTIPLAYER
🛰 SKELD-like ship
🔪 EVERYONE is an Imposter
👻 Dead players can HAUNT
📦 3D DEPTH Effect
Source Code
?"\^c0\-j웃\f7\vv■\+9r\f5o❎&\-0\|luホp" [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=94235#p) |
TRIHARD
Or TRI-HARD, if you're so inclined
TRIHARD is another super intense arcade high scoring game, featuring multiple gamemodes, an original score with 5 songs, 6 animated backgrounds with 8 (technically 9) palettes, and 4 boss battles.
That's all well and good, but what's it about?!
TRIHARD's gameplay loop is simple. Bounce around the screen with your slippery and bouncy triangle (heh, get it?), dodging bullets and collecting squares. Run out of lives or let a square disappear and you will die. The gameplay is altered when events are thrown into the mix. Every so often an event will spawn, these can range from sweeping lasers to giant bullets. On top of this, have fun being killed by the 4 bosses!
★ City-Saver! ★
How long can you save the city?
New Computer, who dis?
I am fairly new to programming and PICO-8, and this is my very first game!
Please let me know what you think of it. Any feedback on my code, artwork or music is much appreciated.
If you want to use any part of this game in your own creations please feel free.
In the beginning there were birds...
If you can't tell from playing, this game is a flappy bird style clone meets space invaders. All game development channels on YouTube say how easy it is to make a flappy bird clone. But I am not a flappy bird enthusiast... So here's the version of flappy bird I want to play!
Cute little guy must keep eating to grow or it'll just shrink back to a young larvae. Use (almost) any key to rotate the opposite way and grab those delicious redish things to grow up to impressive length. Since the game starts slowing down at 700, let's consider this score a winning condition!
Made for the TweetTweetJam 6 in 554 chars. Just click the "code" button above to copy & paste the whole game to any Pico-8 near you.
Goal
Eat those juicy red things to grow bigger, or you'll get back to larvae state!
Controls
Any button to switch rotation.
Be sure to check the change log to see what's new!
I really thought version .51 would be the last major version, but somehow I managed to scrape out every last token and add a few new features! That said, this WILL be the last major version, though I will still support the game post release.
Change log
[hidden]
Contra version .73 (fixed)
The latest Pico-8 update evidently changed the way the (--[[) switch works, breaking the game! XD
This is fixed.
Contra version .73
This version could be considered a bug fix/polish release...
-
Tweaked the machine gun sound to give a more "auto-fire" feel to it.
-
fixed underwater behavior so that your gun Actually won't fire. Somehow I missed that the feature was broken
all this time... -
Changed the behavior of the continue cursor. Now it will only make a sound if you switch to the other option
- Tweaked the runner enemy so that they cannot kill you when they fly back after being shot.
Contra version .72
This version has been sitting on my computer for some time now, And I figured it has enough changes to warrant a release.
-
More sprite edits by ReeceGames.
-
Machine gun sprites changed to better set it apart from the Pea shooter
-
Boss bullets will now fall straight to the ground, making him a little more difficult.
- Fire sounds have been changed to more closely match what is happening.
Contra version .70
Special thanks go to ReeceGames for their contribution to the graphics work!
- Sprite edits to player, enemy, turret and shutter graphics to improve quality.
Contra version .68
Thanks to the PICO-8 Discord community for offering suggestions on how to trim down my code and how to improve the graphics, this update would not have been possible without them!
-
Turrets were completely rewritten, and can now track you in all 8 directions. They are still quick, but they have a limited range of motion...
-
Fire Weapon fully implemented! It's not the greatest for crowd control, but it is highly effective against
emplacements. -
Soldier drones have been reworked. Only 3 drones can spawn at a time now (usually), they run a little slower, and any drone that goes for a dip will instantly drown...
-
Another pass on map and object graphics to improve detail and readability.
- It is no longer possible to soft lock the game by taking damage from two things at the same time.
Contra version .63
- Detail pass on map graphics
Contra version .62
-
Tweaks to sound effects playback to reduce clobbering
-
New explosion sound for turrets, shutters and cannons to help them stand out a little more and make blowing them up
just a little more satisfying. - Adjusted collision so you can't scale the Base exterior
Contra version .61
- fixed cannons not clearing out after a game over.
Contra version .60
-
Turrets have been added. They have pretty good servos, so don't think you can slip past them so
easily. A healthy dose of gunfire ought to short their circuits. - The boss now has some defenses in two cannons. They just kind of spew bullets on the ground, but they are still
lethal. Blow them up if they are bugging you.
Contra version .51
- Changed powerup collision so they pass through semi-solid platforms correctly
- The first Rapid and Machine Gun powerups have switched places.
Contra version .50
- Boss has been added. There are no defenses for it, but he did finally show up.
- Runner enemy type has been added. They move fast, so you have to be on your toes. At least they are easy to kill...
- Powerup shutters fully implemented. Shoot them to receive an item!
- Victory state implemented.
Contra version .30
- Capsules are fully implemented! they can be shot for a powerup, and I have sprinkled a few through the level
- Powerup behavior is implemented. Available powerups are: Machine gun, Spread, Fire, Laser and Rapid Shot
- Machine gun fires in full auto, like a Machine gun should!
- Collect Rapid Shot to nearly double the speed of your bullets!
- Sound and partial graphics in place for all weapons
- Adjustments made to some sound effects
- Minor changes to title music
Contra version .25
- Phase one of capsules added. You can't shoot them yet, but if you press ⬆️ and 🅾️ one will spawn from Bill's location.
I also have one capsule setup to spawn in as a script - Initial work on items started
- Initial work on spread gun started.
- Small explosions added. Press ⬆️ and ❎ to make a capsule go boom!
Contra Version .22
- Adjusted wipe speed to more closely match the NES version
- Map filled out with initial artwork
- Player spawn delay now consistent
- Code commented out a little more, and formatting changes
- Minor alterations to music
Contra version .2
- Submitted to BBS