Use X, C, or the arrow keys to view different screens showcasing the tileset.
I made a slightly improved version of the Celeste tileset. Now there are inner corner thingies and other random stuff. Of course this would be pretty hard to use in a Celeste mod because of the extra sprite space it takes up but I mainly made it as a concept to see what the Celeste tileset could look like with more features.
This isn't meant to be used in mods, it's just a random concept thing. If you use saved mapdata or whatever, and have extra sprite space, then I suppose it would be usable.
All credit goes to Maddy Thorson and Noel Berry for the orignal tileset.
I've seen many demos and cool art made with pico8 on Twitter, so I tried to do something. This is my first tweetcart. There's probably many ways to optimize it more, but at least it works.
Press left and right arrows to widen or narrow the road, and up or down arrows to move the horizon.
Some values can also be changed in line 3:
b
: default horizon positions
: offset between the sun center and the horizonp
: default road positionn
: amount of horizontal linesi+=2
: speed of horizontal lines
l=line r=rectfill b=64s=5e=128h=64p=45n=6i=0poke(24364,5)::_::i+=2i%=e r(0,0,h,b,2)r(0,0,h,.6*b,9)r(0,b/3,h,b*.6,8)circfill(h,b-s,20,10)r(0,b,e,e,1)l(0,e,p,b,2)for j=1,n do [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=105240#p) |
TO LOAD THIS CART in immediate mode, type
load #playback_a
VVhat's new ?
(01-17-22)
✅ New BTN() can now be called with no arguments, returns numeric of all buttons, thanks to @SmellyFishstiks.
✅ Beefed up the documentation and usage instructions.
This program will let you record and playback keystrokes, including saving your code with those compressed keystrokes in very small code indeed.
First off, the record and playback routine is 436-characters total, so this entire method is pretty small at that. Add about 46-characters for each of the functions record()
and play()
and you're home free !
With all the fuss over the Wordle game, I thought it would be a fun afternoon project to throw together a version for pico-8.
The word dictionary is quite small and I didn't get a chance to add in any sfx. However, it's fun to play and was a good exercise to keep learning new things.
Updates:
- Added instructions screen
- Added some simple sfx
- Added hard mode (accessed through pause menu)
- Added light mode
- Added animations
- Invalid guess
- Revealing clues
- Improve instructions
- Save hard mode / light mode
- Increased dictionary size (thanks to zep's work here)
DUNGEON! is a retro-styled video game where a different course of levels is randomly generated with every new attempt. See how far you can get by platforming and defeating monsters!
Featuring:
-A variety of enemies that get harder as the game progresses
-Powerups you can buy from a gift shop with coins you collect
-Different zones that change the appearance and music of levels
-A large pit with like 12 slimes in it
-Wall jumping (people seem to enjoy this mechanic)
And more!
For more information, check out my itch.io page -> https://deklaswas.itch.io/dungeon
Thank you to all the play testers who played the alpha build and gave me valuable feedback. This includes Bonemangaming, Technetium, Quintus, Superandrews, and Banana_kokichi.
Another huge thank you for merwok for helping me compress the pico8 code.
Yuo guys are awesome :)
Take photos of hidden animals in a tiny park!
Beware of the wandering mushroom!
Update 1: the first level shows the location of the hiding animal as well as the enemy mushroom.
How to play:
There are animals hiding in the forest, and you have to take photos of them. Every forest has one animal, and once you take a photo you can move to the next forest. There are 30 levels in the game, and your can check your progress in the bottom left corner. If you find all 30 animals you win the game. You have 3 lives (bottom right corner). You lose a life if you let the red mushroom catch you, or if you go too close to the animal. You cannot see too far ahead so walk carefully!
There are cheat codes if you find the game too hard:
This is my first PICO-8 cart! Enjoy!
It is a simple implementation of the classic board game Peg solitaire. I made this as an exercise to familiarize myself with PICO-8.
Rules
You can jump a peg over an adjacent peg into a hole, removing the jumped peg.
Your goal is to empty the board, except for a single peg in the marked hole.
Move count
Consecutive jumps with the same peg are counted as a single move.
Try to solve the puzzles in the least number of moves!
Keys
Arrows: Move your cursor
Arrows while holding X: Move a peg
Z: Undo last move
Tip: To make consecutive jumps with the same peg, just hold X and press the arrows you need.
Controls-
-To move use the arrow keys
-To jump press x
-To open the inventory hold c/z (if on mobile use the O key )
Additional controls-
(unlockable)
-To slide run into a block and stop before you hit it
-To ground pound. In the air hold down until you hit the ground
-To air jump , jump while falling
Background
I am currently a student in college and one of our units is game development.
Now most people might flock towards unity or unreal to make some really impressive high fidelity game....but I only have a couple moths to learn the software and make a competent game. So I was introduced to Pico-8.
Now only 2 and a bit months later I think I've make a competent enough game to use, at the very least as a reference point, in making my unit submission game.
I've also been wanting for a long time to make a game for an itch.io game jam and the FFS jam seemed perfect to enter this into.
links
If you want to view it there the link is: https://rising-dawn.itch.io/portals-in-mutation
link for the other Jam games:https://itch.io/jam/finally-finish-something-2022/entries
Welcome to frogo flippy froggers fantastical fun froggtastic fiasco flip flappin-tastic fantasy fun forever. its me everyones favorite GAME-CREATOR. JThburvs wowie. in this maze you can:
- =D
- HAIL THE FROG OF THE MAZE
- DIEIDIEDIEIDIEIDEIDIEIDEIDIEIDEIIDEIDEIIDEIDEIDIEIDEIDIEIDEIDIDEDIEIED
- FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
wowie does that sound like fun. have fun!
Note: thx to JWinslow23 for playing bad apple on pico 8
I'm not sure if I should post this here or in the "Tutorials"-Section, but I think it better fits here:
I wanted to show a way on how to do Map-Collision, using the Flag-System in PICO8. This Function also takes care if your Sprite is wider or taller than 8 Pixels.
Basically you give a Function a few Parameters (like Position, Width & Height from the Player) and this Function checks the Flags from the Tile-Map on certain Pixels, depending on the Player-Position and it's Width/Height. You can use the Return-Value from this Function to allow or deny Player-Movement.
Before I show the "How-To use the essential Function", there's some preparation that you need to do.
This version of Sneaky Towers Playground runs on 60fps! I will be sticking with 30 though, as NerdyTeachers Platformer Engine is clearly not intended for 60fps. (as seen with the broken destructible block mechanic)
Made with NerdyTeachers Platformer Engine:
https://nerdyteachers.com/Explain/Platformer/
30fps version:
https://www.lexaloffle.com/bbs/?tid=46176
1.3 is here!!!!!! view the additions via the changelog!
This is a test map for my vertical platformer game, Sneaky Towers. While it is only a test, I have many things planned for this.
Made using the NerdyTeachers Platformer Engine:
https://nerdyteachers.com/Explain/Platformer/
Broken 60fps version:
https://www.lexaloffle.com/bbs/?tid=46179
Changelog:
-------------1.3 (current version)