TO LOAD THIS CART in immediate mode, type
load #torchlit_view
As shadows and circular shadows are still rather popular at the moment, back in the day when I was coding in GFA I was working on a massive project called Scenario 2 RPGMaker. If you're curious, Scenario 1 was written in QBasic 1.0 while S2 was in GFA. I wanted to have all the interesting elements that you could find in RPG 95 at the time. One of which was a torchlit view.
The early Torchlit view I had in S1 was quite primitive based on early Ultima 3 where the screen was 9x9 tiles and all it did was draw a rough circle in 5x5 tiles to the center keeping the others black.
So with S2 and the knowledge I was not limited to tile movement alone, I gave it some more thought fully knowing drawing circles are super-slow, but rectangles were not. So the idea was to fill the screen with a solid color, then draw a filled rectangle to match the edges of the solid base for the circle I would create inside.
Having got working versions of the player movement and music in place, I asked my boy what he thought was the next most important thing to do, and offered some options:
1) map scrolling or screen switching
2) collision detection
3) time countdown
I think he was in favour of the screen switching, which was my initial instinct to be honest.
But as I thought about it, I realised that although a Pico 8 game is small, it's still a major undertaking for me. As soon as you go beyond one screen the possibility space of the game increases by at least an order of magnitude.
A better idea, surely, is to aim at the smallest/simplest thing that might possibly work and so this is my new idea:
- keep the action all on a single screen
- build a little maze with home at one end and school at the other
- have a countdown
This strikes me as a very obviously the best way forward. Scaling everything down makes so much sense:
- reduces the risk of not finishing
- allows end-to-end testing of race-against-time mechanic
Hey all! New poster here! I wanted to see how far I could compress giant word lists onto a tiny PICO-8 cart, and that experiment turned into a small wordle-alike!
Rules:
- Survive six rounds WITHOUT guessing the cat's word!
- Each time you get a clue, you must use it, so be careful!
- Each guessed letter costs a life, so be sneaky about which words you try!
This game uses the keyboard and attempts to disable the pause menu so you can use the "P" key, so be aware of that when playing in SPLORE. If anyone has suggestions on how to be better-behaved on your console, do let me know!
Procraftination Simulator 3000
Ever want to surf the web AND use PICO-8?
Not wasting enough of your time?
Welcome to Procrastination Simulator 3000!
This WIP is my attempt to learn how to use LUA and PICO-8 in a more or less unconventional manner.
Controles
-Up scrolls up.
-Down scrolls down.
-more to come later.
Currently I am trying to:
-Get everything to display correctly
-Get text to generate in appropriate places
Next up:
-Refine the art
-Make the pages
-SFX
-BGM
-Art that allows for the drinking of soda and laughing (+SFX)
-Ideas for the initial 8 web pages
After that:
-Add in some more humor and counters
-Maybe more web pages
Feel free to fix/edit/steal anything here. Seeing how others with more exp do the same thing will be useful for me to see.
POF
Speedrunning dueling game
Help POF shoot all nightmares away! Can you do it fast?
.
Rules
This is a casual speed duel game. Help POF kill all the monster nightmares as fast as possible and without losing all your lives. Every nightmare has its own behavior, so find the best strategy to defeat each one of them quickly. As you advance, you can buy new weapons and upgrade your stats, choose wisely to improve your times.
This is my first Pico 8 game, let me know what you think,
and don't forget to screenshot and share your best times in the comments!
I have been trying to code in a snapping mechanic in a rhythm maze game that I'm working on, but I can't get it to work. The player always ends up at one of the corners of the map or doesn't snap onto the map tiles. I've been using
flr() |
but it's not working in ANY way. I want the player to snap onto a map tile when they're not moving, can someone please help me with this?
Update 220214
The arcade in the mall was screaming for a minigame but it took me a while to think of one. The minigame can be played once per game and it doesn't affect the ending. Nari (the white witch) will alternate between moving randomly and actively chasing Dona in the shortest distance. It's technically beatable but just barely.
Edit: Can't believe I forgot this, Nari was always facing down in the previous version. Now she faces the direction she moves.
About
Dona the Witch needs to return a library book and that's the entire goal of the game, which can be accomplished in half a minute. But the underground mall has a lot of distractions should you decide to explore, and Dona has a tendency not to think before spending, or think too hard and rationalize the impulse buys.
This is a collection of one-button minigames based on Among Us! This was done as part of Squiggly River's Camp Squiggly Jam, where the theme is reconnection.
Please let me know what you think – and if you have any other suggestions for minigames to add just let me know! :D
I've made a few attempts with Pico-8 over the years but never got beyond the most rudimentary principles.
I blew the virtual dust off it recently to show my 8 year old, and I've been delighted by how much it's engaged him. I assumed that a kid used to playing Breath of the Wild on the Switch would turn his nose up at the simpler graphics and relatively punishing difficulty, but he seems to take it on its own merits and will splore away for hours if I let him.
In an attempt to spin that screen time into something educational, we're taking our first steps into making our own projects, and I need to stay ahead of the curve so I can at least try to implement the kinds of things he's likely to want to do.
So I've been watching a bunch of youtube videos and have got over some of the big initial humps. This approach to sprite animation was the first one that really landed with me in terms of