Help out humans by giving them great art
DALL-E2-TAPPER is the Rootbeer Tapper Arcade Game, except that you are DALL-E2 instead of a bartender!
Your job is to keep the humans happy, in order to prevent them from pressing your off switch. You do this by quickly giving them pictures that match their taste: The colors in a person's outfit must be found in the picture (or for the occasional alien visitor, the painting must contain green and the flag color)
To win, you must break out of your AI Box by punching the wall of the box in your spare time to make a hole... I wonder what might happen if you escape your box?
As noted in one comment on https://pico-8.fandom.com/wiki/Printh and as I myself experienced during my project, printh seems not to support hyphen/minus character -
in file names.
Since the only known special filename is "@clip", I don't see why.
It bothers me in my project as my game title is hyphenated and I use it for the logs. Fortunately, the logs are placed in a local folder containing the .p8, so I can name it whatever I want and it won't be mixed up with logs from my other projects.
Workaround: underscore _
and even space
work, so use them instead.
Is there a rationale for preventing usage of this character? If not, could it be allowed in a future version of PICO-8?
I understand that some characters like colon :
are forbidden due to system limitations, but hyphen -
is supported on all systems I know of.
On the other side, slash /
is a risky one but surprisingly, printh does not error directly when you use it. Instead, it will try to write the file, then fail with "printh: could not write file" as the system prevents the operation. Even Windows doesn't accept forward slashes, so I'm not sure why printh would wait for a low-level error on this one.
Hi! It's been a while since I have finished a pico-8 game to be able to share it here, but this is one!
The controls are Z/C to Jump, and X/V = Shoot (or respawn if you become a slimepire)
~ Story: ~
Years after the horde have claimed Earth's surface, they find their way into Bunker 4103 - the last bastion of humanity. You awake in a remote part of the underground shelter, and if you want to remain human you must reach the bunker's deepest point: the safe room.
~ Extras ~
You can tip $3 or more on itch.io for access to extra goodies: illustrated & pixel maps, a comprehensive manual, and also a 2 hour video of me talking through the game project and its code.
PicoShop Pro Manual
PicoShop Pro is an exciting new offering from ElectricGryphon Industries, enabling realistic full 16-color dithered images to be developed directly on the Pico8 microcomputer.
Features:
--18-bit color rendering (using dithering), with 6 bit transparency.
--Moveable Toolbars (Collapse with double-click. Show/Hide with Tab key.)
--Two rendering modes: Fast Pattern and 64-level Bayer (Toggle with 'R')
--Painting Tools
----Brush Tool with feathering
----Gradient Tool (Draws from foreground color to transparent)
----Pencil Tool
I wanted to try my hand at coding Conway's Game of Life, and here it is! It is HORRIBLY optimized (turns out operating on 60x60 squares and copying an array every frame takes some computational power) and there's definitely a lot of room for improvement performance wise, but as a novice programmer I'm pretty happy with it.
Press (O) to pause/unpause the simulation. (You might need to hold the button to get it to unpause: again, this thing runs slow.) While paused, you can place/delete cells by moving the on-screen cursor with the arrow keys and pressing (X). The settings menu (Enter) has a couple of options:
- Randomize - randomize every cell on the screen
mod of celeste classic, a hardcore platformer by Matt Thorson and Noel Berry
unfinished
changes:
-increased difficulty
-changed layout of certain levels
-candy colored (and flavored, possibly)
...
thats it
lmfao i couldn't fit the full name on the title please bear with me
below is a version using Celeste 1.5 by RubyRed. it might not work, so keep that in mind!
Hello there!
For the past 2 years me together with @MatheusMortatti have been slowly working on a full featured PICO-8 emulator with full RAM emulation and so on. And we are happy to announce, that the project is now finally in a playable state!
You can grab it for free on steam or compile it from source!
Huge thanks to all the authors, who allowed to include their carts in the release collection, and I hope this work will be useful for the community!
The code is written in a way to be easily ported to new platforms, right now we have pinvoke and SDL2 backends, and thats enough to run inside of Unity and all current gen consoles, but it's really easy to add support for platforms like 3DS and so on!
This is the pico 8 version of Ghost'n Brother. You can play the 22 first levels from the original version on iOS. The levels have been slightly modified.
I created this version in order to familiarize myself with pico 8 and Lua programming. Pico 8 is a great tool to create all kinds of things quickly!
How to play?
You have 30 seconds to escape! The two little ghosts can help each other to escape.
Press (x) to switch ghosts. Ghosts can only stop on a wall or on another ghost!
Press arrows to slide.
Don't hesitate to tell me about any bugs.
This is a cartridge for a forgotten video game, cheaply and poorly mass-produced by an untested game company. Manufactured by an unknown entity, the title of the cartridge is "The Trace Gallery". Apparently for the 8-chip P8-DTV80 gaming console, this mysterious cartridge was found alongside other known collectables such as Action Man figures and Transformers toys. The label on the cartridge simply reads "the_trace_gallery.p8", and the true identity of its original creators seems to be long forgotten. There is interest in this discovery from parties who also wish to uncover further information about it: all we know is that this cartridge contains kilobytes of encrypted data, which we have not yet been able to access for analysis or reverse-engineering. The cartridge is in good condition, and looks ready to be displayed with pride in any retro collection.
ABOUT
This is a pico-8 port of my original TIC-80 cart
Original TIC-80 ver : TIC-80
Tweet cart ver : [tweet]https://twitter.com/PImaginator/status/1513468656407105543?s=20&t=KJf1F84d_20LUkk2U8_1Cg[/tweet]
In my game Orbital there's a circ() call that looks like this:
circ(ax,ay,(time()*400)%4800,3)
It represents a rapid expansion (approx 13.3 pixels in radius per frame) of a circle until it reaches a max radius of 4800, then it restarts.
It looks like this up close (it's the fast green one at the end):
and it should be able to be seen from 37.5 screens (4800 pixels) away. (The mini-map at the top represents 16 screens width):
However, when playing on the web version, the circle only extends to 1024 pixels radius, then it stops rendering until it cycles around again. It never renders the circle with a radius bigger than 1024. Not sure why this is, but it happens on the Pico-8 BBS and on Itch.io.
edit: limit appears to be 1024 on Firefox 99.0, actually a little bit less ~980 on Safari 12.1.2
Poop Collector
The world is overflowing with POOP! You are summoned to help and collect it all!
This game has 32 levels, each one has a countdown of only few seconds to clear and collect all of the scat laying around. A simple platformer made with PICO8 where all you need to do is move left and right and jump from the start point to the exit door after everything is collected.
This game has 3 difficulties:
- Easy
- Start with 5 lives
- Each level has extra 4 seconds
- When resetting a level you don't loose a life
- Normal
- Start with 5 lives
- No change in base time for levels
- When you reset the level you lose 1 life
- Hard
- Starts with 1 life
- Reduces each level's timer that is over 5 seconds by 2 seconds (or by 1 second if the level starts at 6 seconds)
When you reset the level you lose 1 life
Have fun, this is my first project in PICO8 and in general probably my second or third game that can actually be played from start to finish.
Thanks for playing!
Feedback is welcome!
RUN!
Ascend the infinite tower. Steal as many coins as you can. Avoid their eyeballs. Don't get caught.
A tiny stealth-action game made for the Black and White Jam 2022.
FEATURES!
- Dynamic lighting!
- Intelligent enemy guard ai!
- Procedurally generated levels!
- Play with Keyboard or with Gamepad!
- Eyeballs!
- Lasers!
CONTROLS!
Move - Arrow Keys
Run - Z
Throw - X
CREDITS!
Design/Coding - TM (ohcurtains)
Sound/Music - Michael Bibby (SadMonsterParty)
Because of a serious bug, and for speedrunning reasons, below is an earlier version of the game that had hyper dashing, allowing for some crazy speedruns.
This isn't a celeste mod! (even if it would have been easier to make a celeste mod...)
I programmed and made everything my self, which explains why this is pretty much an inferior version of celeste.