Hard Vacuum: Keep the Ship Clean!
I'm working on my first Pico-8 game in which you are a robot vacuum aboard a space ship. My working title is "Hard Vacuum," which is a pun I'm fairly proud of 😅 I've implemented basic movement for the character and a not super efficient method of drawing a trail following the vacuum. This will be used as visual feedback as well as for score calculation. I had hoped that I could fill a circle with a pattern that was half color, half transparent, but apparently that doesn't apply to the fill functions 🥲 Needed a break from coding, so I started on some sprites for the map. CC Welcome!
I have seen a number of pico-8 home-made consoles and had an idea: what if there was a pico-8 operating system, designed for making that sort of thing.
--If I am confusing or missing big parts of the idea, please let me know!
here is what I came up with:
1 .p8cart file:
this is a (renamed) folder formatted like this:
------.p8cart folder------
game.p8
data folder
subcart folder
--data folder--
this is where the game data saves to
--subcart folder--
all extra cards loaded by the main game go here
old idea:
[hidden]
Main OS:
-gets up, down, left, right, Z, X from up to 2 input sources (2 controllers for example)
-creates it's own save location (so it is entirely self contained)
-loads custom filetype (more on this later)
-free?
-NO EDITOR OF ANY KIND
Interface:
-has folder for local carts
-searches for special filetype on any external devices (ex:usb)
-only one tab: games
this tab would list all local carts, as well as any carts found on a external device.
Special filetype:
-the os would load cart files which would be something like .p8cart
these would be like .p8.png BUT would not allow access to source code/sprites
-can be made with save cartname.p8cart
Tiny Town is a game made in pico-8. It's based around another game called "Batch Town" which was made entirely in batch. https://general-nut.itch.io/batchtown
It was made for the "One Game a Month #12" jam on itch.io which can be found here.
https://itch.io/jam/one-game-a-month-12
Controls:
Up and down arrow keys to choose jobs
Right and left arrow keys to assign people
Changelog:
Version 1.01: added level 9 town
A Top down Adventure Game.
Made for the The GameDev.tv Game Jam 2022
Theme : Death is only the begining
Synopsis:
He thought that it was as simple as going from point A to point B but, he didn't knew that dead was on the way, and most importantly, DEATH IS ONLY THE BEGENING
Get on itch.io : https://senor16.itch.io/avgame
Controls : Arrow keys
Code : by me
Sfx : by me
Graphics :
- Character tiles : Aleksandr Makarov
- Other tiles : StoneTrench
Development duration : 6h 40mins
Post mortem:
My Pico-8 version of the 1983 Taito arcade game.
How to Play
Run around the edges of the zoo filling in the brick walls to stop the animals escaping.
Jump over the animals for bonus points.
Collect the net to return the animals to their cage.
Controls
[X] - Jump
Thanks To
Finn for testing
Shane R. Monroe for testing and advice (and suggesting a remake this game in the first place!)
Version History
- 0.80 - 26-May-2022 - Released
Here is a game that twitter.com/NerdOfGamers had invited me to help work on.
The idea was that a number of people will take turns adding something to the code in Pico8 Education Edition, and share the URL with the next person in line. I was person number 9.
When I got this, there was barely any space left, and it use 637 tokens.
I cut that down by around 100 tokens while adding velocities to objects. I ended up getting back around close to their total.
I had greater ambition, but sadly when I added more, it wouldn't compress to the 2k url char limit.
So here's what I settled with making, before passing it on to the next dev.
Excited to see what gets added on or modified.
Alright this one is a bit hard to explain:
The mod of Celeste Classic 2, Fingals, by the incredibly talented @Kamera released just over a year ago! Because no one had done anything to celebrate, I figured I'd follow up on my definitely not piggybacking mod Vingals which added a mechanic from one of my other CC2 mods to Fingals (the vertical grappling hook in that case) and add in the dash from Celeste 2-1!
I did make quite a few changes to the physics from Celeste 2-1 to make them even closer to Celeste Classic (obviously they're still different) and this mod is a reasonable challenge to complete 100% but still nowhere near as painful as Vingals... I think.
Connect all flows of different colors.
1220 levels in 10 packs:
- 6x6 --> 150 levels, stored in binary string
- 7x7 --> 150 levels, stored in binary string
- 8x8 --> 150 levels, stored in binary string
- 9x9 --> 110 levels, stored in binary string
- 10x10 --> 110 levels, stored in binary string
- 11x11 --> 110 levels, stored in binary string
- 12x12 --> 110 levels, stored in gfx 0x0-0x3000
- 13x13 --> 110 levels, stored in gfx 0x0-0x3000
- 14x14 --> 110 levels, stored in gfx 0x0-0x3000
- 15x15 --> 110 levels, stored in gfx 0x0-0x3000
Have fun!
menu
gameplay
V0.1:
- added letter notation in the options
Controls:
Arrows keys to select the note
X to confirm
O to open the menu
Notes:
Ok so, I am not an artist, a musician or a developer.
This is my first project and it is just a beta version, I decided to put it online nonetheless to obtain feedback and advice.
Please do not hesitate to try it and tell me what you think and what I should improve.
I would like to implement more detailed statistics and the option to switch the notes names (C,D,E,... instead of Do,Re,Mi,...)
Credits:
Thanks to Krystman (Lazydevs Academy) for the tutorials.