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This is a test of parallax scrolling.

Cart #pscroll_gb9999-2 | 2022-07-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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WARNING: This game is awful

This is my first game, Im still just learning how to do everything. I was just following Nerdy Teachers' tutorials on YouTube

Cart #anxiety_octopus-0 | 2022-07-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #jumpyjump-1 | 2022-07-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #chroma_control-3 | 2022-07-05 | Code ▽ | Embed ▽ | No License
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Welcome to Chroma Control!
A game made by Pico-Crew, a subgroup of MoonShine, in 2022.


You have to match the color of each Chroma Beam to the balls' color. When no orbs are left, you go to the next level.

There are 2 modes in the game:

  • Normal Mode: five levels
  • Endless Mode: an infinite loop with randomly generated levels

Controls:

  • Arrow keys (left/right) - move

The "reset scores" menu option can be used to set the score and high score back to 0.

Credits:

  • MegaSparky - coding, music, and font (all graphics are generated by code)

Enjoy! Greets from MoonShine and Pico-Crew.

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3 comments


Cart #snaked-5 | 2022-07-04 | Code ▽ | Embed ▽ | No License
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Didn't plan to publish it right now but my friend asked me to so I did it.

v3

What's new:

  • Changed the look of the gray snake.
  • Added level pick.
  • Remade speedrun mode.
  • Added menu (press enter).

Special Thanks to:

  • Sim, morgan, ville - help with tile connection;
  • FReDs72 - help with fading and game name;
  • Youn - blabla

How to play:

  • Hold X to grab the snake
  • Move left/right/up/down to drag the snake
  • Release X to drop the snake
  • Fill the whole board to win
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Cart #numnun_sushi-0 | 2022-07-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hello, That's my first pico game I did with my friend, I hope you all enjoy it :)

Press X to get the correct sushi!

Any feedback is appreciated, thank you :)

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3 comments


Cart #geebos_underwater_adventure-0 | 2022-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls & Rules

Press X to jump and avoid lemons and ghosts (Geebo hates those)

Behind The Scenes

This game is meant as a first lesson plan for my students to follow to introduce variables, loops, and functions. I just used a distance function for all of the collisions which means every collider is basically a circle.

Credits

I used the Tiny Islanders font by Chequered Ink for the title screen, otherwise all art and programming was done by me! (Liz)

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Following lazy devs tutorial sort of at https://www.youtube.com/watch?v=81WM_cjp9fo&list=PLea8cjCua_P3Sfq4XJqNVbd1vsWnh7LZd
29th Jan 2023

Cart #shootinator-6 | 2023-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I think this just has some music changes and small tweaks to the previous version.

Music by LokiStriker https://lokistriker.itch.io/

I'm so happy with the music.


29-Oct-2022
Cart #shootinator-5 | 2023-01-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Below is the beginnings of level2 I've uploaded as a separate cart but its just uncomment some code to run this level.

[ Continue Reading.. ]

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7 comments


Cart #unibomber-1 | 2022-07-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 07-14-2022

The only thing I regretted not adding in the first version was a high score tracker, so that's in there now. You'll see your high score on the title screen and if you get a new high score, you'll see that on the game over screen. Happy unicycling!

Synopsis

Ted is a simple high wire unicycle daredevil stuntman. For some reason, the government wants him dead. Good thing he has a large sack full of bombs to fend them off! (wait, you don't think that's why they're after him, do you?)

Controls

  • Left/Right Arrows: Move Ted along the high wire.
  • Z: Drop a bomb. You can only drop one bomb at a time, because you are riding a unicycle on a high wire and it's hard to multitask.

[ Continue Reading.. ]

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7 comments


Cart #crystal-9 | 2022-07-11 | Code ▽ | Embed ▽ | No License
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Colonize the planet!

To win the game, find, activate and connect 5 ancient crystal drills with the core!

How to play

  • start building solar panels and hydro-power-plants
  • connect them to quarries to get more minerals
  • build more stuff using minerals

keyboard

O - choose things to build (terrain dependent). Destroy building.
X - construct building. mass building with X+arrows. terrain sensitive. pipette tool.

hold X on building - investigate requirements, connected suppliers and consumers, and the cluster's netto production
keep holding X - show map and stats

Game Mode: Post Apocalypse

You find the ruins of a lost civilization scattered on the planet. The mineral resources have been depleted and the yield of mineral mining is low.

You have to refactor, rebuild and recycle of what is left on the surface.

You can start this game mode from the pause menu.

Credits:

[ Continue Reading.. ]

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16 comments


I'm working on a version of VMap which fits into a Pico 8 Education Edition cartridge (for showing to my computer science class). This, of course, required a significant amount of minification to fit into the encoded 2040 character limit. I did, however, manage to do this with a combination of hand written changes and using Pahammond's GEM. However, when I try to save to @url, it provides me this error:

I may be misunderstanding the way URL saving works, but you can clearly says that it failed, even though the character count is below the limit. Apart from the code (found below), I have a single 24×16px sprite located at sprite 0. I would appreciate if someone could help me out here.

a=add r=rnd _a=true _b=true m=false
_c=128 _d='1.2.2' function _e(tb,v)
local _f={}
for vl in all(tb)do
_f[vl]=true end
return _f[v]end
d={[0]=0,0,1,1,2,1,13,6,2,4,9,3,13,5,8,14} _g={3,6,7,9,10}
_h={}
cs=split('𝘣𝘤𝘥𝘧𝘨𝘩𝘫𝘬𝘭𝘮𝘯𝘱𝘲𝘳𝘴𝘵𝘷𝘸𝘹𝘺𝘻','')
vs=split('𝘢𝘦𝘪𝘰𝘶','')
for v in all(vs)do
for ov in all(vs)do
a(_h,v..ov)end end
for c in all(cs)do
for v in all(vs)do
a(_h,c..v)a(_h,c..v..'𝘯')end end
function gn(l)
local _i='' local l=l or 3
for i=1,flr(r(l)+2)do
_i..=r(_h)end
return _i end
_m=gn(2)
cn={}
for i=1,flr(r(2)+2)do
a(cn,{gn(1),false})end
r(cn)[2]=true
_n={{7,6},{15,9},{11,3}}
_o={,,{2,4}}
ps={}
bm={}
for i=1,flr(_c/27)do
a(bm,{x=r(96)+16,y=r(96)+16,c=r(_n)})end
for i=1,flr(_c/54)do
a(bm,{x=r(96)+16,y=r(96)+16,c=r(_o)})end
for x=0,4do
a(bm,{x=x*31.75,y=0,c=})
a(bm,{y=x*31.75,x=0,c=})
a(bm,{x=x*31.75,y=127,c=})
a(bm,{y=x*31.75,x=127,c=})end
function _j(x1,y1,x2,y2)
local _p=sqrt(((x2-x1)^2)+(y2-y1)^2)
if(_p<0)return 0x7fff.ffff
if(_p>=0)return _p end
function _k(x,y)
local _q=0x7fff.ffff
local _l=nil
local _r=0
for i=1,#bm do
if _j(x,y,bm[i].x,bm[i].y)<_q then
_q=_j(x,y,bm[i].x,bm[i].y)
_l=bm[i]
_r=r(bm[i].c)end end
return _r end
for i=1,_c do
local px=r(128)
local py=r(128)
a(ps,{x=px,y=py,c=_k(px,py)})end
for c in all(cn)do
_s=nil
while not _s do
_t=flr(r(_c)+1)
p=ps[_t]
if(_t%2==0and r()<0.25and p.x<100and p.y<110and _k(p.x,p.y)!=12)_s=_t
end
p.n=c end
function _l(x,y)
local _q=0x7fff.ffff
local _l=nil
local _r=0
for i=1,#ps do
if _j(x,y,ps[i].x,ps[i].y)<_q then
_q=_j(x,y,ps[i].x,ps[i].y)
_l=ps[i]
if(not _a)_r=i&0xff
if(_a)_r=i%2==0 and _l.c+_l.c*16 or 0xcc
end end
return _r end
cls()
for p in all(ps)do
pset(p.x,p.y,p.n and 10or 6)end
for p in all(bm)do
pset(p.x,p.y,8)end
spr(0,51,62,5,3)
print('\#7v' .._d,52,80,0)
print('\#7travelling to:',73,1,0)
print('\#7' .._m,128-#_m*4,7,0)
for i=0,15do if not _e(_g,i) then pal(i,128+i,1)end end
for y=127,0,-1do
for x=127,0,-1do
fillp(0b0101101001011010)
local _v=_l(x,y)
rectfill(x,y,x,y,_v)
if(btnp(🅾️))m=true
end end
fillp()
for i=1,flr(_c/2.4)do
for x=0,127do for y=0,127do
if(r()<0.025and pget(x,y)!=0)circfill(x,y,1,pget(x,y))
end end end
function _u()
if _b then
for p in all(ps)do
if p.n then
pset(p.x,p.y,8)
print('\#d' ..p.n[1],p.x+2,p.y+2,p.n[2]and 10or 0)end end end end
function _w()
print('\#7' .._m,1,122,0)end
for x=0,127do for y=0,127do
sset(x,y,pget(x,y))end end
function dt()
for x=0,127do
pset(x,x%2,d[pget(x,x%2)])
if(x>1)then
pset(x%2,x,d[pget(x%2,x)])
if(x<126)pset(x,127-x%2,d[pget(x,127-x%2)])
pset(127-x%2,x,d[pget(127-(x%2),x)])end end end
dt()
if(not m)_u()_w()
if(m)menuitem(1,'s: show name')menuitem(2,'d: hide all')menuitem(3,'f: show nations')
::_::
if m then
if(btn(⬅️,1))_w()
if(btn(➡️,1))_u()
if(btn(⬇️,1))cls(12)spr(0,0,0,16,16)dt()
end
goto _

2 comments


Cart #wavefn-0 | 2022-07-03 | Code ▽ | Embed ▽ | No License
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0 comments


Cart #hallowneste-0 | 2022-07-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Explore the land of Hallownest as Madeline from Celeste Classic.
Gather Geo, defeat enemies, and purchase charms at Iselda's shop!

-- A Celeste Classic mod made by ooooggll and Ummmm_ok --
-- Made in a bit over a month for the CCMAMJ --

CREDITS
Ummmm_ok and ooooggll - code, sprites, and mapping
Maddy Thorson and Noel Berry - original game
Team Cherry - Hollow Knight
Evercore Developers - obvious reasons
Sheet music from:

  • Neimex23: Dirtmouth
  • Carnivorous Cannibal: Crossroads
  • And of course Christopher Larkin

Special thanks to the Celeste Classic Discord server!

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38 comments


Cart #frymangemgrabber1-2 | 2022-07-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Gem grabbing puzzle game, my first attempt at making something in pico 8

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0 comments


Cart #slidingpuzzle-2 | 2022-07-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A simple 4x4 sliding puzzle

Controls

  • Z/C - Solve
  • X/V - Shuffle
  • Arrows/Click - Move
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Cart #zehugaponi-0 | 2022-06-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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U - Accelerate
D - Brake
L and R - Steer
Z - Honk


Welcome to Desert Plus, the sequel demake to the critically un-aclaimed Desert Bus!

The original

Desert Bus is one of the 6 planned games for the unreleased Sega Genesis game Penn & Teller's Smoke and mirrors. Most of Smoke and Mirrors's games were intended to trick one of the people playing it. Multiple games involved secretly cheating in a 2 player game, but this one is build to enrage the player through monotony. The objective?

Drive from Tucson, Arizona, to Las Vegas, Nevada in real time.

360 miles. A maximum speed of 45 miles per hour. A slight pull to the right. Don't drive off the road, or you'll be towed back to the start, also in real time. Just 8 uninterrupted hours of you, and the road.

[ Continue Reading.. ]

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4 comments


The initial idea for this game came from the title first. About a week ago I was trying to brainstorm what game to
make next. I had just finished my top-down adventure game Cube. At some point when thinking of what to make next
the title just popped in my head. As soon as it did, I knew I had to make the game.

I decided to follow a similar workflow as I did with my last game. First, I would make all the code tools and
systems that I thought I would need for the game. Next, I would create the content for the game using just the tools
I had made. I didn’t want to make anymore code in this stage as I felt it would keep me from falling into the whole
of feature creep. So with this in mind I started building the tools and systems I thought I would need for a Visual
Novel style game.

The main system I needed was some kind of node system from which I could make the branching structure of the game. Working in Pico-8 I would have to build this entire system myself in the base code. Luckily, I could use the dialogue system from my last game Cube as a starting point. Pico-8 lets you make what it calls tables, which are basically lists. These tables can have a single index and single value. In Cube I used the world coordinates of each character as their index and the text they said as the value I stored. This way whenever the player interacts with a character, we just pass that position into this table and get the correct dialogue. However, in my new game I would need to expand on this idea.

In Slime Detective each node at any given point in the story needs to store more than just the dialogue that is spoken. It also needs to store: the options the player has and which nodes those options point to, the name of the character talking at the moment, and what background and character sprites to draw during that node. Since there was no way of storing all this info in one value in a table for each node, I would need to get creative. I instead made one table for each value I needed to store and used the same index number across each table for the same node. Once I could set this up I just needed a single value to store the current node number which the rest of the game could use a index to look up in all the tables I made to draw, show, and run the rest of the game.

Once this system was in place, I figured it was time to start making the content.

Before I could start writing and dialogue, I need to nail down both my story, location, and cast of characters. I
knew I wanted to do something Sci-Fi like. I also wanted the story to be a mystery that the player has to solve.
Lastly, I knew I would have to keep the art super simple for two reasons. Firstly, I’m not good with complex art.
I’m not much of an artist but I know how to work around this. In a lot of my solo projects, I try to keep my art
super simple to help both readability and make it seem ‘good’. The second reason was that I wanted to try and make
art without using pico-8’s sprite system. Aside from the sprit editor pico-8 also lets you write certain lines of
code to tell the software to draw a square, circle, or line on some set coordinates of the screen. You can specify
the size, color, and coordinates. I wanted to make the art using nothing but this. With this in mind I first nailed
down the characters and locations cause I knew I would need to write functions to draw these characters. In keeping
with the first two characters, I made (the Green Cube and the Slime Detective) I made the rest of the characters
simple shapes with plain colors. I deliberately had all the characters use all the bright and vibrant colors so I
could just use the more muted colors on the background and not have the characters blend into it. With those made I
began blocking out the story.

Due to the way I had programmed the node system in Pico-8 it was much easier to write the main dialogue code in an
external text editor and copy and paste it into Pico-8 as opposed to writing everything in engine. This is cause
the code ended up looking like this below.

-- opening scene: we see the ship. are told there's been a murder. meet slime detective, us.  meet the captian and are let onto the ship
-- We are told the captain used his 'Admin' privilege's to look through the ships logs but can't figure it out
add_node( opening_scene+0 , "" , narrator , outside , "Slime Detective\nand the case of the\ndead green cube" , "" , "start" , 0 , opening_scene+1)
add_node( opening_scene+1 , "narrator" , narrator , outside , "Adrift in the far\nreaches of space is the\nRhombus IX" , "" , "continue" , 0 , opening_scene+2)
add_node( opening_scene+2 , "narrator" , narrator , outside , "Sadly there's been a\nmurder on this ship" , "" , "continue" , 0 , opening_scene+3)
add_node( opening_scene+3 , "narrator" , narrator , outside , "last night green, the\ncomms expert was found\ndead in the cargo bay" , "" , "continue" , 0 , opening_scene+4)
add_node( opening_scene+4 , "narrator" , narrator , outside , "and no one has entered\nor left the ship,\nmeaning one of the crew\nmates is a murder" , "" , "continue" , 0 , opening_scene+5)

Even once I had blocked out the basic flow of the story this meant that writing it was a combination of creative
writing and boring data entry. In the end there is almost two hundred lines of code like the stuff above for the
game.

Once I got the mystery figured out and the story in place the last thing left to do was make some music. Now
I had made music in Pico-8 before for Cube, but most of that was made following a tutorial and a mixture of me not
entirely caring. This time out of curiosity I started digging into some basic music theory to try and figure out how
to make good music for this game. I had tried looking up the basics of music therory before, but it had always
confused me. For some reason this time it stuck or at least felt like it was starting to make sense. But oh boy is
it quite the rabbit hole. I initially just wanted to look up some basic stuff, like chord progression. Cut to
seven hours later and its three in the morning and I’m to deep in a music theory YouTube tutorial series to stop.
It was a lot. But now I know about notes, scales, keys, chords, chord progressions, how to read chord progressions,
arpeggios, etc. But did this all result in me making good music? No. I tried looking up a basic chord progression
and drum pattern then recreating that in the Pico-8 music maker. Well, its not great. I’m still not super happy
with how it sounds but it’s at least functional and much better than me just flailing away the music maker having no
clue what I even should be doing.

It was fun learning thou and I might download a free DAW, synth, and start try making a song or two at some
point. We’ll see.

So what did I learn from making Slime Detective? Well, I honestly don’t think the game is that good I feel
like there’s a bit I can take away from it. Firstly, balancing the design, creative, and grunt work of game design
is hard. They are arguably different head spaces that you have to swap between when making any game. But this game
in particular feels like it challenged me on that. I think that’s cause the game relies so heavily on the narrative
and the pros of the writing. And coming up with good and interesting writing takes a lot of the creative mindset.
But actually, writing it down in the node system that I created was nothing, but grueling grunt work no different
than basic data entry. Lastly making sure that everything flows nicely together and that the mystery itself is
actively solvable takes a lot of design work. So, what I learned is that I’m not great a balancing all three of
these at the same time. That it’s something I need to work on. Something I probable will improve with the more
projects I do.

The next thing I learned is that I really like learning about music. For whatever reason, this time the
music theory stuff clicked and its something I want to explore more. I listen to a lot of synth and electronic music
in my free time or when working on games. So, I may want to try my hand at making some a few songs in that style
soon.

Now that this project is done what’s next for me? Well, I got two game jams coming up. I will be
participating in the Mini Jam on July 8th-10th and the GMTK Game Jam July 15th -17th. I’m already forming teams for
both jams and looking forward to those. Well getting set up for those I might take things easy for a little bit and
focus on polishing up either my website, some social media profiles, or try messing around with some of that music
stuff.

Anyway, thanks for reading and don’t stop creating.

0 comments


Cart #hanahosohu-0 | 2022-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

followed the introduction zine to create my first game!

0 comments


Cart #sidafobije-0 | 2022-07-01 | Code ▽ | Embed ▽ | No License
4

Day 1 of my "A cart every day for 30 days" challenge.

Play as Frodo, who is being hunted by mysterious black riders. Hide behind obstacles to avoid detection, and use the magic Ring to get yourself from difficult situations, but beware of the fiery Eye of Sauron.

Arrow keys to move, X to put on/take off the Ring (makes you invisible to riders, but don't use it for too long).

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1 comment


Cart #planet_digger-1 | 2022-07-03 | Code ▽ | Embed ▽ | No License
8

Hi!

Here is a demo of Planet Digger!

It's a 2D space platformer about a mole that have destroyed the ecosystem of the universe by eating too much fruit.

If you like it and want more then here is the full version: itch.io

Game by Sebastian Lind
Music by Robby Duguay

Have a nice day!

/ Sebastian Lind

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