Bonjour !
Lors de mon séjour dans ma superbe formation pour du développement logiciel;
Une semaine 'projet' est arrivé : moi et 3 autres personnes, nous avons travaillé.es ensemble sur un jeu pico-8; un RPG à la Zelda mais Link (dans ce cas une héroïne) a une mitraillette et tire sur des robots et des zombies à la recherches des mousquetaires perdus; avec quelques ref de pop-culture pour rajouter du peps :p
Nous avons effectué ce projet en seulement 6 jours, et nous sommes plutôt fier du résultat.
(Nous sommes conscient.es que la collision avec les ennemis est bancale)
Ada Tech school : https://adatechschool.fr/
-Oumaima
-Gianni
-Edward
-Charlène
Merci !
Controls
⭐ fly into stars to collect them
⬅️➡️⬆️⬇️ to fly
❎ to confirm/interact
EPILEPSY WARNING:(uses several minute techniques that might trigger something...)
Set-up
Star-Cat has been flung into space on a mission... But.. Why did they send a fat, blue, grumpy blob into space? TO COLLECT STARS!! HE MUST CAT-LECT EM' ALL!!
(tiny-tip: at first aim for as many stars as possible instead of them all)
Behind The Scenes
This game is heavily inspired by the Famicom Home-Brew of RIKI. During the initial dev period I found their work very interesting and wanted to make something similar... AND NOW HERE WE ARE!!! Star-Cat took the longest to make out of any of my games. And, as naive as it sounds, has cemented to me that this is my life's cause. I thank you all for playing, and look forward to reading your reviews, comments, and or questions!
Story
Deep under the ocean's waves, not far from Neptune's Palace lives the evil sea snake, whose only pastime seems to be the kidnapping of the Neptune's daughters.
This game was originally developed by Mark J. Taylor in 1983 for the C64. Although it is not the best game released for the C64, I loved it at the time and spent many hours with it.
With this demake I want to bring Neptune's Daugthers back to memory so that this beautiful game is not completely forgotten.
Gameplay
Only the directional pad and the X button are needed to play. With the control pad you move the diver and with the X button the diver can fire shots with his harpoon.
At the lower part of the screen there is a display which shows the oxygen that is left. If the diver runs out of oxygen you leave a life.
Level 1-3
Not sure if this is actually a bug or expected behaviour. Seems like a bug to me. That said, don't know if it's a problem with PICO-8 or just with Lua in general.
Here's the problem. If I define a metatable using the __metatable
property then the __tostring
method doesn't get called automatically (by print for example) when expected.
m = {} x = setmetatable( {}, { __index=m, __metatable=m, __tostring=function(self) return 'blah blah blah' end } ) print(x) print(tostring(x)) |
Output:
[table] blah blah blah |
So, I can call the tostring() function explicitly but it's not called automatically by print as I would expect. If I leave out the __metatable
property though it works as expected:
m = {} x = setmetatable( {}, { __index=m, __tostring=function(self) return 'blah blah blah' end } ) print(x) print(tostring(x)) |
Output:
blah blah blah blah blah blah |
Putting the __tostring
function in m also doesn't work:
m = { __tostring=function(self) return 'blah blah blah' end } x = setmetatable( {}, { __index=m, __metatable=m } ) print(x) print(tostring(x)) |
Output:
table: 0x30bb9cc table: 0x30bb9cc |
Nor does giving m its own metatable with a __tostring
method:
m = setmetatable({}, { __tostring=function(self) return 'blah blah blah' end }) x = setmetatable( {}, { __index=m, __metatable=m } ) print(x) print(tostring(x)) |
Output:
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=126465#p) |
this is a falling sand game! it's essentially a remake of one i've posted before, but completely rewritten to be performant with the latest version of pico-8. it also has a lot more features. feel free to experiment! it's also posted on itch and you can find its source code, which is released to the public domain, on github.
controls
on the simulation screen:
- ⬅️➡️⬆️⬇️: move
- 🅾️: draw
- ❎: erase
- Pause: options
on the options screen:
- ⬆️⬇️: move between options
- ⬅️➡️: change option
Pico-View February
Hello Pico-View Reader, this February issue is the second in the series. We thank you all for your continued support and donations... Money? Cash? NO! We thrive off of the art, reviews, and comments you all give us. Thank you to the supporters, and that includes you reader! By simply reading this zine you're helping us. We thank you from the bottom of our hearts.
Without further ado... We hope you have fun adventuring through the pixels and paragraphs of this brand new Pico-View web-zine.
-Nerdy Teachers, Celesmeh, Fletch , Pickleschip, D3V?,and Marina
January Edition: https://www.lexaloffle.com/bbs/?tid=51335
Contents:
-A Look Into Tweet-Carts
-Lazy Devs Interview - Ft. Celesmeh
-How To Get Pico-8 On The Miyoo Mini!!!
-Pico Nico Easing Animations - Tutorial by Fletch
-One Bit- Pixel Art Style - Pickleschip
-Tabs vs Spaces Article - Nerdy Teachers
-Dinky Kong Demake - Interview W/ Trog & Heraclem
This prototype was made for Pico-View, a monthly web-zine hosted here on the BBS and also on NerdyTeachers.com.
You are challenged with taking on this visual effect of enlarging and shrinking your sprites as the main mechanic of your game! Practice using SSPR( ) function to have more control of your sprites this way.
You can:
1) Play this prototype as-is, and share your highscores below.
2) Take this cart, and edit it as much as you'd like to create your own spin-off!
Don't forget to share it here on the BBS with the tag "Prototype Party" so we can see what you were inspired to create. And keep your eyes out for more in the coming issues of Pico-View!
Read the full issue here:
Was listening to some old compositions of mine and realized that I had a nice little instrument that hadn't made it into the midi library!
For the demo, I used the same trick I used then, and split the melody across two separate SFX so the tails of each note could ring out while the next note played. Bit of a faff to do, but it produces a very good effect.
As noted in the cart, at least to me, it still sounds good and has a harp-ish vibe with various combinations of Buzz, Dampen, and Reverb; Detune doesn't work because the bulk of the SFX is the triangle wave.
a small game about a fish, made in 9 hr for Alakajam #17
left and right to wiggle
the river-flow should very slowly get faster / get as far as you can (the number of screens traversed is counted)
red spikes hurt / yellow scales give a bit more life / watch out for the light-blue currents / plants can block you, but only horizontally
(also my first 'finished' cart)
(v01 02-26-23)
TO LOAD THIS PICO-8 CART, in immediate mode, type:
load #driftsnow
Hello.
While some years back I did write a fairly complex cart to draw snowflakes on the screen, they were not incremental. That is they stayed the same number on the screen at all times.
I was noticing in the BSNES emulator they do this instead. They add one snowflake per second on the screen-saver. The effect I think is rather pretty - so here is my version of it for Pico-8.
The code is documented quite thoroughly.
Be aware of some numbers you can fiddle with that are defined at the top of the code: