Made in like 40 minutes for some reason. Actually made throughout one day when I was bored in school but I ended up losing the cart (as per my last post) and remaking it as fast as possible.
You can stand on the little dots inside the ground (for beatability purposes).
P.S. I generally don't like naming mods ___este but I had to.
I was making a game on pico-8-edu.com and when I saved it, everything appeared to work normally. But when I tried to open that cart again on the education edition, it said it couldn't fetch the cart. Luckily I had the cart open in another tab so I saved it as a .p8.png this time. The image wouldn't open either. I renamed the .p8 to a .txt and it showed as an empty txt file. It also says both the .p8 and the .p8.png are 0 bytes. I need to restart my chromebook tomorrow so how can I save my cart (obviously without leaving the tab open)? I really don't want to lose the game, I've put a lot of hard work into it.
I've written a small game about fitting a block through a gap. The smaller the gap the better the score. Left/right buttons move the left paddle in that direction and the right in the opposite direction. The Z button drops the block and you can also use the X button to pause the game but I might remove this. The block reduces in size each time you are successful and the game speeds up once you get through all size of block.
I'd like to add menus, a level select with how well you've done in each level and maybe some music.
I've also now ported this to iOS: https://apps.apple.com/tt/app/perfect-fit-block-drop/id6449626297 and Android: https://play.google.com/store/apps/details?id=com.anefiox.PerfectFitBlockDrop
Backstory
Alien Invasion!
The alien menace is heading towards earth to blow it up to pieces. You are their last resort
Objective
Dodge and weave through enemies and Kill the Mother Alien
Controls
Arrow keys to move the ship and Z to fire!
Behind the Scenes
This is my basic shmup game, I was going to make it more elaborate, having my original design being "Bayonetta Dodonpachi" but after coming across a bug with the lazer I gave up on the project. I wasn't satisfied with this so I decided to cut the stuff that wasn't functional or working and decided to post this online, maybe you can take this and make something better than I did! I am just glad that it is "Finished"
Hello! I've made a cart on my console and it runs there. But when I upload it onto BBS, it gives a syntax error.
Error:
syntax error line 5 (tab 1)
-return fget(mget(x/8,y/8),f)
<eof> expected near 'end'
Function:
function gfap(x,y,f)
-return fget(mget(x/8,y/8),f)
end
i've marked indent spaces as '-'
Pico-8 version i made the game at: 0.2.5c
Robbo is a classic arcade game released for the Atari XL/XE computers in 1989 by the Polish studio LK Avalon. The game was designed by Janusz Pelc, and the gameplay is focused on solving puzzles and using logic to find the best path through each level. The game was praised for their unique and appealing design, and remains a beloved classic that has been ported to many other systems over the years. I believe that every platform deserves a port of this game, and a few weeks ago I realized that there is no port for the Pico-8.
I ported the full original version of the game, consisting of all 56 levels. I tried to keep the resemblance to the original version as close as possible. This was quite difficult with the lower resolution, different pixel proportions and square screen, but my advantage was the higher number of colors - 16. I also added some title music, there was none in the original version. It took me a few weeks, and I'm quite pleased with the result.
Space Game
a continuation of this project but with actual gameplay
Use arrow keys to turn and move, z to explode (currently just to test the feature, will be removed later)
The Idea
A game that mixes many popular space games, with movement similar to Asteroids, space fights like Galaga, and maybe more in the future. There will be an element of upgrading your spaceship and a currency and whatnot as well.
Current Features
- Parallax background effect
- Goodish movement
- Cool particles
- Runs at 60fps
Planned Features
- Asteroids / Asteroid mining
- Space Pirates
- Space Stations
Feature Overview
Capture the string for "One-off character" used in P8SCII from the sprite sheet and copy it to the clipboard.
- Simply print() the copied string to draw an image like spr().
- No decoder implementation is required.
To use it on the BBS, you will need to click on the screen again after launching the cart!
Type on your console
> load #p8ooccapture |
Note: Turn on "PUNY FONT MODE" when pasting into the code.
Depending on the character, sound may be made or the display of raw characters may be corrupted.
I have made one in the past with fillp and rectfill for equivalent purposes(FILLPatDraw), and I believe P8OOCPrint will be lighter and faster performing than this.
-Update fixed dungeon mapping (hopefully) thanks to user @mcman for pointing it out
A small roguelike where all the loot comes from gambling at a casino featuring 3 minigames.
Dive 5 floors, kill the Lich and escape.
Please check in game manual for combat, beastiary, and gambling game rules.
Kobold Fishing
Dwarven Mining
Gobbly Bets
Ne faites pas n'importe quoi à la centrale nucléaire. Merci de garder le rythme tout au long de la chanson et tenez bon jusqu'à la relève...
Fessenheim Syndrome est le troisième effort de PBeS Studio/// merci pour votre considération.
Do not do anything at the nuclear power plant. Thank you for keeping the rhythm throughout the song and hold on until the relief...
Fessenheim Syndrome is the third effort from PBeS Studio /// thank you for your consideration.
---utiliser les touches X & C et les flèches
---Use the keys X & C and the arrows
At the command of the Airwolf, you must rescue a prisoner scientist in an underground complex.
Your time is running out.
Destroy the buttons to open the path.
- cursor keys to move
- z to fire (w on ascii)
About the game:
This game is inspired by the amstrad airwolf game released in 1985.
At that time I was a kid and I expected a lot from this license.
Unfortunately, the game was far too difficult.
A legend even said that the destruction of the last switch of level 1, crashed the game and prohibited going to the next levels. No one had ever seen level 2.
Last year, I thought about it and said to myself: this mystery must be solved.
So I completely reversed the assembly code of the game.
In doing so, I noticed that the crash of the last one came from an infinite loop which seemed voluntary.
There is only one level and no code to handle the end.
Everything in the sources suggests that the game was released too quickly and not finished.
When you spend hours studying someone else's code, you end up bonding with their ghost.
Since then I have the impression of guessing what the author (Richard Chappels) wanted to do at the time.
So, I wanted to push the concept to the end.
Here is the airwolf game of my childhood; rewritten to follow through on its original concept.