Prepare for an exhilarating challenge in Firemageddon! Brace yourself as asteroids rain down from the heavens, threatening to reduce your city to ashes. It's a high-stakes battle where you're the hero, armed with the awesome power of water to extinguish the flames and save the day.
Embrace the thrill of blasting through wave after wave of fiery asteroids, each one a ticking time bomb. Your weapon? Water! Strategically douse the flames and rescue the city from its fiery fate. But that's not all – the adrenaline rush intensifies as you grab the rain powerup or wield the power jet water bottle to supercharge your abilities. Stay sharp, though, because every powerup comes with its own challenge, adding an extra layer of strategy to your firefighting frenzy.
Get ready for an adrenaline-pumping adventure in Zombie Shift! Step into the shoes of Rick, an intrepid undertaker on the graveyard night shift. But watch out, because things are about to get spooky. Meet Bob, the jolly but annoyingly hungry zombie, who's hatching plans to assemble his own zombie army!
Navigate the eerie cemetery as Rick, armed with nothing but your trusty spade. It's your mission to outwit Bob and put those newly risen zombies back to rest. Swing your spade with precision to lay them to rest, but remember, timing is key – swing too fast and they might shatter!
But that's not all, the graveyard's challenges are on the rise. As days go by, the cemetery becomes a battleground as waves of mischievous skeletons join Bob's cause. Fear not! With your spade in hand, you can whack those bony foes into pieces, or harness the power of the spade upgrade to launch a decisive long-distance attack.
Stay on your toes when Bob summons his speedy pal, Billy the ghost! This ethereal troublemaker is relentless and swift, but rumor has it that he's got a shocking weakness. Seek out the electrifying powerup to give Billy the shock of his afterlife and keep the chaos in check!
Keep in mind, Bob might be unkillable, but that won't stop you from putting up an epic fight! Use powerups to stun him temporarily while you continue your mission. Duck behind tombstones to escape his clutches, but remember – if he catches you, it's game over!
Get ready to bury yourself in hours of exhilarating gameplay with Zombie Shift. Are you up for the challenge of outwitting Bob, saving the graveyard, and having a blast while doing it? It's time to grab your spade and show these undead who's boss!
don't be penalized was created for the Pursuing Pixels Game Jam
https://itch.io/jam/pursuing-pixels-james-jam-game-gam-2/entries
90 seconds to make a max score... enjoy
Feature Overview
MKPAL()
Create a color swap table for use in PAL()
.
- This is useful for creating several color patterns.
- It is not an error if the number of elements in the swap table does not match.
- This function consumes 44 Token.
-- Color swap to darken "blue, white, and green". local p=mkpal({12,7,11},{13,6,3}) -- mkpal('c7b','d63') is also the same. pal(p) spr(1,16,32,2,2) |
This function will be included in the next version(0.14.0) of KNUTIL library.
release note
I want to automate calling the save @url
command so that I can get the https://www.pico-8-edu.com/ url for my cart programmatically.
Ideally I would be able to use a terminal command like
pico8 -export @url
which would output the url to stdout but that is not supported.
I noticed that the url query string matches the binary contents of a tiny rom export.
This would allow me to construct the url myself, but unfortunately
pico8 -export -t mycart.p8.rom
similarly does not work (the -t
flag is only supported when exporting from within the PICO-8 console)
Another possibility would be to parse the p8.png file for the compressed cart contents, but I'm not 100% sure that uses the same format as the tiny rom, and I would like to avoid it if possible.
Does anyone know if there is a way to do this?
Heyo people!
So, I'm having some trouble getting my head around the timing of everything when it comes to Pico 8, Lua, and I guess programming in general. Something that troubles me is how for loops act when running a game.
Right now, I have a piece of code that displays several circles along a straight line, one circle being created for each pixel of distance between the player sprite and a mouse click location. Here is the code:
if band(mousebtn,1) > 0 then ropes={} mouseclick=true end if mouseclick==true then --get last mouse coords local lcursx=mousex local lcursy=mousey --get last player coords local lpx=p.x+8 local lpy=p.y local dist, angle = gettraj(lcursx,lcursy) for i=1,flr(dist) do local dirx=lpx+cos(angle)*i local diry=lpy+sin(angle)*i add(ropes, {x=dirx,y=diry}) end mouseclick=false end |
Now, I've been messing around with this for loop for about 3 hours, trying to figure out how to create these 'rope' particles sequentially, one by one, over a specific span of time.
I've tried wrapping it in a timer...
t=time() -- upon button click get time for i=1,flr(dist) do if time()-t>1 then local dirx=lpx+cos(angle)*i local diry=lpy+sin(angle)*i add(ropes, {x=dirx,y=diry}) t=time() end end |
I've also tried wrapping the timer around the add(ropes)... statement alone, doing all sorts of timey wimey stuff that I'm seeing in tutorials and in the forums, and nothing has worked. I wish I could post all of the iterations of failure but that would be very boring.
I've also considered creating each rope particle, and then having them move incrementally towards the mouse location, before freezing the entire table of particles in place. Perhaps that would give me greater control over the 'extending rope' effect.
So, I guess I'm just wondering, how does the for loop really work? Does placing a timer within the loop mean that one second should be passing each time the loop runs? Does the loop finish its full duration before continuing with any code below? And also, if you have any suggestions on how to get these little ropey fellas to spawn based on a timed sequence, please let me know.
-- I feel like I'll be posting a lot here since I'm just starting, apologies if my questions begin to grate.
ne on demonei - a demo released at Assembly Summer 2023 – and something of a sequel to snäkätor.
Placed 2nd in the Fantasy Console compo.
Uses the tiniest trifill function by p01 from the Trifill Thunderdome (again!). Minified with picotool.
Runs without problems with v0.2.5g. Might experience some slight flickering and stuttering issues at places if run on a browser.
Here's a video capture:
You wake up in a steel bunker, sweat dripping down your face in a futile attempt to cool you. As you heave the cast iron door open and stumble out into the sand, you realise that you are isolated. You are the only human out here.
You are alone.
This is a smol little game i'm working on, right now there's only a very very basic movement and camera system in place. Leave some feedback on what I should improve, and have fun (if that's possible at this stage)!
Day 3 of 27 creating a game each day! This is another game for the A Single Bird's Tabernacle Kickstarter promotion.
Drayman's mom is making him go to the Ophthalmologist, but his eyesight is really bad! If Drayman loses his cool shades, he will go from cool to drool!
Do your best to prevent Drayman from sub coming to his biological weaknesses, or figure out a way to cheat the test to prevent Drayman from living a life of shame! Ace the test quickly, so that Drayman isn't stuck his whole life as a nerd-kid. :)
Heyo people! I've been learning Pico 8 for a few weeks now, created a few little test games to learn the language, now I'm trying to start a game I intend to finish and polish - thought it might be useful to start interacting on the boards. I'm having some issues with the mathematics of this game I'm making.
Playing as a small turtle with a cactus on it's back, the main mode of interaction will be snatching other entities out of the air with rope-like tendrils that come from within the cactus. However, right now, I'm having a lot of difficulty trying to figure out why my tendrils are not lining up to the angle of the mouse's location (using mouse input). Sine, cosine, pi, all that stuff terrifies me, so if someone out there wouldn't mind taking a gander at the small amount of code I've written for this project so far, I'd appreciate any advice!
Thanks!
The I suspect the problem lies somewhere here...
function gettraj(mx,my) --get x/y distances local hdist=p.x-(mx+4) local vdist=p.y-(my+4) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=132778#p) |
Negative Space
Negative space is a series of (by default) black and white animations based on the same twirly setup. However the function parameters are randomized, so the exact outcome of each animation can be a surprise.
You can rerandomize the animation by pressing O/Z.
You can also randomize the colors by pressing X.
You can turn on the second hidden color via the pause menu.
If you see an animation you like, you can turn it into a GIF and post it here.
I also plan to add more types of animations in the future, so this cart might become an album of small, slightly randomized experiments.
Stand in the Courtyard and wait for something to happen! A game that changes each day. Another promotional video game for the A Single Bird's Tabernacle Kickstarter. Thanks for playing!
Day 15 Update:
Due to a matter of personal circumstance, "Courtyard" is being suspended from future updates.
I've really enjoyed getting to know all of you in the BBS, and look forward to more conversations and games with you guys. If you are still interested in doing so, be sure to support the Kickstarter (though it's looking like it might turn over).
Would you like to play the piano ... in PICO-8?
Well, I can't imagine why, but there you go. Use the tracker keys to play. It's polyphonic.
If you want to change the sample, you can convert a .WAV file to any of the QPA formats - and only the QPA formats - supported by this WIP tool: https://luchak.github.io/defy/ . Then drag and drop the resulting file on the running cart and play away. This will also save the new sample to the cart using That URL has been updated with some format improvements, so it won't work here any more until I update these carts.cstore()
so you can make new carts for new instruments!
Usual caveats apply about PCM output not always working well on the web.
Match blobs together, create chain reactions and don't run out of time!
In this puzzle game, you guide a group of blobs with the goal of matching three or more of the same color. There are three kinds of blobs: green, red and yellow. While you do have control of their initial position, blobs move on their own in one direction, which depends on where they are facing. Clearing blobs decreases the timer and increases the completion meter by a certain amount - which depends on how many are cleared at the same time - and filling the latter levels you up. The game lets the player create combos - mainly through chain reactions - which increase the score. Have fun!