Another quality of life improvement feature request:
Add a screensaver option to splore.
Use case:
Let's say I built a PICO-8 arcade cabinet. Splore works well in that context as a frontend cart interface. But, when the machine boots into splore, it just sits static at the menu until a user interacts with it. While the cabinet is not being used, it would be amazing if splore could wait for some amount of time for user input and then display a screensaver until input is detected, at which point it just goes back to normal splore.
If I could, say, define a list of screensaver carts in a csv file, and then use something like a -screensaver commandline argument to define the filepath, then nothing custom would even need to be created. Splore would just need to randomly select one of the carts in the defined csv file, run it for some period of time (say 5 minutes or whatever) before randomly picking another one. Rinse/repeat until user input is detected.
So, an example commandline might be:
A quick quality of life improvement feature request:
Allow commandline arguments -run and -splore to be used together.
Use case:
Let's say I built a PICO-8 arcade cabinet. Splore works well in that context as a frontend cart interface. But, when the machine boots into splore, it just sits static at the menu. If -run could also be used, it would allow the machine to boot into an Attract Mode cart or a visual demo. From there, the user can still use the "exit to splore" menu option to navigate and play games.
There's too much debris in Earth's orbit! Surf into space on your trusty star and blast that pesky debris away!
Use the arrow keys to move, and press/hold Z to fire. You have 75 seconds to score as many points as you can:
- +1pt for each piece of debris you destroy.
- -1pt for each piece of debris you miss.
- -5pts if a piece of debris hits you.
Star Surfer was made in just 1001 compressed bytes for the PICO-1K Jam.
I made a modded version of Celeste Classic 2 but with Madeline, where I changed some sprites, and gave you a dash in tutorial area.
play the original mod Here
Give me feedback on how well I did in the comments.
Have fun!
1K Demo Collection By @AntiBrain (Me)
This is a collection of 5 democarts that are all under 1KB in total. you can find specific sizes and downloads at the links below or play them at the bottom of this post.
I recommend downloading the executables at my itch page below, because some of them can slow down the web player.
!!EPILEPSY WARNING!!
Many of these carts, especially GradGen and Barf, contain quickly flashing lights and colors. in barfs case, to make as much noise as possible, and in GradGen's case, to create a scrolling effect. if that sounds like it could hurt you, stay away from GradGen and Barf, and show discretion playing any carts here or in any other blog posts. your health always comes first.
Jam:
https://itch.io/jam/pico-1k-2023
Demo Collection Submission Page:
https://itch.io/jam/pico-1k-2023/rate/2262904
Itch.io page w/ downloads:
https://antibrain.itch.io/democollection1k
Individual carts:
GradGen:
[hidden]
Hi all, I got inspired to work on a sequel to PICOhaven (tactical card-based RPG-lite) and am about 70% done-- enough that I'm confident I will actually finish and release it (maybe in a few months?)
I wrote music for the original PICOhaven, though I have no particular musical background-- I noodled around on a mini keyboard with minor chords and an arpeggiator to find some ideas I liked, then built a simple version of that in PICO-8, see the cart below.
For the sequel, one idea I had was finding someone who'd be interested in creating a 'remix' or adaptation-- creating their own take on one or both of the theme songs. I'm open-minded about where on the spectrum of "clear remix" to "loosely inspired by" a composition ends up, but I thought the PICOhaven 1 theme songs could provide a useful creative constraint / starting point.
If this sounds interesting, reach out and let's chat, either here in the comments, in DM on the discord, on mastodon, or so on. I'm also very open to critique+tips on the previous music!
I made the mini-game in about 2.5 hours, getting the idea from the insane activity of Japanese baseball freaks.
https://www.reuters.com/sports/baseball/tigers-fans-take-it-easy-after-pennant-win-japan-2023-09-15/
X/O(Keyboard: x/c): Move your boat.
Up/Left/Right: Rescue them!
Synopsis
XdN Shooter mini is a simple vertical shooter styled after Cherry Bomb, which itself is reminiscent of games like Space Invaders and Galaga. Enemies appear, you shoot them, you dodge their attacks, and you collect power-ups. Where this game stands out is with its upbeat music, dynamic sub-weapon and energy-field deflector system, faster-paced gameplay, and graphical improvements that include animated flames and star-field transitions between waves.
How to Play
Waves of enemies form in front of you. Destroy them to progress. Waves gradually become more difficult, with newer and different enemy types that each have their own attack pattern.
Hi, i am learning to developing in Pico8, but i feel very frustating because i cant do a "perfect collisions" in a platformer 2d game. When i check the player position, the player stop 1 px before to the wall and if i cotinue pressing the button, the player can move a pixel more until to touch the wall (this happen with y velocity too).
Could you help me?? I apreciate a lot if someone can check the code and fix it :D
[64x8] | |
This is a topdown, psuedo-3D platformer I've been working on. There's no actual game to it yet other than getting a few coins. It's definitely a little janky and not optimized at all but I'm still quite proud of it.
I don't know if I'll ever get around to making the game part of the game so I thought I'd submit it in case anyone was interested.
Controls
Arrow keys to walk
https://alethium.itch.io/megaman-bittienetwork/devlog/587937/megaman-bittie-network-devlog-pt1
feel free to read the full Devlog.
this project is a homage to megaman battlenetwork and a space for me to learn deeper memory tricks in Pico-8, plan for a future MMBN style action tactics battler project, and generally flex my artistic skills.
the battle field is arranged as an Array, and each tile is an object in that array filled with the current needed information. hit checks are done against that array for collisions. movement is done by altering the tile an entity is on. later the sprites for the enemies might lerp between tiles while megaman will always teleport, ill use fillp later to emulate the digitized teleport he does.