Music by @packbat, Game by @kaimonkey
Description
Tiny Wings? Never heard of her! In this totally originally concept, land as many jumps as you can without crashing! Every time you land a jump, you get a point!
Controls
- X/x If in the air go down, if on the ground go fast
- Z/O If in the air go down, if on the ground go fast (again)
- Down If in the air go down, if on the ground go fast (again, again)
- Clicking the screen If in the air go down, if on the ground go fast (Listen, it's a 1-button game)
Features
- Five different terrain types which come as you get higher and higher score
I'm almost done with the game!
...that felt really weird to say...
Anyways, the game is almost done, so this will be my last devlog! I'll also keep this one exclusive to the bbs, so I'll make this one count!
Here is everything that I CAN tell you:
Scanning now is how I want it.
Redzones aren't the only thing to worry about...
You'll have at least one ally during the game.
You can't run forever, and wont have to in the end.
Your guiding light costs 2.99 at best buy
Look forward to the release!
I have created a simple PCM audio visualiser while experimenting with PCM.
It:
- Has three different waveforms:
- Square
- Sine
- Harmonic
- Visualises the audio output
- Shows the formula for calculating the wave
- Allows adjustments to
- Volume
- Frequency / Pitch
I hope that this helps!
Planning on making a simple way to play sound effects too. Have a nice day!
UPDATE: Looks like either Itch or this person deleted the Itch account.
Remember that person from a couple days ago who was reposting the games of others, changing the author info but nothing else? Seems like their account here is gone, but it looks like that person also uploaded those games to itch.io. The usernames are different but they're mostly the same games, so I assume it's the same person. Probably worth reporting if one of these is your game! I know @RyanC and @krajzeg are among the targeted.
They even renamed Slipways to Symfowaves to throw people off the scent I guess?
Here is a fnaf clone I've been working on, the office graphics haven't been finished and the AI isn't fully correct, but it is a close approximation of the game.
Save data should work but I haven't messed with that before so if any errors occur I can try to fix them
NOTE: I haven't been able to test the later nights too much, although there is a custom night if you can make it that far, I am not sure if they are physically possible.
OTHER NOTE: Mouse is required so this cannot be played using keyboard etc., once everything is patched up completely I might add support for button control as well but that is a lower priority as of now
Been learning the ropes, but I'm kinda stuck between two different game styles.
This is a lot more action-y but some of the elements just don't work in an auto-run style action thing.
0.0.2.2
Where as this one is a lot more like Ultima and 80s RPGs, but a lot slower.
0.0.2.2b
Just trying to learn some coding, this is the most extensive game I've ever made. lol
Created by VirtuaVirtue, TroubledKarma56, and me!
CELL, eliminate all hostile entities.
You are a tiny robot named CELL-027. You must explore an unfamiliar world, ridding it of all contamination. All the while, making your way towards the CENTRAL ORGAN… will what you find be broken beyond repair?
Controls
This game uses a mouse-based control scheme. Click any point on your screen to shoot an enemy-killing biograpple.
Music (primarily) by me.
This is my second game developed with VirtuaVirtue. TroubledKarma was in the mix too, which was good for some art or to be the tiebreaker between me and Virtua's passionate arguments. This game was also made for the Cre8 game jam, hosted by Pico-8 Gamer and Sign. Definitely check that out!
If you post anything and go to the "posts" tab in your profile, it always shows at least one comment! (on PC)
I think this is because the number of "comments' shown, really is the number of posts in the thread, and the "thread" starts at your posts "title", and everything below it is a "comment", or a post in the thread.
An easy fix for this, @zep, is instead of displaying the length/how many posts there are in the thread, just change it to be posts_in_thread-1, or whatever your var names are. If it doesn't just work like that, then you can make a new var called something like "num_of_comments_in_thread" and set it to the number of posts in thread minus one, and display that instead of posts in thread.
Ever noticed that when you load an old cart, sometimes it won't load because of API changes? You can see this for yourself if you try loading the popular cart "rougeris". After rougeris's release, 'do' was changed to not work with 'if' and vice versa. On desktop, fixing this is as easy as replacing 'do' with 'then', but on mobile or bbs, not as easy.
Now for the meat of this argument:
Why not make it so that old carts use an older version if pico-8? This doesn't need to be updated for every old cart, but maybe, when you submit a bbs cart from when/if this is changed to an API freeze, the bbs logs what version your cart uses, and when loaded, grabs a specific version of p8, loads it, then runs the cart in it, that would eliminate the possibility of future obsolete carts!
There's really no excuse not to do it, or not to even consider it. Every version of p8 (minus the mysterious "rc") is available to p8 owners on the download page under older versions.
Oh no, ghosts are approaching the town!
Mayor Wombledon has begged ALFREDO THE GHOUL BANISHER to team up with THE WILY WIZ to protect the town. Can they put aside their differences and work together, or will evil spirits devour the populace?
Controls
- Arrow keys: move
- Z: swap heroes
- Enter/P: pause (level select, volume controls)
- X: next level
Outcomes
- 1 night protected: You have the villagers' sincere gratitude 🙏
- 5 nights protected: The villagers are beginning to hope again 😭
- 10 nights protected: Valiant Heroes 🏆
- 40 nights protected: Local Deity 🤯
Tips
- Alfredo can dig up graves with his fearsome claws.
How do I make the player 2 keys work? I'm trying to make s and f the movement for p2 but it won't work. It's just a little game movement thing. The code is here:
function _init()
position = 63
p = 63
end
function _update()
if btn(➡️) then
position+=1
end
if btn(⬅️) then
position-=1
end
if btn() then
p-=1
end
if btn() then
p+=1
end
end
function _draw()
cls()
spr(1,position,63)
player1score = 0
player2score = 0
player1name = "wooper"
player2name = "quagsire"
print(player1name)
print(player1score)
print(player2name)
print(player2score)
spr(2,p,73)
end
Bit of a shorter one, but I'm half way done with the game! I have around 12 more levels to make, and I'm planning on adding another puzzle mechanic and maybe NPC's.
For now though, I've finally finished the chase mechanics, so I can show those soon. I've also decided calling it "lidar game" is dumb , so for the time being, I am calling it "lights out". Please contact me if you have a better name for it.
I'll have some videos soonish, so look out for that!
Controls: Arrow keys to move, hold X to dig graves beneath coffins.
The souls of the dearly departed must be laid to rest, grave digger. Dig graves for coffins or risk losing your sanity as the cacophony of the dead swells around you. Be careful not to get lost amongst the tombstones.
Originally made for Ludum Dare 54 and HORRORJAM 2023. Killing two birds with one stone. Horrific!
Version history:
Legend says an ancient blade with the power to banish evil lies in this uninhabited land. Explore mountains, plains, lakes, and caverns in your search for the hidden Shrine of Illusion which guards the blade, and strengthen yourself by seeking out all seven heart containers scattered throughout the land. Godspeed, hero!
Controls
Arrow keys - Move
X button - Search solid tiles above you for secret passages
Entry for Pico1K jam 2023 using <=1024 compressed bytes
https://jadelombax.itch.io/quest-for-the-master-sword
Code:
s="も³ン▥ホ▥ン」ホ」ン。もᵉちちも²し」ˇ」ˇ」ˇ▥し▥<ᵉちちむ⌂>3シぬCひSほC3b⌂ちちむち>はシ4C4S3Cはbちちちそむち🅾️◜に³てそッち█+マゆ?P¹tんUコツレWョュエユれ\0@◝よつjつjつjつjつjつjVU◝よつjつjつjつjつjつjVUちち²ち²そ\nき²そ²ちちちちちちちちちちちちちちむUレ\0ユちむたちすちあちjちちたちすちあちjちjちあちすちたjちあちすちたちちちちちむちちちちちちなちちちち❎ち❎ち❎ち❎ちしちしなしちしち"for i=0,895 do [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=135322#p) |
Okay, so I've been working on a cart as of late, and it's been really fun! However, I've hit a roadblock and I'm not sure how to overcome it, could I have some help?
So the game I'm making is a little factory game, and I'm currently trying to get conveyor belts working, specifically getting objects to stop when they run into each other.
I have two tables for co-ordinates; one for x-values of objects, and one for y-values. There are some subtables for certain objects, but that's not important.
Basically, my collision function checks those tables, sees if there's anything in the way, and if there isn't, it moves the object forward. However, whenever it checks the tables, it checks the entire X table, and then the entire Y table. So if there's an object that's in the obstruction area in the Y table and a separate object in the X table, the code thinks there's something in the way, and it stops the object.
So the million-dollar question is: Is there a way to have for functions stepped through one at a time, so as to keep the X and Y co-ordinates in sync? Or is there a better way? Let me know if ya'll need clarification or code examples.
You are Beach Sign Cop! Your goal is to remove any rule-breaking beach-goers from the beach so that the occupancy does not go over the limit.
This is my first published PICO-8 game, I created it for Ludum Dare 54 so I can better learn how to make games with it. I hope you all like it! Included on Tab D is a Rust program that I wrote during the compo that encodes images into a lua table that can be decoded and drawn later. It's not perfect (probably should have it as a string so it doesn't eat up all the tokens :L ) but it got the job done for the compo.
Have fun! Please leave feedback if you can :D
Ludum Dare Page: https://ldjam.com/events/ludum-dare/54/you-are-beach-cop-sign