info below description (pls read im interesting i think)
Dig To China
A game about digging.. to china!
arrow keys to move
x to bomb
-- upgrade info --
- Bomb -> gives the player 1 bomb
- Pickaxe -> Increases mining power (price and effectiveness per upgrade scales)
- Timer -> Increases starting time, along with max time (max time is 10+startingtime) (price and effectiveness scales per upgrade)
- Hat -> Not really something to work to.. but it increases speed 2x
v0.35c
The China update
-- CHANGES --
Added final layers
Added china
tried to fix a bug (didnt)
Dig To China was originally a flash game on coolmath and gamesbutler
However, flash died
All attempts to revive it with emulators crash
So I decided to remake it so I can play it in school like I did all those years ago.
The game is no longer infdev !! yay :D
So far I'm pretty proud of the game, having only been on pico for 3 weeks.
If you're going to read the code, I'm sorry...
I'll improve it later I swear
Please give me feedback in the comments, I want this game to be the best it can be!
-- KNOWN BUGS --
Upgrade buttons have random positions each time
Only 1 bug :D
An arcade style side scrolling beat 'em up in the style of Double Dragon or Bad Dudes. This is based on a game idea we had way way back in 6th grade, and decades later it's finally real!
Update Notes
V1.1 adds the following:
- Bug fix: Game would stick if starting a new game after winning
V1.1 adds the following:
- Improved enemy combat AI
- Block Stun technique
- Tutorial texts
- More enemy variety
- Logo animation
- Additional fixes
Controls
O to punch
X to block
Credits
Designed by:
Tim Stevens & Kevin Hammer
Thanks to:
Kathy Hammer & L0rdEsedess
New updated Version ^^
Changes
List:
-Buffed/nerfed some enemies and Bosses
-Fixed a bug where you can clip into the void forcing a reset
-Fixed the Alchemist Skip
Welcome to the forgotten world, a curse has befallen the lands and travelers from across the lands seek to venture into the depths of the crystal mines to find the sleeper, its name Etsyelep.
It is said that this very beeing dreams up the soul that animates the living.
But as the sickness spreads living things begin to mutate and change, their souls seem to wither away as only an essence of their former selves remain.
You are one of such Travelers, afflicted by the sickness that has taken the world.
Weirdly enough you have retained your sanity ?
[hidden]Lore is hidden all around the world, it can be interpreted and needs to be puzzled together, the villagers give hints to what has happend and the death/spawn dialog of bosses also reveals deeper truths of what transpired.
Controls:
Left,Right↔️ - A,D
Shoot🎯- X
Hello,
This is my first game made in Pico. Because Halloween is coming, I decided to make something little bit spooky👻🎃. I hope you will enjoy it.
I will be also very glad for any feedback.
Thank you❤️
PS.: There is secret ending if you collect all 3 candies 🍬🤫🤐
A wizard had seen enough adventure, and makes up for a living as a shepherd.
While the days are peaceful, the nights are overflown with predators trying to steal the sheep.
Protect the sheep over the night, and they'll reward you with cash the next morning.
In 3 weeks, the day of the Shepherd Conference will happen, where you showcase all your sheep, If your sheep value is high enough, then you'll win the game.
To encourage the shepherd, he set up milestone goals each week to keep track of his growing herd, the weekly goal must be met to make progress.
However, the predators will grow stronger as the weeks progresses, be prepared for enemy ambushes!
Controls:
Move around with the arrow keys.
Interact with Z
Shoot with X
At daytime, you can interact with 3 objects:
- Bell: Starts the upcoming night (You'll need sheep to activate it)
- Shop: You can buy sheep, elemental wands, a boxing glove to defeat enemies on contact, and a dog that fights predators.
- Catalog: shows the amount of a certain type of sheep, see various sheep abilities, and their total possible value after one night, you can also buy a specific sheep for a higher cost, and view your progress on the current goal.
The enemies can't hurt the shepherd, and the shepherd can't hurt the sheeps.
Player 2 mode:
When the dog is bought, you can take control and move it around by pressing 'X' and the D-pad on the second controller.
Pressing 'X' again will return it to it's default behavior.
Also available on Itch.io!
https://ppowersteef.itch.io/shepherd
I wondered if it was practical to save tokens and do more "visual" editing of palettes, color ramps, etc. by embedding a palette in the sprite sheet.
The answer is "no", but it was an interesting experiment:
This cartridge contains two different formats for reading a palette out of a sprite sheet: as a pair of 4x4 blocks (total space 8x4) and as a pair of rows (total space 16x2). One 16-pixel unit is the "palette" part, the other is "control bits". The control bits are:
0x1
-- "high color" (add 128 to the color)0x2
-- transparent: mark this color as transparent in sprites0x4
-- opaque: mark this color as not transparent in sprites
Happy Halloween!!!
credits Cheetaman/Overworld song borrowed from Shogal
Original Super Mario bros Authentic by Mhughson
All graphics and some small code edits by me
I was planing on making this port of the original Syobon action to Pico 8 but I could not really figure out how change the level data sense it didn't use Pico 8's level maker and also coding is hard.
Error: Attempt to index global 'W' (a nil value)
Hello! I am having trouble getting collision working with a different system that spawns sprites in from the map screen.
This is the collision tutorial I used: https://youtu.be/Recf5_RJbZI?si=Df6FbJ2FYfCN39Qx
This is the sprite spawning tutorial I used: https://youtu.be/8jb8SHNS66c?si=233nn8z_S1R4R64n
I have watched TONS of tutorials on this and still can't wrap my head around it. A lot of tutorials create very basic collision that has issues, like only being able to work with certain speed values (1,2,4,8,16,etc.) or that don't let your character slide alongside a wall when holding a diagonal.
Can anyone help? I definitely want to use this spawning system in the future to spawn in different types of walls and enemies. I have a feeling that I am misunderstanding how to use the table variables properly, so any explanation would be appreciated!
-- game loop -- function _init() cls() walls={} make_player() make_walls() -- top-left and lower-right -- bounds of player area a1,b1=8,8 a2,b2=112,112 end function _update60() -- keep inside the play area move_player() p.x=mid(a1,p.x,a2) p.y=mid(b1,p.y,b2) end function _draw() cls() draw_map() draw_player() for w in all(walls) do spr(w.wsp,w.wx,w.wy) end end |
-- map -- function draw_map() map(0,0,0,0,16,16) end |
-- player -- function make_player() p={ x=40, y=40, w=8, h=8, speed=2, sprite=1, } end function move_player() --move player with buttons --interacts with wall collision if (btn(⬅️)) then for newx=p.x,p.x-p.speed,-1 do if not box_hit(newx,p.y, p.w,p.h, w.wx,w.wy, w.ww,w.wh) then p.x=newx end end end if (btn(➡️)) then for newx=p.x,p.x+p.speed do if not box_hit(newx,p.y, p.w,p.h, w.wx,w.wy, w.ww,w.wh) then p.x=newx end end end if (btn(⬆️)) then for newy=p.y,p.y-p.speed,-1 do if not box_hit(p.x,newy, p.w,p.h, w.wx,w.wy, w.ww,w.wh) then p.y=newy end end end if (btn(⬇️)) then for newy=p.y,p.y+p.speed do if not box_hit(p.x,newy, p.w,p.h, w.wx,w.wy, w.ww,w.wh) then p.y=newy end end end end --draw player function draw_player() spr(p.sprite,p.x,p.y) end |
-- walls -- function make_walls() for x=0,15 do for y=0,15 do if mget(x,y)==65 then add(walls,{ wx=x*8, wy=y*8, ww=8, wh=8, wsp=66 }) mset(x,y,64) end end end end --wall collision calculations function box_hit(x1,y1, w1,h1, x2,y2, w2,h2) local hit=false local xd=abs((x1+(w1/2))-(x2+w2/2)) local xs=w1/2+w2/2 local yd=abs((y1+(h1/2))-(y2+h2/2)) local ys=h1/2+h2/2 if xd < xs and yd < ys then hit=true end return hit end |
So I have a launcher-type game. I want to load local, on-disk carts. It works fine in the editor, but as soon as I export it, it fails to work.
The basic code for loading looks like this:
load(cartid, 'back to launcher')
I have also tried putting a './' at the beginning and a '.p8' at the end to no avail.
I put the .p8 files into the same directory as the exe, like:
windows
-- game.exe
-- data.pod
-- sdl2.dll
-- jelpi.p8
How might I go about making an exported game that can load carts from disk?
Hi, I made this top-down adventure game as part of the Cosy Autumn 2023 Game Jam.
As this was my second game overall, and the only one I published so far, it has been a pretty involved process and I learned a lot. I also didn't use any tutorial or any other external tool, as I wanted to create something only by using my own skills and learning on the fly.
The result is... interesting :) But as I could deliver a fully playable game on time with very less experience, I'm happy with what I achieved.
Overall I enjoyed the process and now I look forward to apply my hard gained learnings and insights on my next game.
PICO-SKETCH
Inspired by Etch-A-Sketch
Background
This is my first pico 8 game I have ever created. I have a lot of fond memories of playing in the back seat of our car on a long road trip with my Etch-A-Sketch. It helped spark my interest in art as a kid. This is a creative little game where you can draw with a continuos line just like on the old Etch-A-Sketch. You can shake (clear the screen) and i even added an option to change the line color to allow for more creative drawings. I look forward to seeing what y'all create!
Controls
Use the Z key to shake the screen to reset your art and the X key to change the color of the cursor. The arrow keys wil move the cursor and allow you to draw to your hearts content.