Working on my first non-tutorial project that I actually can see myself finishing :) Liar's Dice isn't the most original game idea, but at least it's not tic-tac-toe.
So far, things I've struggled with the most have been trying to get disparate UI elements to center correctly with mixed colors, and trying to massage control flow between states. A lot of things need to be communicated after the player (or, in the future the AI for opponents) calls "liar", and for now I'm just setting a lot of hard-coded wait
values that feel right, but I wonder whether it will get annoying to sit through the resolutions every time rather than being able to skip it?
I'm really happy with the dice animation so far, I think it's turned out really well. I also worked on a slow "dead man's chest" music track, but I'm not convinced it's long enough to not get annoying since it's really only 8 bars long.
Made for the 20 Second Game Jam. See the game's submission page!
Use your oddly jar-shaped mallet to fling Tomorrow toward the end of the level and whack Krikz the robot before the timer runs out! There are 5 optional sandwiches to collect throughout the stage.
Mastering the controls and learning the level layout will be essential to completing it in time, especially so if you wish to collect all of the sandwiches as well.
To make the game more accessible, there is an alternative mode with timer pickups scattered through the stage, and another with no time limit at all. Though, these modes do go against the jam's limitation, hence being optional. Think of them as "exploration aids" to help you learn the stage and determine a route through with a more relaxed time limit, while you attempt to reach the under 20 seconds mark.
My Pico-8 interpretation of the 1980 Gremlin/Sega arcade game and the various console ports.
How to Play
Shoot everything until you run out of bullets!
Controls
[X] - Fire
Thanks To
- @IndieGamerChick for her review of the original (a game that I'd never once thought of remaking): https://indiegamerchick.com/2023/01/05/carnival/
Version History
- 0.80 - 24-Nov-2023 - Released
This is the demo of my latest game: Oust. It has the first 12 asteroids of the full game and a final 13th one, unique to the demo.
Fly your ship within the hollow asteroids of Corvus to retrieve precious, glowing Clystron orbs and yellow jump-suited prisoners. Deliver them to green transmitters that will beam them away to safety.
Destroy the security systems that seem to have spun out of control and search for the keycards needed to access deeper areas beyond your insertion point. It's believed that there is a store of advanced Nova weaponry somewhere in the facility that you may be able to utilise.
Controls
The full game is uploaded on itch now:
Rogue Abyss
Explore an endless labyrinth of ever increasing difficulty. Stay alive, amass treasure, and power up while avoiding monsters and traps around every corner.
Controls
Default control scheme:
Up - Walk forward
Down - Walk backwards
Left - Walk left
Right - Walk right
X - Turn left
O - Turn right
Optional mouse turning on desktop
Alternate control scheme: (Selectable in the pause menu)
Up - Walk forward
Down - Walk backwards
Left - Turn left
Right - Turn right
X - Walk left
O - Walk right
Credits
Developed by Kevin Hammer
3D engine: Mot's Wolf3D Engine https://www.lexaloffle.com/bbs/?tid=41315
I am struggling to wrap my head around creating a function to search though a table for matching positions and then replacing the matching value with a new value.
The idea is for a simple racing game. Every time an obstacle/car leaves the screen it is deleted from the table and new obstacle/car is generated with a new position.
The new position is randomly picked from a list of pre-chosen positions. But this means that there are occasions where the obstacles/cars overlap because they have randomly picked the same positions as an existing obstacle/car already in the table of obstacles.
My rough concept of the idea runs like this...
- Create obstacle table
- Create new obstacle
- Check if obstacle table is empty - add new obstacle
- If not empty
-- Loop through table of obstacles and compare x/y pos values
-- If a match is found(overlap) then change the x/y pos of the new
obstacle BEFORE adding it to the table
-- Maybe loop again to perform another check???
This is a little tool I created to assign students to discussion groups. The avatars for the students are generated programmatically. It has a few limitations:
- There are only 4 possible groups
- The roster is limited to 24 students or fewer (the names of more wouldn't really fit on the screen)
- Names should be 5 characters or less to avoid overlapping.
To adapt it for your own use there are a couple of changes you would have to make in tab 6 (roster):
- Change the variable 'class_name' to your class name
- Change the variable 'year' to the current name
- Edit names in the table 'roster' with your students' names
Note: game must be played from splore - this page doesn't support mouse lock
Note: global leaderboard not yet available
Take the cursed dagger, use its power to dispatch the horrors from this hellish place, score the best time!
Note: this is not an official Devils Daggers port for PICO8 but a fan game using Sorath's game universe.
How to play
- Default controls: ESDF + mouse
- Fire: left mouse button
- Jump: space
Local stats icons:
- number of jewels collected
- number of daggers fired
- hit ratio
Hello world,
I'm brand new to coding and Pico 8. I have created a sprite and figured out how to get it to move, and even flip when he changes directions. I have a second sprite that makes it look like he is taking a step.
My main problem is I can't figure out how to get it to swap between these 2 frames when you move him around. Whenever you press up, down, left or right, I want him to take a step (switch between the 2 frames).
Can anyone point me toward a resource to help me figure it out?
Thanks in advance
Description
I spent a few weeks following the Lazy Dev's tutorial and made this game. "Red" is a shoot 'em up game with a Rogue-like vibe, drawing inspiration from titles such as "Vampire Survivors", "Judgement Silversword", and "Elemental Master." I'm considering expanding the content to develop a more formal game, but I'm not pretty sure about the mechanics. Please tell me what you think. Thank you!
Controls
(O)(X) - Switch Directions / Confirm
Upgrades
Bullet - Basic weapon
Sword - Melee weapon, that can slash enemies' bullet
Rocket - Fire two missiles
Stars - Middle-range weapon
Shield - Protect bullets and enemies
I realized that stat()
is basically a peek()
analogue for system status registers.
To my knowledge, there is currently no functionality attached to the second arg onwards.
Would it be a good idea to let stat(index, n)
return an n-tuple just like peek(addr, n)
does?
It'd allow simplifications like this:
_update60() -- mouse stats _mx,_my,_mb=stat(32,3) -- or keep a fifo list of the last second's worth of mouse stats: deli(_m,#m) ins(_m,1,{stat(32,3)}) print(_m[16][3]) -- print the buttons 0.25 seconds ago -- or take a snapshot of all stat() values at the start of _update() -- (probably silly but you can imagine subsets being useful) _statshot={stat(1,255)} end _init() -- fifo used above _m={} for i=1,60 do _m[i]=0 end end |
Seems like a simple little QoL thing, I hope?
Working on a unicorn game for my daughter. I'm very new to programming. Pico-8 finally put it all together for me in a way that I can understand.
To-do:
- Screen refresh
- Make rainbow trailing instead of permanent
- Make rainbow solid
- Enemies
- Encircling enemies turns them into friendlies
- Two player
My brain is pretty burnt out from getting this far, but I'm pleased with the results.