Welcome to Pico Drummer! It’s a small rhythm generator with just two sounds.
Each hand is triggering its own sound when it hits the drum.
If you want to change the speed you need to change the amplitude of the hands movement. To do that, hold the hand with the mouse and move it up or down and then release it on a certain hight. You can even stop the hand by putting it on top or the drum.
You may also access sound and rhythm settings by hovering your mouse over one if the two drums. Each drum represents its own sound and a hand that beats it. Both of them have 3 tabs of settings, that you can switch by clicking the drum.
- First tab of the settings is speed adjustment and clock divider. Use left and right arrows to adjust hand speed. If you press right, the hand will speed up for a split second, and if you press left, it will slow down. That way you can synchronize hands if they are beating with same speed but out of sync. Up and down arrows changes the clock division number, which is 2 by default. You can create some interesting rhythms by dividing speed of each hand differently.
This is a work-in-progress game of picross. Has someone else used the name picocross? Probably, but this is my one!
It currently only has one puzzle and the game ends once you beat it.
How to play
Use arrows to move the cursor.
Press (X) to place a tile and (O) to place a cross. You can use the crosses to show where tiles definitely are not.
Press (X) or (O) to remove a tile / cross.
Press (X) to highlight / un-highlight a number. You can do this to keep track of which numbers have been solved.
How to play picross
To discover the hidden picture, you need to determine where the tiles must be placed.
For each column and each row you are given a set of numbers. These numbers tell you how many consecutive tiles are in that row or column. Multiple numbers means multiple 'blocks' of consecutive tiles in the same order as the numbers, that are separate from each other.
Jet Cat’s ship uses challenging controls built for kitties, and can be difficult to master. Do you have what it takes? Only YOU can Rocket to the Top in this kitty spaceflight simulator!
You’re Jet Cat, a rookie cat pilot in the M30-W fleet. You’ve been dispatched to an uncharted planet to investigate the surface’s potential for life. Near the end of your mission, you find yourself trapped in a mysterious tower, filled with floating coins and cursed rubies! Do you have what it takes to master your ship’s challenging controls, navigate the tight corridors, escape to the top of the tower, and return home with the treasure?
Controls
- Up / down: change thruster angles
So, I'm new to PICO-8 (bought it a few hours ago) and im playing around with a simple open world game (I've called it a GTA test, maybe to use for a clone game in the future.) and i am just wondering how i would go about implementing collision in the map (for buildings and such which haven't been added yet). Is that something
I've used SpaceCat's tutorial so far and added my own camera follow code and made a simple map.
This is what I have so far, it is literally just the movement code and a simple map
🥥Eat Man 1D🥥
A 1D eatstravaganza
Eat points, eat coins, eat that strange blue thing
Featuring all the latest in graphical and gameplay innovations.
- leftward AND rightward movement
- 1D collisions
- Unnecessary graphical effects
- Fireworks
- Dynamic scoring
Recently, I heard about Pacman 1D. I haven't played Pacman 1D, but I imagine it's something like this.
Let's find out 🌈
Please let me know if there's anything you'd like to see included, and I may or may not give that a go.
Thanks for playing!
This has been sitting on my drive for a year or so. I was meaning to write up some documentation for it, but I'm throwing it up as is for now. (Until I can remember how to use it.)
Basically it's a sequel to Mot's Animation System built on top of the 2D transforms library. The main improvement being that it supports rotation.
The basic idea is you create "sprite" animations based on frames on your tilemap. You can then combine them into "timeline" animations where position, rotation etc can be set at different points by creating keyframes.
There's also a "storyboard" animation type that simply plays other animations in order.
UFO Race
Why are aliens racing on the road? Why are they so small? I don't know!
UFO Race is a button mashing racer inspired by a certain NES game with a similar mechanic. Prepare to race!
Controls
Press X to start. When racing, alternatingly press right and then left as quickly as you can.
Controls
- (-->) Move Right
- (<--) Move Left
- (Upper Arrow) Move Up
- (Lower Arrow) Move Down
- (X) Shoot
- (O) *Shoot Bomb**
Game Objective
The objective is easy, shoot 'em all (shmup). You have to survive 9 waves of crazy enemies and an extra wave where you meet the final boss. If you survive you will be victorious.
Lives
If you get shoot by a enemy you will lose a life. Depending the difficulty you are playing you are going to have 5 lives in the normal mode and 3 lives in the hard mode.
A bonus little mod from the CC Mod Advent Calendar.
Mod by Meep, RubyRed, and taco360. Feedback on background palette swaps by gonengazit.
Controls
Arrows - Move
Z, C, or N - Jump
X, V, or M - Dash
Celeste but it's daytime. Made in roughly 72 hours for the CC Mod Advent Calendar.
Controls
Arrows - Move
Down+X - Pick-up
Z - Jump
X - Dash/Throw
Slice Tower
Slice Tower is a extreme minimization of the action hack and slash platformer written with pico-8.
Your goal is to be up in the air as long as possible to keep your score multiplier going. Use all available tools at your disposal: your oversized sword and your teleporting dash will help you defeat and tactically avoid enemies.
Can you slice your way around the Tower and maintain a High Score?
How To Play
The goal of the game is to reach a high score. Combos are kept only while staying in the air. If you touch the ground, your multiplier resets.
- Use your attack to slice and dice enemies. Observe the attack patterns and try to use them to your advantage to stay in the air.
A game I made for New Year, New Skills Game Jam.
It's my first game, thanks for playing :)
Controls
- Left/Right arrow keys: Movement
- Up arrow key: Jump
- X: Use item
- Z: Cycle items
- P: Pause menu
Tips
- Don't forget to dash!
- You can pick up items to reposition them
- The cannon can be flipped around by prodding it
- You can restart the current level by running into a trap or from the pause menu
- All levels can be unlocked from the pause menu if you want to skip some
Instructions
Escort NPCs through often perilous levels, through snow and ice, outer space and beyond! And then try to do it faster.
About the Game
Made for the New Year, New Skills Game Jam by Bitter Sails Games. The current version is the gamejam version. If you liked the game, please comment and it will encourage me to continue working on it!
Credits
Thanks to Lazy Devs Academy for their awesome Pico-8 tutorials
Thanks for playing the game! :)
I've been working on this project for quite some time now. Its a very ambitious project that aims to make a monster-catching game akin to the gen 1 and 2 Pokemon games. v6 is the first one I'm showing off. All it has is a complicated map compression system and some nice map physics. current features include:
- text engine
- simple battle engine (to be rewritten)
- simple mon, move, and team data (to be rewritten)
- custom map scrolling system
- map and object collision
- objects with node based ai system
- nodes for opening text box, asking yes/no question
- map data decompression
- teleporting player to different maps/positions via node
if anyone has any advice i'd be happy to take it. this project has 2 main goals: to push pico-8 (and myself) to its limits, and to create a mon game that has all the charm of pokemon while doing better in the things gamefreak does poorly (like graphics, mechanics, story, etc.). I want to make a whole YT video on this stuff but there were 5 other iterations and i wanted to get something about this game out there.
I'm not too ready for ideas for mons, story, ect. since im avoiding scope creep and I also want to find a good way to credit outside help (pretty hard to fit alot in an already cramped game). But I do want to give some famemons and fanmons a home in my game.
Controls:
ESDF to move and strafe
Horizontal arrows to look around
How it was made
Take the player position plus a multiplication of their angle and see if that spot had a wall,
if it does take that distance and scale it on to the screen.
Change the angle a little each time and put it at a different x coordinate.
That's the basics, i'm not great at explaining it and its hard to understand without graphics.
Take apart the code, I insist! I think I removed all the weird comments that I wrote when I got
bored, but no promises. :3
Video modes
Big is wide but doesn't draw very far.
Med is what you think it is.
Small is well small, but draw farther.