Jack and Casie Demake
Also available at itch.io.
Controls
- Left mouse button: Pick up/Put down item
- Middle mouse button: Flip item
- Right mouse button: Rotate item
- The pause/info button lets you inspect items in your inventory while the game is paused
- The fast forward button lets you go double speed
How to play
You are a robot with a huge inventory space, helping Casie with travels accross a post-apocalyptic wasteland. This is a mouse controlled real-time inventory management game, think of it as Attache Case from Resident Evil but things are happening at the same time as you're trying organize it.
Hello!
I have three students I'd I'd like to set loose on Pico-8 but splore has been giving us a "could not connect to BBS" message. I'm pretty sure it is our school's content filter catching it.
Also the whole lexaloffle.com domain is blocked which I have a ticket in to whitelist.
Is there any else I need to request from our tech team to whitelist or open to get things working?
This is my very first post so I'm hoping it is aimed at the right place.
BreaKIT:
Im not exactly sure what this will be, but its fun to play around with it
Also the Code is very messey :(
Controls:
- Use X to launch a rocket
- Use C plus any direction to hit
- You can break anything and will automatically fill in correctly
- Left Click to Remove tiles
- Right Click to add tiles
Other info:
- Go into the Code to change things like rocketamount etc.
- You can use the the auto-tile function for anything you want.
- You can play around with the explosion too
Thanks for checking it out :)
Hi folks,
there it is, the very first release of my very first video game : Gold digger. (better name to come, if it appears ^^).
The goal is to dig earth as deep as you can, and making money in the process.
For the collectibles fans, you may discover hidden gems during your adventure.
Thanks a lot to all the explorers, and happy to discuss !
CHANGELOG :
- 0.2 : Damages & collectibles
- 0.1 : Title screen & high score
Have fun !
A space shoot-em-up RPG where you play a daring pilot trying to earn your fortune, or die trying. Take on missions, trade goods or just shoot up some space pirates while flying between planets. Features:
- Open world with 8 planets to explore
- Space combat between 4 opposing factions
- 5 mission types, such as bounty hunting or protecting cargo ships
Controls:
Left/right = turn, up/down = accelerate/decelerate, z = fire
Objective:
Earn 10000 credits to win. -5000 credits and you lose the game.
About me:
This is my very first game! Ever! Thanks to Pico-8 for such a great platform to learn on, and also LazyDevs and SpaceCat for some great tutorials.
EDIT: Newgrounds version is out, with medals and leaderboards! It got front paged too :)
https://www.newgrounds.com/portal/view/915352
Hey everyone! I've returned with a chunky little update :)
My awesome friend OwlBag learned how to use PICO-8 and made music for the game! We got those few songs in and didn't have to compromise on the sound effects at all. I'm very happy with how it all turned out.
I added some new effects to make the game more satisfying. Sparkles, chunks, crumbles, sparks, and more. And I also cleaned up some level design and code that really needed it. There's now another ending if you can complete the game without dying. If you can do that, you're officially awesome!
Hi all, I recently started tinkering with PICO-8 which is amazing, but coming from a Unity background, I'm still wrapping my head around it. I've been trying to put together a little ecs framework for me to use in prototypes which is more Unity-like than some of the ecs snippets I've seen on this forum (I'm sure those are better once you're used to the way PICO-8 does things, I'm just trying to make a stepping stone). I thought for the purposes of devs like me wanting to learn things in a bit more of a familiar way, I might as well share what I've learned. Unlike the ecs frameworks I've seen so far which use pattern matching for running methods, I've tried to make the "components" here self contained, and then adding that functionality to the entity table. With no custom components (which need to be made to actually use this) it comes to 108
tokens
Very rough library code below:
-- all the entities in the game entities = {} -- entity "constructor" - returns an entity which is really just a table of components with [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=140595#p) |
This was my submission to Mini Jam 150, made in a weekend then augmented with some slight additions based on community feedback. A strategy game, combining chesslike action with roguelite progression, it features
- A complete achievement system
- Unlockable items tied to achievements
- Several battles of varying difficulty
- Six unit types
- Multiple save files
Pico-Dodge
A small Pico-8 game, based on an android game I coded in university during a 48h hackathon.
Changelog
2024-01-29
- Fix pause / jump simultaneously bug
2024-01-26
- Switched to button press for pause and gameover
- small cloud sprite adjustment
2024-01-25
- Adjusted ducking sprites to better fit with hitbox
- Changed color design
- Added mountains background
- Shadow now also animated while jumping
- Some code refactoring on player movement
- Improved collision detection (hitbox feels more precise)
2024-01-24
- Added clouds
- Added highscore incl. saving & loading
2024-01-20
- Added birds
Floating island Blocks
I dont know why but I really CANT stop watching this
- One is smaller because The Cpu could not handel the houses, Trees etc..
- I like both.
- To enjoy them correctly use your eyes to watch the pixels change color.
- The smaller one has a random terrain, so reset the cart to get a new island
Thanks for checking it out :)
LIGHTS
my first pico game
menu:
puzzle generation
gameplay
Controls
pretty straight forward, use the arrows to choose a node and X or O to rotate it
Rules
in relax mode, just choose the size of the puzzle and get to it, at your own pace, every puzzle is virtually unique so keep playing the same size if you enjoy it
for the competitive people, record mode will let you play all the puzzle sizes from smallest to largest and time you, once you finished all of them you get to save your time in the leaderboard (I managed to finish in around 350 seconds, but I think I can do better)
Behind the Scenes
runs a bfs algorithm way too many times, but it works so...
Credits
we'll get someone for the music and sound fx soon,,
based on a game I had to make for school around 4 years ago (which was based on older games),
enjoy!
A simple maze exploration game I made. The goal is to find your way out of the forest maze before time runs out.
The main purpose of this was to make some slightly more complex music, and draw slightly better cartridge art (though it's still pretty bad). I also wanted to try out a multi-screen game that used the map editor and had actual map collisions. My previous games just had the player stop once they reached a certain x value. Code is kind of messy and the collisions aren't working exactly how I want, but I'll fix that with future games. Probably.