https://github.com/malltshik/heartshooter
This game is a clone of kevin's game with small adjustments.
I highly recommend to watch kevin's video on YouTube about it.
In my version player must shoot hearts instead of collecting them.
I have recently learned to program on the NES, please keep the scope lower, I have 4 3-color palletes to work with here, so some may look worse than the original game, if you have your own idea, please don't post it here, this place is for me to learn the ins and outs of the NES, and I figured Id post it here because its easy for people to think of 8-bit style games, and I'm okay with not making my own stuff for a while, and then after I learn more, Ill try to make more of my own games!
bye for a line!
A small cart with mouse cursors.
- Pretty cursor
-
Metal cursor (props to tetris mino)
- Added debug+change cursor feature
-
Added some help text
- Dropped the out of bound check
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.
Risk of rain demake in the celeste classic engine
This is a in-progress mod i am currently working on. Here are some gifs of items working, mechanics.
Ukulele + Wisp in a jar + Gasoline (WIP Visual effects)
Molotov Cocktail Utility
Health System
Killing enemies
I dont know how long this mod will take, but armed with aseprite and everhorn, im sure it wont take that long.
For anyone wondering where CORE went, Its fully moved over to n.p8, and was fully rewritten for the new codebase.
The switch from hex to base256 level loading and the addition of bg tiles has forced me to abandon my levels, but i was going to do that anyways.
Look forward to both Risk Of Snow and CORE, coming (hopefully) soon.
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!
My second progress update:
I'm trying to implement the ability for my player character to create temporary blocks which can be used as platforms to reach otherwise unreachable areas. The idea is that the bunny player character digs up earth which piles up behind him and then disappears after a few seconds.
- When the player presses the o button while on a ground tile, a 'newblock' is added to a table so that it can be deleted after its set duration. In order to ensure the original map tile is restored after the 'dirt block' disappears, mget is used to grab the original tile sprite as 'oldblock.'
`if btnp(🅾️) and p.landed then
newblock={}
newblock.spr=14
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) |