Imagine this folder structure
├── libs │ ├── b.p8 │ └── c.p8 └── main.p8 |
If main.p8
calls ./libs/b.p8
which in turns wants to call c.p8
, it has to use use the relative path from the main cart, i.e. ./libs/c.p8
even if b.p8
and c.p8
is in the same folder.
Usually programming languages have relative paths starting from the file that is doing the import. Could we get the same behaviour for pico-8 please?
Right now most multi-cart games have everything in single dir which makes things looking pretty messy, and if I want to have a multi cart game on my rgb30 where I hide the extra files in .hidden
I have to edit all files making load
calls to make things work which is not optimal.
Here is full code to replicate (files created with vs code, hence the extra stuff at the top):
What works:
Filename: main-absolute.p8
pico-8 cartridge // http://www.pico-8.com version 41 __lua__ print("In main-absolute.p8") load("libs/sub-load-with-absolute-path.p8") |
Filename: libs/sub-load-with-absolute-path.p8
pico-8 cartridge // http://www.pico-8.com version 41 __lua__ print("In sub-load-with-absolute-path.p8") load("libs/final-destination.p8") |
Filename: libs/final-destination.p8
pico-8 cartridge // http://www.pico-8.com version 41 __lua__ print("In final-destination.p8") |
What I would like to work
Filename: main-relative.p8
pico-8 cartridge // http://www.pico-8.com version 41 __lua__ print("In main-relative.p8") load("libs/sub-load-with-relative-path.p8") |
Filename: libs/sub-load-with-relative-path.p8
pico-8 cartridge // http://www.pico-8.com version 41 __lua__ print("In sub-load-with-relative-path.p8") load("final-destination.p8") |
Note the missing libs/
in the load
👆
Filename: libs/final-destination.p8
pico-8 cartridge // http://www.pico-8.com version 41 __lua__ print("In final-destination.p8") |
Ive yet to see any multi cart games using any type of folder structure, so in theory should be safe to implement.
Thoughts?
SHMUPI2024
A shoot 'em up game by Yehiel Certner
About
This small game was made while going over the Lazy Dev Academy tutorial for building SHMUPS in the fantasy console Pico-8!
i highly recommend any aspiring developers and game maker hobbyist to go to their you tube channel and try their tutorials!
Lazy Devs Academy
Controls
Use the Up-Down-Left-Right arrows on the keyboard or the joystick to control the ship,
Use the button 1 to shoot Use the button 2 to explode a bomb
(Note! your pickups will be erased)
Rules
One Last Swing
This project is my entry for the Samurai Game Jam 2024 with subtheme: Luck! 🍀
Story:
Patrolling the border you get a message about enemy groups flooding your territory. Now it is up to you to make it back home and ensure the safety of your family!
Controls:
Use X to unsheathe your sword before the clash. If you do not have it out, you will automatically lose. Use ⬇️⬆️ to move your sword between the 3 stances of: High, Mid and Low.
The enemy will attack after a certain time has elapsed, just after they step back! Take that moment to adjust your stance to achieve victory!
Gameplay:
Beat 10 levels to make it back home, and if you feel like it, push your luck further into the endless challenge.
One Last Swing is a Rock-Paper-Scissor like dueling game, where you need to choose the correct stand to overcome your opponents, to regain your honor and to make it back home.
High stance beats middle, middle stance beats low and low stance beats high!
High > Mid > Low > High
This is a simple rock paper scissors simulation inspired by this video and others. When units encounter each other, the winning type "spreads" to the losing unit. Use the X or O buttons to restart.
About the Game
"Berserk" is a strategic fantasy collectible card game where two players assume the roles of commanders, leading squads of fantastical creatures into battle. During the game, you will maneuver across the battlefield and play tactical combinations to defeat your opponent. The player who destroys all of the opponent's creatures wins.
This collectible card game is loosely based on the world-renowned Magic: the Gathering, but unlike other direct clones, it is based on completely different approaches to the gameplay field and strategic planning. Mechanically, it's something of a cross between chess and battles from Heroes of Might and Magic.
This implementation introduces the so-called "Three Heroes" learning set, which consists of two squads of 9 units each. In the full game, each player has a deck of 30 cards, 15 of which are dealt at the beginning of the match, and the player must assemble a squad according to certain rules. Drafts and sealed tournaments are also possible, similar to MtG.
This cart, which uses one of @bikibird's visualizers provided courtesy of the PICO-8 Free Music Jam (in a beta version, as a co-organizer we helped with testing), contains an arrangement of the music of someone we'd never heard of: James Timothy Brymn's "Cuban Cake Walk".
And that's a shame, because (a) Lieutenant James Tim Brymn was apparently an absolutely legendary Black American arranger, composer, and bandleader, one of the people who helped give birth to jazz as we know it today, and (b) while we didn't manage to include the entire composition in this, "Cuban Cake Walk" is a delightful piece of music with a really fun bouncy groove. And if we hadn't clicked on the IMSLP website on a day when it was being featured, we'd know none of this.
Langton's Ant is a tremendously simple system played on a grid of pixels that can either be on (white) or off (black). Each during timestep, the ant moves forward in the direction it is currently facing (I have it facing right at the start). Then, if the ant was on a black square before it moved, it makes the square white and turns right; if the ant was on a white square, it sets the square to black and turns left. And... that's it. But despite these incredibly simple rules, Langton's ant emerges from the apparent randomness after about 11000 steps and starts forming a recurring "highway". In fact, Langton's ant not only tends toward this self-organizing behavior, but also is capable of computation with the right setup (i.e. it is a universal Turing machine) -- see this paper for a proof of that.
i made my first game for release! it's a bite-size fangame for the atelier franchise, about being a young alchemist in a town down on its luck. can you bring back the fireworks festival that used to light up the skies?
it's extremely short for an rpg (15 minutes total). i made a dialog-heavy crafting RPG in pico-8 because i fear neither god nor man. a major goal i had was to make something that felt like a Real Finished Game, rather than an isolated tech demo or something. so it's got a beginning, middle, and end, and talk sprites, and ui animations, and so on. i'm ridiculously proud of this - i've never made a game as finished as this before. please play and enjoy! and tell me what you think!
Hi, I found some strange behaviors with sfx and music that looks like bugs
( I marked with "X" when it's behaving strangely)
bug 1: releasing loop of an sfx:
- play a looping sfx
- release it's loop: sfx(-2)
- the sfx will complete it's loop and then stop emitting sound
X but if you check with "stat" you can see that the sfx is still "playing" with no sound
X it can still block a channel that the music will not be able to use, for ever until it's replaced by another sfx
bug 2: playing a sfx that is already playing in the music
- play a looping music that contain a specific non-looping sfx using music()
- play the same sfx using sfx()
This is the first game by father and son game development team bandd! We followed Dylan Bennett's Top-Down Adventure Game Tutorial on youtube. We did a little bit of our own remixing, including transforming a movement bug into a feature, allowing very difficult diagonal movement between obstructing objects!
This game is very challenging. B, the 8 year old member of bandd Games only enjoys playing the most sadistic levels of Geometry Dash and making levels in Super Mario Maker with no floors, which his dad won't even try to win. He created the music, sprites and--unfortunately for you--the map for this game, and it's short but EXTREMELY TOUGH! He was able to eventually beat it, or we wouldn't have posted it. So good luck!
Balls that color the screen and bounce off different colors.
PRESS X or C to change the start setup
Inspired by https://mastodon.gamedev.place/@[email protected]/111828811846394449
An in-progress/demo of a puzzle dungeon crawler I've been working on.
4/2/24: Got major elements in now, just need to get LOS and enemy movement sorted out before doing SFX for various bits.
7/2/24: Added in event triggers, splash screen, tweaked screen wipe, item handling/classes, and redesigned tutorial levels and demo levels.
8/2/24: Tweaked event triggers, collapsing floors only collapse after you walk on them and monsters move, added teleporters and appearing/disappearing walls, creatures on impassible tiles at the end of the round die instantly
9/2/24: Added basic AI for creatures (still missing LOS code), additional description for classes, a turn counter to track speed and to control dungeon elements
-- PICO-8 Cartridge
lua
-- Initialization function
function _init()
player_x = 64
player_y = 64
end
-- Update function
function _update()
if btn(0) then
player_x = player_x - 5
elseif btn(1) then
player_x = player_x + 2
end
end
-- Draw function
function _draw()
cls() -- Clear the screen
-- Draw the player as a filled rectangle
rect(player_x, player_y, player_x + 8, player_y + 8, 7)
end
Controls
- ◀▲▼▶: Move
- Hold (X): Fire main weapon (spreadshot)
- Hold (O)/Z/C: Charge secondary weapon (bomb) / focus mode.
- Enter: Pause/menu
About
Praxis Fighter X is a fast-paced single stage retro shoot-em-up. Dodge bullets and fight off the militarized police force defending a corporate toxic sludge pipeline.
Inspired by old-school shmups/STGs, the game focuses on reflex-based action and satisfying destruction while including some modern comforts like a smaller player hitbox and a focus mode.
It's on the difficult side but with dedication and the power of 3 Continues you will persevere.
This is a game I made before I made this account, in fact this is the first game I made on pico-8. It never really had a name until now, just being called 'coingame'. But now that I'm releasing it I decided to give it a slightly better name, Green-Man's Coins.
Green-Man will likely appear in future games, including a way better one that I'm working on right now.
Feb 2, 2023: Deluxe version! menus, music and more!
Items:
- GreenMan: Your character. Use the directional buttons to move.
- Friend: Friendly character. Will destroy an enemy if it touches one.
- Enemy: Enemy character. You will lose one life if you touch an enemy.
- Coin: Collectible. Collect one to increase your score.