This is a 2D procedurally generated platformer created in 42 hours for the ShefJamX hackathon where the prompt was "go big or go home"
Some specific high points of this project were
Getting procedural generation of level layouts working with functional physics and collision throughout
A fully custom soundtrack and SFX
Learning how to use spritesheets and basic optimization
Using carddata to create a save game to store high scores
This project was our first time using LUA and PICO-8
Here's some code to add a old CRT monitor effect over your HTML-published carts.
I read an article recently about how low-res graphics looked better/softer on old CRT monitors and TVs, so did some googleing and found an effect you can apply via Cascading Style Sheets to your HTML-published game.
When you've export my_game.html
open up the .html file in a text editor and add the following inside a STYLE
tag near the top of the file:
@keyframes flicker { 0% { opacity: 0.27861; } 5% { opacity: 0.34769; } 10% { opacity: 0.23604; } 15% { opacity: 0.90626; } 20% { opacity: 0.18128; } 25% { opacity: 0.83891; } 30% { opacity: 0.65583; } 35% { opacity: 0.67807; } 40% { opacity: 0.26559; } 45% { opacity: 0.84693; } 50% { [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=141388#p) |
V1.02 --Added Minus World
V1.03 --Fixed minus world bugs, completed scoring system, tweaked jump physics
This is a demo for my Pico-8 port of Super Mario Bros., and it includes all of World 1, along with the secret 'minus world'. I plan to reskin the game before a full release to avoid potential Cease-and-Desist letters, but wanted to give people a taste of it in its original form. Also, not everything is quite finished, and I figured this would be a good way to get some playtesting and feedback, so please let me know if you encounter any bugs.
Special thanks to:
- Jwinslow23 for composing the music and many of the sound effects
- Zep for his PX9 compression system
A little platformer made with this starter kit!
Story
You are a knight who must venture down to the goblin dungeons.
You must make your way through the dungeon to rescue your king.
Tricks
Please post any bugs you find.
Pseudo
Overview
This is a work in Progress, new versions should *1 arrive later.
Pseudo is named so for the fade mechanic witch will be somewhat similar to the hyperspace in Asteroids
Please inform me of bugs, it helps a lot!
Controls:
- Arrows to move
- X to fade ( Not fully implemented as of 0.0.1 )
- O/Z [ Debug ] spawn wavy enemies
Enemies:
- Blue / Left-Right:
Bounce like the ball in pong, they don't move fast so they aren't much of a problem. - Red / Finder:
Track the player and whip around the screen occasionally. pose a significant threat but are quite small - Orange / Wavy:
Bounce around the screen on the vertical axis they become more aggressive in speed when the player is further away.
This cart is a simple routine to deserialize a string into a table value. I know that there are other routines out there but this routine is simple and small. No serialization routine is give as it is assumed that the text is entered manually. If a list of items is added then remember that a final ',' is needed to actually add the item to the table.
144 Floors
Welcome to the Silo. You are a porter and you have to deliver your parcels to the recipients who live and work on 144 floors. Start your shift and work 24 floors or take on the big challenge from floor 1 to floor 144. But beware! Competing porters will try to steal your parcels and keep the tips for themselves. Good thing you are prepared for the Law of the Stairs: Battle by dice! Every confrontation is decided by a round of High Low. That's how the ancestors of the Silo declared it, and that's how it must be done.
How?
D-pad or arrow keys to go up and down the stairs.
D-Pad or arrow keys to place your bet (up: higher or down: lower)
Buttons or z, x to use a smartbomb (auto-win)
Is there a way to determine rendered text height, knowing that said text may contain the tall rendering mode option ? I could search for the presence of "\^t" if I can find a way to express the escaped version of that.
-- always prints 6 local text = "\^thello" local h = 6 if sub(text,1,3) == "\^t" then h = 12 end print(h) |
Hello,
I don't know if this is the correct category for this post type, and I'm sorry if I got it wrong.
I'm new to your community.
And I'm already experiencing a thorny problem before I've even had a chance to install pico-8.
Indeed, I'm running macOS 13.6.4 (Ventura), and I do my security updates regularly. As I prefer to trust XProtect sparingly, I've also installed a tool (CleanMyMac) that scans everything that comes in.
However, after purchasing a pico-8 license, I went to the download page I was offered and was unpleasantly surprised to be warned that a malware named AtomicStealer had just been detected on the pico-8_0.2.5g_osx.zip
archive I had just downloaded (the one offered by default).
I tried downloading other versions (older ones and even the latest 0.2.6
) but got the same alert (see screenshot below).
Going all the way back to version 0.2.4c
, this one seems clean.
Has anyone encountered the same problem and notified the archive author?
Is there any other way of obtaining the latest stable, threat-free version?
A test with wave function collapse with road tiles.
tried a different approach than backtracking, to ensure no contradictions:
after every collapse, the options of the neighbouring tiles are checked for updates. If they are updated then their neigbours are checked as well. (If the tile set is very "interconnected", this does not trigger wave through the entire board.) If there are no more cells to check and non reported it would have zero options, a commit of the collapse and updates is done. If not, a rollback is done and the chosen tile is removed from the options of the cell.
common mode[
press ⬅️ to turn left
press ➡️ to turn right
press ⬆️ to go forward
press ⬇️ to go backward
]
mouse mode[
press s to turn left
press f to turn right
press e to go forward
press d to go backward
]
press 🅾️/z to jump/jetpack(ps:jetpack enable in code)
press ❎/x to use mouse(ps:only work in splore,because i use the stat(38) which representes the Relative x movement )
(ps:if you want to change the rotate speed ,you can change tha variable of rotate_spd)
--v1.2 updated
--add textured wall
--v1.3 updated
--add eveing mode
--fixed the textured wall bug
if you encounter any problem,please leave a comment.Thanks a lot.
--problem
--i encounter a problem:when the player is still,the textured wall still changes on the screen.so i am looking forward to solving the problem.
i made a virtual tabletop thing
https://squibble08.itch.io/ttsim is the game's itch page
current version - 5.0.1
hello world.
I think I'm missing something in the custom function realm when it comes to using variables as arguments. I'm trying to pass in a variable that defines one of 6 beams to a function so I can use it for all of the beams but it does not seem to be working and I think I'm trying to do something that might not be allowed in Pico-8. For example I have a custom function to light up this beam and it works great:
..but I need to reuse this to do something similar for 5 more of these beams. I'd like to create a reusable function around the following as I am repeating code:
function beam_2()
if mg(35) and p.x<500
then
pal(5,7)
spr(35,384,328) sfx(0)
b2_charge=true
else b2_charge=false pal()
end
if b2_go==true then
pal(5,7)
spr(35,384,328)
pal()
end
end
I thought I could get away with using something like the below bm_chg function in place of the beam_2 function but it does not seem to be passing the b2_charge variable when I input it for chg_var.
hi...
i FINALLY got pico 8 and i put it on my raspberry pi running retropie and i used the tutorial https://nerdyteachers.com/PICO-8/Hardware/?tutorial=69
everything worked, except, the mouse didn't show, there is like no mouse, and i can really use pico 8 without a mouse
pls somebody help