Feathered Escape
Soar to freedom in Feathered Escape, a platformer where you, as a trapped bird, navigate challenging environments, overcoming obstacles and adversaries to reclaim the open skies.
Controls
- ⬅️ and ➡️ to move left or right.
- ⬆️ to execute a wall or ceiling run.
- ⬇️ to descend without sliding on a platform.
- [X] or [Z] to jump.
Scores
- A+: Complete in 4 or fewer minutes, collecting all the fruits, and with 0 deaths.
- A: Complete in 5 or fewer minutes, collecting all the fruits.
- B: Complete in 15 or fewer minutes.
- C: Complete in 20 or fewer minutes.
- D: Complete in 30 or fewer minutes.
Dear users,
I've watch tutorials about creating a selfcontained PICO-8 desktop by using raspberry pi zero and raspberry pi 3. :-) I've tried to use the same procedure on my raspberry pi zero 2 W, but it won't work. And since I haven't succeeded to find tutorials about that subject by using a raspberry pi zero 2 W, I hope some of U can help.
-Does anyone have any suggesting how to make it work on a raspberry pi zero 2 W?
Kind regards
Johnny
Inspired by the coding train video where he makes a falling sand game in JS. https://youtu.be/L4u7Zy_b868?si=YdIuL0No-k8LfCeD
It was fun to try my hand at it. I didn't include everything he did due to the processing limitation of the pico 8. But you can edit the code to change the size of the sand.
Hi, I bought PICO-8 a month ago and started working on this first project.This is terrible so far, but I'm exhausted and don't have the energy to continue. But I decided to share what I've been working on so far.
For the time being, I would like to study PICO-8 and Lua. And then I would like to continue this project or start something new.
I hope to make a decent shmup someday.
This is my first full project in pico-8!
This is a little beat 'em up that showcases a weapon-pickup mechanic. You have a punch for an unarmed attack, but when you equip a weapon the stats of your attack change. Find your weapon of choice and use it to beat all 3 levels AND all 3 boss battles! The last level will loop back to the first level so the game can continue infinitely; this allows players to bring their favorite weapon to any and every level for a variety of experiences.
Weapon List
Unarmed
[8x8] | |
Controls
Titles
- X - Start 1 Player
- O (Z on keyboard) - Start 2 Player Co-Op
Game
- X - Jump
- The longer you hold when moving up, the higher the jump
- Hold when falling to glide
- Press Up when jumping to perform a "power" jump
- Press Down when jumping to end jump and hold Down to fall faster
The Game
Collecting the bombs in order (a fuse is lit after you collect the first bomb) can provide huge end-of-level bonuses.
When the bonus meter is full, a power-ball will be released, turning all enemies temporarily into coins.
In 2 Player mode, if one player dies, the remaining player will have a chance of collecting a "heart" coin on the next level to bring them back to life.
The distribution URL is here!
https://bitchunk.itch.io/pelogen2
What tools?
PELOGEN2 is a 3D modeling tool created on PICO-8.
Because it was created for such small specifications, it is not suitable for overly complex and large modeling.
In today's era of large-scale, detailed works, what would you create with this small-scale 3D modeling tool?
I think there is still value in being able to express creativity within limitations.
Even if it imitates something that exists in reality, it is precisely because it is low-poly that an unrealistic and creative world can be created.
Tutorials will be added to the devlog from time to time.
You may have questions about things you don't know about how to make or features. I would appreciate it if you could create a thread in that case. It's easy to deal with, and others can use it as a reference.
Features etc.
Data management
I made point collision instead box and works even better. You can see the points I used in the green box. Two yellow pixels for foot, four red pixels for the sides (2 left and 2 right) and two lime pixels for read. The green box is just a placeholder sprite sprite not a collision box
the advantage of this method is because is:
- easier to detect collision direction
- easier to implement coyote jump
- easier to implement trick to avoid hit the head against corners when try to jump
- easier to say when is touching ground or wall or ceiling
kladblok
Kladblok is a collection of small experiments that more often then not, don't look at all how I initially intended.
Maybe I will revisit it someday to add more, maybe I don't.
It's just a cart I add stuff to when I don't have the energy to work on something bigger. Or am just messing around.
And it might work as a bit of a draft library for background and particle effects.
Also some animations might be a bit flickery for some people.
Edit: Forgot to mention that aside from Flipping through the animations, you can also change the color palet using the up and down keys.
For the animations with a water-reflection, I may have stolen @drakeblue's code.
function box(_x,_y,_w,_h) return{ x=_x, y=_y, w=_w, h=_h } end function get_cols(a) local gx,gy=flr(a.x/8),flr(a.y/8) local ex,ey=flr((a.x+a.w-1)/8),flr((a.y+a.h-1)/8) local list={} for i=gx-1,ex+1 do for ii=gy-1,ey+1 do if fget(mget(i,ii),0) then add(list,box(i*8,ii*8,8,8)) end end end return list end function collide(a,_dx,_dy,list,side) local ca={ x=flr(a.x), y=flr(a.y), w=a.w, h=a.h } for i=1,#list do local v=list[i] if col(v,ca) then if _dx>0 then a.x=v.x-a.w side["right"]=true elseif _dx<0 then a.x=v.x+v.w side["left"]=true end if _dy>0 then a.y=v.y-a.h side["down"]=true elseif _dy<0 then a.y=v.y+v.h side["up"]=true end end end end --diss code expects that "a" have a --dx and dy function move(a) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=141827#p) |
Hi! This is Space Basher, a game about clearing space debris using a tool that has way too much recoil.
How to play
Move around using the D-pad and grab a debris by holding X. While grabbing, you can adjust the angle of your slice with Left and Right. Releasing X slices the debris in two, and sends you flying in the opposite direction.
Slicing depletes your ship's battery, leaving it unresponsive and without a shield. Hitting a debris without your shield up damages your ship. Three hits without a shield will destroy your ship.
Moving or grabbing a debris for too long will also deplete your ship's energy