Controls
Story
A young hero, fueled by dreams of becoming a revered paladin, embarks on a quest that will test his strength and intelligence. Inspired by tales of the Sunforged Knights, he eagerly undertakes the arduous trials that they administer and judge. Success promises not only rank among their esteemed order but also the rewards of riches and the fulfillment of a lifelong dream.
How to Play
There are 62 rooms. Use the items in each room to kill the monsters and exit as efficiently as possible. Resources are tight, but you may be surprised at how you can use them to make your heroic escape.
Welcome to Yucca Mountain!
Madeline finds a new mountain to climb, but things seem different. All of the plants have gone a strange colour...
This is my first mod for Celeste Classic.
It has some palette swaps, big rooms and lore, but that's about it.
Thanks to the Evercore team for making the base cart.
This is pretty simple but I thought some devs might find it useful as an easy way to add a minimap to your game. It uses tline
to draw a miniature version of the full map area to screen (during your _draw loop):
for i=0,64 do tline(0,32+i,128,32+i,4/8,4/8+i,1) end |
The representative pixel is drawn from the center (4/8,4/8) of each sprite, but you can alter this if you want a different selection.
Here's an example of what this looks like in Celeste:
And here's Air Delivery with this line added:
Obviously it can be a bit messy raw, but it's accurate. For your own project, you could put this against a solid background color in your pause menu, for example. And then you might add an indicator for player position ;)
I hope this can be useful out there!
Credits
-Developer: kas333
-Playtester: Namie Kuningham <-youtuber
-Inspired by Vacay Volley from ejreyes
About the project
Once my pc broke, I got bored and start playing some pico-8 games on my phone, after searching for a while, I discover a education edition of pico available on browser that in theory could work on a phone with some workarounds.
I already had worked on some mods for other games before so I decide to take the challenge.
Unfortunately, working on a phone had proven to be really slow and frustrating due to lack of native android support +bad phone.
~ ❤️ starry trip 🌟 ~
a musical journey through the stars
by ral schutz
my submission for the free music jam
containing 3, free to use original tracks
under the cc by-sa 4.0 deed license
HOPPENCOOKIE
basically just Hoppenhelm but some things are different!! yay!!!!!!!!!!!!!
(you should play Hoppenhelm also, the music is AWESOME)
description
Hoppencookie is a highscore-based game that is heavily inspired by Hoppenhelm. You play as a cookie (unrelated to setting). You jump across a dungeon while getting as much score as possible and avoiding dying from:
-spikes and spikeballs!
-fireballs!
-the local fauna!
-TNT!
-and most importantly, lava!
but it's all gonna be worth it because you're gonna be rich!
(disclaimer: coins are only used to boost score. actual value may be 0.)
dev notes
there isn't a failsafe for reaching the integer limit (32767) of score. Be cautious. (you can reset your highscore via the pause menu tho)
Hi,
Let me introduce...
PICO-8 Home Server
It's not a game, it's not a cart, it's a tool.
This is a private dedicated browsable library server for showcasing your own games or broadcasting your fav all over your house, share with your family and introduce pico to your friends. It's open source and fully configurable.
The idea come from me having trouble for sharing my cart (tbh, I'm not good at making PICO-8 game yet) with my daughter who don't know "thngs" about dev but know how to watch videos on youtube. So I made a simple web page with real-time-auto-packaging cart directly accessible from her favorite web browser. Since then the project has evolved...
Features
Easy handling web interface for listing shared carts
Everyone knows how to scroll and click a web page right ?
Use your PC or play with your mobile devices with wifi
Search, filter, sort, rate and browse paginated list
Or just hit "shuffle" and discover wonders from the community.
Hello, I'm sorry if this was already requested, I've searched a lot for it but found nothing.
It would be awesome to have a few video CRT/DOT filters added to PICO-8 console. It's something I experiment in Fake-08 and it really changes the vibe of the game, it's like adding texture/details in bland colors. It could even be something games could activate/deactivate automatically. Here a few examples with dot, scanlines, geom crt and off (real photos so there are some camera artifacts, sorry):
DOTS (my favorite)
GEOM CRT
SCANLINES
OFF (original)
I think this kind of filter works particularly well with low pixel density content, like PICO-8. What do you think?
This is a small game I made to try my hand at platforming. The goal is simple, just get the highest score you can by blasting the aliens.
I was mainly focused on getting the falling and jumping physics working, although it is very basic and will need to be updated if I want to add things such as floating platforms. I was also trying to make slightly more complex art and animations.
Dark Streets Tech Demo 1
Hi all! Dark Streets is a first-person shooter, mechanically most similar to Wolfenstein 3D or Blake Stone, but also inspired by Doom, Blood, and Ion Fury. I have been slowly developing this game in my free time over the last year and a half. I referenced LoDev and a paper by Amanatides and Woo for some of the raycasting steps, but the rest of the code and graphics are mine. Enjoy a small preview!
Raycasting renderer
Since the setting of the game is a city, I specifically wanted to write a renderer that could draw tall buildings, short objects, doors, and interiors. I think I am pretty close.
- Pretty performant: Everything below takes up only 50-60% of CPU, unless you go crazy with geometry and distances.
P8NG is a project where I'm trying to learn PICO-8 and coding in general
This game uses the NerdyTeachers.com Pong tutorial, but I am trying to add things of my own to it! :)
See roadmap below
-- Bugfixes & Patches --
Game Released (v1.0)
Difficulty Bugfix (v1.1)
Menu Changes (v1.2)
Win and losing (v1.2)
Music (v1.2)
-- Roadmap --
Difficulty ✓ (Added v1.0)
2 Player Support ✓ (Added v1.1)
Win and Lose ✓ (Added v1.2)
Music ✓ (Added v1.2)
Options Menu & More options (higher win condition, change color of paddles)
After I finish this, I plan on making a game that is entirely my own, so if you have any suggestions then feel free to comment!
I was trying to run Pico8 with joystick on linux and wasn't being able to.
Until I saw this reddit post: https://www.reddit.com/r/EmuDeck/comments/17dohf8/comment/kspg7o8/
The fact that he was using a steam deck made me think our issues could be related. I then checked the config.txt and the following line:
// Specify which player index joystick control begins at (0..7)
joystick_index 1
Was defaulting joystick's behavior to player 2 instead of 1, even though the index is stated to start at 0 on the comment.
I then changed to this
// Specify which player index joystick control begins at (0..7)
joystick_index 0
And now I can get it to work. Maybe the default behavior was supposed to be joystick to player 1?
Voici notre jeu vidéo du projet collectif sur PICO8 à Ada Tech School :
Le chat d'Aldo s'enfuit, incarnez Doggo et aidez-le à le rattraper !
A vous de jouer !
Music by: Robby Duguay
Here's our game from a collective study project at Ada Tech School:
Aldo's cat is fleeing, so take control of Doggo and help him find the cat!
It's your turn to play!
Music by: Robby Duguay
Edit1: Fixed some syntax issues
Update1: Added language choice (French/English)
This is a tool to allow both time-domain and frequency-domain editing of the new custom sfx waveforms.
Note for existing users: use the buttons at the top-right to import/export to clipboard, it doesn't happen automatically on every change now.
Controls:
- Mouse: click and drag to edit the wave directly (green line), harmonic magnitudes (blue bars in the middle), or harmonic phases (maroon/lavender bars on the bottom). Or click the play button to toggle preview playback, which plays sfx 1 on loop. The waveform is stored in sfx 0.
- Left/right arrow: switch between a bunch of preset waves.
- Tracker keys: play notes!
Buttons:
- Play/pause
- Undo and redo
A Simple Way To Quickly Color Your 3D Models
This entire cart is built upon electricgryphon's 3D engine. 99% of work was done by him.
Controls
-Use arrow keys to orbit around model
-Scroll mouse wheel to zoom in and out on model
-Left click on a face to paint the face
-Left click on a color to select the color
-Left click on 'duplicate' to export your model to clipboard (compressed format)
-Left click on 'scissors' (paste) to import a model from clipboard (compressed format). Note: You might need to press Ctrl+V in window before pressing paste.