Hi! I've reinstalled pico8 into my pocket chip after upgrading it to debian 11 (bullseye) and installing xfce and pico8 (0.2.6b for pocket chip). Everything seems to work fine except for the top icons that are visible but not clickable (I mean.. I click them but nothing happens) so I cannot switch from the code editor to the sprite editor or the SFX editor etc.. is there something i can do?
PICORHYTHM is a beatmania-style music game.
You can play original music inspired by the VOICEVOX character "WhiteCUL".
This is my first attempt to create a game with PICO-8.
Please note that the use of the character is based on the guideline that secondary creation is allowed with a credit statement.
Character: WhiteCUL
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PICORHYTHMはbeatmania風の音楽ゲームです。
VOICEVOXのキャラクター「WhiteCUL」をイメージしたオリジナル楽曲を演奏することができます。
初めてPICO-8でのゲーム作りにチャレンジしてみました。
なおキャラクター使用につきましてはクレジット記載で二次創作が可能とのガイドラインに基づき使用しております。
Wash's Game - 2024 Game Jelly
I'm participating in the 2024 Game Jelly and needed a place to stash my project so folks can play it.
v0.4 - Final Day!
We're all done! This was a lot of fun to make and I'm super proud of how it came out.
I will say, I didn't get to balance it much so it's currently very hard, but I plan to do some bug fixes so make sure to post about them here. :)
v0.3 - Day 6
There is now a core game loop though it isn't very flashy at this point and needs more variety.
- Added lots of sprites for future enemies and attacks
- Map now moves!
- Wag attack fades out
- Added sfx for damage, enemies, and picking up bones
Hi all, just getting started with saving player data.
cartdata()
returns true or false depending on if there was existing cartdata or if it was just created. I am testing initialization of some default cartdata in the case that it returns false but I am having trouble testing this more than once per cartdata ID / per cart. I have tried wiping out 0x5e00-0x5eff with memset(0x5e00,0,0xff)
but it doesn't seem to reset the boolean representing the presence of existing cartdata (unless I'm doing this wrong). Does anyone know if there is a way to fully delete/reset cartdata for a given cart/cart ID?
Thanks!
Tline Terrain Demo
Worms/Scorched Earth deformable/destructible terrain demo.
Arrow keys move target
X to destroy terrain
O to toggle debug mode, showing the vertical slices.
Maybe of use to someone?
For a long time I have wondered how to make Worms/Scorched Earth style terrain and make it work reasonably well. My first ever (unreleased) game on pico-8 was a Worms clone, that used a 2D array of pixels and pset to draw the terrain. It blew the CPU budget and was slooooooow.
Micro Murder on Pico-8 managed a really slick solution drawing circles over the top of the terrain, but I wondered if there was another way. Fast forward some years and I'm still thinking about it. Most discussion about this type of terrain suggests some form of bitmap to store the terrain.
After a long journey, I'm proud to present to you...
parens-8 v3!
...Along with the obligatory demo, a cart that stores its entire game code in ROM:
Parens-8 is a tool for bypassing the pico-8 token limit. It takes up 5% of the allowed 8192 tokens, and gives you practically infinite code space in return: store extra code in strings or cart ROM, load it during init, run it like regular Lua code.
Parens-8 is designed for maximum interoperability with Lua. Functions, tables, values and coroutines can be passed and used seamlessly between Lua and parens-8. Think of parens-8 as Lua semantics with Lisp syntax.
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=142700#p) |
Controls
Right and left arrow keys to control the wind, X to continue on the same run and Z to restart, loosing all your progres.
Rules
Move the wind for the firefly, guide it through portals to reach the end of the cave. You can not control if the wind is blowing up or down, you control only left and right movments. Collect all the gemstones scatered around the cave.
Jax Saves the Circus is a fangame based on The Amazing Digital Circus. Play as Jax as you bravely venture to save the circus. After all, what else is there to do? It's not like you can leave.
Explore 3 fun and varied levels.
Meet the friends you already know.
Fall into spikes for the fun of it.
Eat spaghetti! And the fork! And the plate!
Zooble has requested to not be in this game and I am honoring their request.
Left and right arrow keys to move
Hold down to fall through some platforms.
X to jump
Z to interact with NPCs.
Game should be short but sweet.
Thank you to everyone who gave me feedback!
CREDITS
Original IP: Glitch Productions and Gooseworx
Text Boxes: profpatonildo
Collision Engine: https://nerdyteachers.com
Oblivion Eve
A roguelike action-platformer where you use upgradeable weapons to combo powerful enemies to their doom!
Overcome tough fights, platforming challenges, puzzles, and more in your effort to free the titan who is incarcerated in the shifting prison's depths.
Gameplay Overview
Each time you venture into the shifting prison, the layout of the rooms will be randomized. And there's no map to guide your way, either - you'll need to do your best to navigate as the prison itself fights against you - by moving rooms, making you double back on yourself, and putting powerful enemies in your path.
At the heart of the prison lies an enchained titan, who will fight against your every attempt to free them. For each of the four gems you destroy, you'll break one of the chains binding them. Find the titan four times, shatter all four chains to fully liberate them, and claim victory!
And remember to use your ABC's: Always Be Comboing!
Advanced Overview
[hidden]Each of the five weapons has a different moveset, featuring attacks with varying properties. As you progress through the prison, you'll get the ability to upgrade your attacks, by raising or lowering several properties:
- Size: How large the weapon is, which makes it easier to hit foes.
- Damage: How much enemy HP the weapon will remove on hit.
- Meter Gain: How much meter you gain on hit, which transforms you into stronger forms, and allows you to use ultimate attacks.
- Duration: How long the attack will stay out, making swings spin longer, and stabs go further.
- Recharge Rate: How long it is until you can use another attack afterwards.
This is the first pico-8 game I finished, and it's minesweeper. Sadly I couldn't recreate the original UI, as the 16x16 difficulty mode covers the entire screen — I had to use something more dynamic. I can't wait to port this to Picotron, since it will be able to display higher difficulties and the full interface :)
update:
Version 2.0 had most of the game logic rewritten, now supporting arbitrary size boards that scroll when needed (for now using the direction buttons). This means expert difficulty is now accessible, and custom difficulties will be possible in the future once I complete the custom game window.