Pow Mine is a simple SHUMP style game of skill.
The Dark Matter is flowing past, a single touch will END your run.
Use Mining Blaster with Z button and get a Speed Boost with X button.
Collect the Green Pows without getting vaporized by the dark Matter.
Just collect 128 Pow to fill the Pow Bar and win this game.
Note;
The code is just a bodged together mess, that should probably be ignored as a poor example, as I am still working out most simple stuff. Just getting up to speed developing stuff for PICO-8 a very fun dev tool.
Tiny Ronin 🎋
You are a tiny ronin cursed with immortality for the crime of killing 100 samurai. To regain mortality and escape the endless grind, you have sworn to kill 10,000 bandits. This is your story. It will never end.
Hold X to charge your sword and release to slash. Press Z to roll backwards and avoid incoming attacks. You can cancel your attacks with the roll or another attack.
To start a new run after death, you must clean your sword (hold X or Z).
There are now eight achievements to unlock. Three of them will change the look of the game.
Update 1
Rewind Selector!
With the first update you can now toggle the rewind feature in the PICO-8 pause menu. Turn it on to make enemies back off after a successful kill.
Skull and Roses
Skull and Roses is adapted from the excellent Herve Marely card game Skull Link to BGG
Gameplay
Start of the hand
Each player chooses one card and places it face down on his mat.
Placement of cards: Place a card or challenge
Starting with the first player and going clockwise around the table, each player may either:
- Place another card face down on their mat
- Or they may challenge. A player with no cards in hand must challenge.
Challenge: Pass or raise the bid
The player who issued the challenge bids the number of cards he intends to flip.
Going clockwise, each player must then either:
I'm new to Pico 8
I've been developing this simple game as a first project where you play as "GeK" a simple character that has animations when walking around, however i've found that when moving diagonally it makes the character faster than usual. This issue is very confusing to me and I know it has something to do with the Pythagorean theorem, and I need something called a "movement vector" My code is simple as it has a variable known as speed that is set to 1 and is used when pressing a direction to move by 1 pixel. The character also has a hat and tail that follows it and is supposed to be locked on at all times.
I'd really appreciate it if anyone knows the solution to my problem.
Hi! I am new here
I just barely bought Pico 8 and used some tutorials online to make this simple animated "GeK"
If anyone has any tips or just criticism for beginners like me, I'd very much appreciate it.
(I have had experience with html and JavaScript before)
0.3 finally released
Controls are simple: Arrows move GeK and X makes him "speak"
This is 0.2
Very much an early work in progress. Wanted to make a super small arcade game, something you might see with vector graphics and a roller ball for controls.
I haven't made games in awhile, been trying to work on larger projects, and that has been pretty daunting. But then I went to Can Can Wonderland, a very cool arcade in St. Paul, Minnesota, USA. I played a bunch of super retro arcade games there, stuff like Atari Football and Anti-Aircraft. I was inspired to try to make a game like that, something with very simple controls and concepts.
Controls:
up/down/left/right - Move cursor
Z - switch cursor direction between left and right
X - turn closest plane in the direction of the cursor
This is very much a proof of concept. If I go further with this, I imagine that each color plane would have to be directed to a certain edge of the circle, and later levels would have storm areas you have to avoid, and UFOs that are worth bonus points.
A battle theme for my game
Boy, oh boy. Making video games takes a bunch of work.
I’ve decided to release my game as a serial, like a comic book.
I will need to make a couple of enemies, puzzles, sfx, throw it all in a level and move on to the next entry.
Hopefully I can bundle everything in a multi cart, or picotron cart.
edit:
removed reverb
This is a simple example on how circle collision works.
All you need from this cartridge is the function:
function circ_col(c1, c2) local dx = c1.pos.x - c2.pos.x local dy = c1.pos.y - c2.pos.y local distance = sqrt(dx*dx + dy*dy) return distance <= (c1.r + c2.r) end |
If you want to check if two circles are colliding, you simply pass them as parameters c1 and c2 see an example bellow:
c1 = { pos={x=64,y=64}, r = 4 --size the radius would have to be for a 8x8 sprite } c2 = { pos={x=70,y=70}, r = 8 --size the radius would have to be for a 8x8 sprite } collides = false function _update() collides = circ_col(c1, c2) end function _draw() cls() if collides then print("colliding",4,4,11) end --draw the circles here - mind you in most projects you woudn't, usually you would have them invisible and have them --at the same position (or slightly offsetted) as your player --i would recommend drawing them anyway at the start to see that the are always where they are supposed to be circ(c1.pos.x,c2.pos.y,c1.r,11) circ(c2.pos.x,c2.pos.y,c2.r,8) end function circ_col(c1, c2) local dx = c1.pos.x - c2.pos.x local dy = c1.pos.y - c2.pos.y local distance = sqrt(dx*dx + dy*dy) return distance <= (c1.r + c2.r) end |
Poochie Survivors!
Can you survive to 11:00 minutes in the new 'Help me Balance' update?
- 4 new Poochies
- 2 new weapons
- 2 new items
- Old weapons have been buffed (maybe too much?)
- Fetch Stick now targets enemies
- New results screen
- Stuff to do at home
- Make the clock faster
- Faster performance
- Bangin' music
- 1 secret character
- Take a snooze
- Bark for fun!
I'd love some feedback on how easy or difficult you think it is. Balancing the attack powers and enemies has been quite the challenge. <3
A small little game made for fun. Originally a collaboration project with a beginner coder friend who quickly lost interest. Feel free to add critique although please understand this wasn't intended to be particularly good.
controls:
Press O (z) to jump
Press X (x) to eat
Instructions:
A timer is ticking down. Quickly choose whether you will jump over the incoming obstacles or attempt to eat them. Eating a spike will give you a "GAME OVER", but eating a fruit will increase your speed and grant you additional time to extend your streak. Go for the highest score you can before time runs out! (my record is 8100 if you want to try and beat it)