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.
I posted my previous cart in the Picotron discord and werxzy revised the code to work in the full resolution! now it looks much nicer. after that i made a few further edits to give it a little more polish and "authenticity" :3
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:
SOUND NOT WORKING YET
If anyone wants to tell my why my one sfx isn't getting called when the pony is hurt I'd love to know
CONTROLS
...are a bit sticky in the main menu, idk why, but anyway HAVE A BASTARD MODE!
WASD/arrow keys: Fly
G/O: Fire Prism Laser
V/X: Release Rage Attack
Changelog/to-do coming soon
Some trouble understanding basic functionalities:
-Open Picotron and go to the editor. Type in some code into the blank tab called
main.lua. hit ctrl-s
which saves as a cart: untitled.p64
.
-Loads fine, runs great. Can change the name later.
-Now I want to create a new, different cart. Go to the desktop and open Files.
Click on the hamburger menu and select New File.
-I enter in myNewFile
and it gives filetype not found
.
-I enter in myNewFile.p64
and it gives filetype not found
-I enter in myNewFile.lua
and it likes that. very good.
-It opens myNewFile.lua
as a tab alongside main.lua
in the editor.
But when saved, it doesn't save as a .p64
and it cant be loaded obviously.
I've taken to shutting down and restarting in order to start a new cart. What is the correct way to do it?? (v 0.1.0e)
A basic explanation of the mechanics of how this all functions would also be of great interest for anyone up to it. Like, are new files just tabs of whatever is loaded into ram/cart
? Is there a way to 'unload' a cart to start fresh without a reboot?
Hi all,
I decided very soon after getting started in Picotron that I was going to try and use it as the primary workstation for my projects (instead of working in external editors like I did for PICO-8). I created a /projects
folder and realized very quickly that if I wanted to do this, I was going to need to write some utilities to quickly "build" my projects. So I started working on a build
utility in /appdata/system/util
that I could call from the terminal.
Pretty quickly, however, I ran into an issue of trying to get user input from this utility. The idea was simple: if the user tries to build into /ram/cart
, get confirmation from them before potentially clobbering whatever cart was currently loaded. This is pretty trivial stuff in any "real world" scripting language but every approach I tried in Picotron seemed to not work.
Basically, the "program" completes instantly instead of hanging and waiting for user input. Here's the main way I tried getting user input:
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.
Not sure if this is a bug or not but it is really hard for me to get left-clicks to register on my macbook pro. Whether I'm tapping to click or actually pushing the trackpad it generally takes 4 to 5 clicks to register 1. I don't have any issues in any other apps so it isn't my hardware.
Is anyone else having this issue? Are there any known workarounds? Thanks!
EDIT: I am having this problem on a 2015 macbook pro but I was able to test with a new m2 macbook pro and all the push left clicks registered correctly but the tap left clicks still took 5 or 6 solid taps to register.
You won't need a widget to check the time in style while you work in Picotron.
Instructions:
-
run
load #pocket_watch_wallpaper-2
-
run
save /appdata/system/wallpapers/pocket_watch_wallpaper.p64.png
(you might have to create the wallpaper folder, if you haven't done that yet) - open System Settings and select this wallpaper from the list.
Updated to show more realistic proportions