--- CONTROLS ---
Arrow keys to walk
C to jump
X to grapple (in goblin mode)
X to float (in ghost mode)
--- STORY ---
You are a greedy goblin looking for some gold in a dungeon. Unfortunately, the Evil Spirit of the Dungeon™ has cursed all of the gold so that whoever steals it becomes a ghost. There is a catch though: if you bring the gold back to the chest at the beginning of the level, you become alive again somehow!
Use your goblin grappling hook and ghostly floating abilities to make your way to the gold and back!
--- MAKING OF ---
This game was made by two people (ooooggll and Ummmm_ok) way back in October, for a game jam in a game design class. The jam lasted roughly 3 weeks I think. As a result, some features in the game might feel incomplete as we had to get it done by the deadline.
Image...
So I wanted to make PicoChat (from picotron), but with images.
The limit of chars you can send is 256, so that means a 16x16 image with colors.
This method can send a two color image with 32x32. Im not sure if anyone has ever done this.
The way it works is simple, you have a table with 16 combinations of a 1x4 field. Each one has a index.
then the first four pixels are checked for a combination and assigned a index from the table, you can decode it in the same way. I planning to implement it to PicoChat.
you can use this for anything, have a nice day :)
This is my best screensaver yet! (web version could run slow, also not recommended with low battery)
Just type load #universe
in the terminal and you're good to go!
I don't really know how I did this, I just work with what I already did and tweak it up.
If somebody cares one day I could make some videos explaining my process.
I'll update it in the next days to improve the performance.
Some feedback is always appreciated :1 (a new emoticon I just created)
How to install
1) Head to the terminal and type in: load #universe
2) Then save it into /appdata/system/screensavers/
3) Now from settings you can choose this screensaver!
I was so excited to see that Picotron had screensavers, the first thing I did was to recreate the flying toasters of my youth using the mascot for the Portland Indie Game Squad, CubePig.
(It says HAPPY BIRTHDAY! because it was made for PIGSquad's 13th anniversary celebration. You can toggle the text by pressing X.)
CoCo Clicker V1
Cookie Clicker Demake - Malsarthegreat
This is my first Pico-8 Game! Love this fantasy console and I love clickers so I thought I would take a stab at a classic!
It is fairly basic at the moment with only 5 upgrades and 1 sfx but I am pretty pleased with the UI so far!
Plan on continuing work on this but this is what I have for now!
Features so far:
- Cookie clicking!
- 5 Upgrades
- 1 sfx
- cartridge saving and loading (persistent storage)
- cookie animations
- milk animation
- Simple/usable UI
A few known bugs:
- Alchemy upgrade cost is wonky
- once you hit 50k cookies, it turns negative and eventually you start over.
One of Picotron's features is that it can read the keyboard keys, but because the escape key is used to quit the currently-running program, it appears to be unavailable for making applications that respond to keypresses of the Escape key (say, to cancel an operation, dismiss a dialog box, interrupt some in-game process, etc.).
It seems to me that once the app is exported into a standalone app (as mentioned in the FAQ), the escape key (perhaps) can be safely captured and responded to in that context. Anyone know if we'll be able to read the escape key in standalone games? And if so, how do we get the development system to "play nice" with that so it can be developed and tested?
I'm trying to cast a shadow over a distorted sprite by setting a fill pattern with transparency andd then rectfill
ing over the sprite. But I can't seem to get the pico-8 fill pattern transparency bit to work. Does anyone know how to get this effect working in picotron? For reference, the introduction to https://pico-8.fandom.com/wiki/Fillp describes it at the end - adding 0x0.8 to a fill pattern will enable the "on" bits to be transparent.
Flycave
A one-button game based on my favorite old PalmOS game called SFCave by SunFlat. Press the up arrow to swoop up and let go to dive down. Dodge the obstacles and don't hit the edges of the cave.
Notes
This is my first attempt at a game on any platform. The game mechanics are directly from SFCave, but I put my own spin on the graphics to learn as much as I could about Pico 8. Feedback is very welcome!
The GBA port of the 1997 Microsoft Puzzle Collection didn't include Fringer, so ever since I lost the CD-ROM in the early 00's, this game has been living deep in my subconscious.
Was it easier to write a demake than to get an old version of Windows running in a VM, or the archive.org image of the CD-ROM to run in some wrapper, or whatever? Probably not. But I had a ton of fun badly transcribing two of the tunes that live right next to the Tetris theme and the Megaman 2 soundtrack in my brain and trying to express the idea of a Lilliputian in a 12x12 pixel square.
HOW TO PLAY
- Eliminate the ropes by untwisting the knots
- When a rope is completely untwisted it disappears
- ⬅️ / ➡️ move the frame side to side
- ❎ twist or untwist a knot
- Untwist the sparkling knots to collect bonuses
- ⬆️ or ⬇️ to use a bonus to change your knot's angle without twisting a rope
- 🅾️ to use the repaint power when the spinning palette appears on the screen
- Connect a flame at the top and bottom to remove a rope
- The sliding bar pushes the knots down
- Don't let a knot reach the bottom
RELEASE NOTES
Update 2
- The paintbrush power-up which randomly changes the color of strands. Becomes available in world 3
- More consistent movement and bugfixes when operating at the bottom of the screen
- Fourth and final background and music track
- More music tweaks to existing themes
Update 1
- Levels are now generated to match PC game's difficulty curve for strand colors and knot distribution
- This might've made things a bit too hard since it results in the starting knots being so close to the bottom of the screen. The bonus distribution is more generous than the PC game, though, which helps
- Added some safety checks to hopefully prevent some crashes... still tracking down the source
- Added one more background and theme
- Cleaned up some instrument and sync issues with existing themes
ROADMAP & KNOWN ISSUES
- Inconsistent behavior when a sweep starts while there's an active candle/flame powerup
- Readability issues with colors, especially on the "Sea" backgrounds
- Expand title theme
- Options Settings: use ⬆️ or ⬇️ to use bonuses, swap ❎ and 🅾️ for knot and paintbrush
- Investigate adding a row of knots by using the whole screen height and moving the status row and bonus icons to the side of the playfield