BE ADVISED:
Pursuant to recent directives, all able-bodied citizens over the age of seven are strongly encouraged to engage in our government-sanctioned directional input training simulation. Here, with dedication and diligence, you will undertake rigorous exercises designed to sharpen your combat abilities to their utmost potential. Mastering precise weapon deployment isn't just a task; It's a solemn vow to safeguard our nation's sovereignty and ensure victory. Your unwavering commitment to this endeavor is the embodiment of our collective devotion to defense, security, and the long reach of democracy.
ATTENTION : If your device lacks Pico-8 compatibility, it is your duty to promptly report to the 'Super Earth Treason Tribunal' for further assessment and potential rectification. Your compliance is appreciated.
A simple SameGame clone with limited and endless modes.
Rules
In SameGame, you need to remove groups of like-coloured tiles from a randomly-generated board. Clearing larger groups of tiles will award you more points. You cannot remove individual tiles.
Tiles will fall downwards if the tiles below them have been removed. If a column is cleared completely, all of the tiles to the right of it will be shifted left to close the gap.
Modes
Both modes start with the grid full of random tiles.
- Normal Mode
In Normal Mode, the goal is to remove as many tiles from the board as possible. The score and move counters don't really mean much in this mode. - Endless Mode
Jaw
> The year is 1974. You just got out of the theater and saw that scary shark flick. As you walk home thinking about the movie, you pass an arcade and there it is: A brand-new game based on the movie you just saw. You check your pockets for quarters. Let's do this.
This is my entry for the 2024 FishFest Game Jam. Help Kalea the shark get her dinner. But beware! Barrels of gunpowder, harpoons, and a guy named Quint are out to hurt you. Try to string fish bites together for more points.
How to play
Hold Z or X and release to jump out of the water and eat fish.
Avoid barrels, harpoons and oxygen tanks!
Here's a proof-of-concept for a zoomable camera:
Features
- Multiple cameras
- Set target coordinates, drawn at the camera center
- Set zoom factor, for drawing scaled map and sprites
Functionality
- camera.get_center()
- camera.set_target(x, y)
- camera.get_target()
- camera.start_draw()
- camera.draw_map(tx, ty, tw, th, x, y)
- camera.draw_spr(s, x, y)
- camera.draw_sspr(sx, sy, sw, sh, x, y)
- camera.end_draw()
Relies on this smap function. Code is below or via GitHub.
Hi all, here's a tutorial for creating circular movement, including 'wavy' and circular text (click the image below):
The code can be found below, or on GitHub
How to play:
Arrows to move, X to start. You can step twice, before most monsters stepping once. There are exceptions to this rule.
Find Swords and Shields to help you overcome the enemy horde!
Search the key, uncover where the trapdoor is, and progress further to grab the McGuffin.
Devlogs:
If you are interested in game development articles, code breakdowns and alikes, I try to document all my projects over at my Ko-fi Page, free to read!
https://github.com/Achie72/kofi-articles
The cart is fully commented out, feel free to download and check things if you are interested in the inner workings.
Agent Seeker
A PICO-8 Spy Hunter demake/remake/homage
Overview
Agent Seeker is a fast-paced, reflex-taxing game built in the style of the original Spy Hunter, one of the greatest video games ever created. [no citation needed]
Drive your heavily-customized luxury sports car down an endless roadway, protecting innocent motorists from a rogue's gallery of menacing enemy agents. Use machine guns, oil slicks, smoke screens, flamethrowers, and armor-piercing cannons to stop as many enemy agents as you can!
Controls
Arrow keys/D-Pad: Drive (l/r to steer, up for gas, down for brake)
Z key / O button: fire machine guns (front-facing, infinite ammunition)
PHOTOSENSITIVE EPILEPSY (PSE) - SEIZURE WARNING FLICKERING IMAGES!
Just finished a write-up on this but managed to lose it somehow, so here's the short version.
Trying to write a couple of my own Triangle Fill algorithms before digging into any of the ideas presenting in this thread:
https://www.lexaloffle.com/bbs/?tid=31478
One of the algorithms I tried poorly "borrows" ideas from Brenesenham's Line Drawing Algorithm found here:
The Jelpi demo included with PICO-8, but with a cheat menu that can do some pretty funny stuff.
Cheats
Page 1:
RESTART LEVEL
: Restarts the current level. Unmodified from the original version.THANOS SNAP
: Activates the glitch mushroom effect, but way more intense. Destroys the game pretty much instantly.MAKE BREAKABLE
: Makes all of the tiles in the current level breakable.SKIP LEVEL
: Skips the current level.
Page 2:
INVINCIBILITY
: Activates the invincibility power-up effect for the duration of the current level.INFINITE CHARGE
: Disables the cooldown on Jelpi's charge attack, allowing him to go very, VERY fast.TOO MANY GEMS
: Turns the breakable blocks and some background objects into gems.
Petri
Petri is a chill cellular life simulator. Witness the rise and fall of countless living cells all trying their best to survive and reproduce.
Behavior and ultimate fitness are governed by stats, mutations, and a move-set, all of which are encoded into rudimentry DNA that is passed down to offspring.
Cells that consume enough food become healthy enough to reproduce. Reproduction weakens a cell, but allows it to pass its DNA (with potential mutations) on to the next generation.
Controls
❎ (X): Cycle through display modes
Enter/Pause: Display pause menu and adjust various game parameters
Additional Info
Stats
Each cell has three stats: strength, agility, and speed.
- Speed determines how likely a cell is to move
- Strength determines how likely a cell is to consume energy each time it moves
- Agility determines how likely a cell is to change direction each time it moves
Move Sets
Each cell has a move-set consisting of a list of numbers, 1-4, representing a cardinal direction.
Display Modes
The default display mode will output the number of living cells, the number of total births, the number of total dead cells, the amout of food currently in the environment, and the highest generation achieved.
The text-based display mode outputs the stats of the most recently birthed cells. Move-sets for each cell are indicated by a band of pixels, each color representing a different direction.
Sounds
There are only two sounds effects in the game, one to indicate a birth, and one to indicate a death.
Bouncy Ball
v3 2024-05-14:
- skarrmann hidden palette added
- increased chance of seeing secret unlockables
"The depressing thing about tennis is that no matter how good I get, I'll never be as good as a wall."
Game Guide
It takes a steady paddle...
The paddle imparts its speed on the ball, so keep it steady or use this to your advantage to control the ball.. if you can keep up with it!
Modifiers
Modifiers will refresh along the back wall every 5 bounces. Some will give you an advantage, others a disadvantage. Be careful what you land on!
--- 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 :)