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My 1st Shmup (and my first "finished" game)

Just posting this so it's easy to share my first PICO-8 game with others.
Very much work in porgress.

Cart #hetigodudi-0 | 2024-04-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Controls

Press arrow keys/d-pad to move. Press X to shoot.

Rules

You get 30 seconds to score as many points as you can by shooting enemies.
Game ends when timer reaches zero, or you get hit by 3 enemies.

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This game is a work in progress.
I made this game for the picotron game jam here
Submitted Picotron Game Link

Useful Controls:
press: x to get on and off of your skateboard
press: z to jump
press: mouse button left to pause and check status of the next medals to earn

Attacking:
press: up to attack with your skateboard (must be off of your board)

OnGround Tricks:
press: down to crouch and then press z to ollie high
press: z to ollie normal
press: down and x to handstand flip

Air Tricks:
press: up or down to do flip tricks
press : up and z to do an nosegrab
press: down and z to do a christ air

Cart #skater_boy-8 | 2024-08-10 | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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Ludum Dare 55 was last weekend and the theme was "Summoning." I didn't really plan to compete in the jam but I thought I would try my hand at making something to fit an external idea.

This is still not a game (I didn't stand a chance of getting anything done in 72hrs) but I thought I'd share what I have so far.

There are no enemies yet. Use the arrow keys to move, X to pick a summon and O to summon it for its cost. That's all there is.

Cart #koz_untitledsummoninggame-0 | 2024-04-19 | Code ▽ | Embed ▽ | No License
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I'm not sure how much farther I will continue with it. The game would probably be a survivors-type crossed with diablo-summoner-esque gameplay in which your summons do all the fighting for you, with a little bit borrowed from tower defense. Also, bouncing.

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This cart was made for the Picotron Game Jam (https://itch.io/jam/picotron-game-jam).
Hope you like it and thanks for checking it out!

Cart #blackjack_p64-0 | 2024-04-18 | Embed ▽ | License: CC4-BY-NC-SA
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Just made my first picotron game! I'll probably keep updating it, but I think it's in a good enough spot to put out now!

Cart #pirudutasa-8 | 2024-04-19 | Embed ▽ | License: CC4-BY-NC-SA
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Get to floor 10 and defeat the Lich!

Controls: Arrow keys for movement and menus
X: Open/Close Inventory
Z: Wait/Use item/Confirm
X + Z: Hold to rest
Z + Direction: Sprint

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5 comments


Cart #cotg-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A little game for the 1-bit jam. You are a priest for the church of the goat.

Use X/Z to shoot and arrows to move. Use your spell to transform all the animals into goats, the true sacred animal.
Do it 6 times perfectly in a row to do a super spell!

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hello,

So Im making a kinda rpg-topdown-engine-game-thing and I want to have the function for the player to collide with other players. so it looks like this:

But here is the problem!
You see, the player checks if the tile he is about to go to is a wall or another player, if so he goes back (doesn't move). seems ok, right?
NO
players are stored in a big table players={} and the checking process is done in a foreach loop. So when the player below moves up, he sees that there is someone above, he doesn't move, but the upper one moves. Its hard to explain look:

did you see it? when I pressed down only the bottom player moved. Because the upper one (index 1) checks first and sees that there is a player below him, no move. then the bottom one checks and moves.
How can I fix this?

If you have any questions for the code or the game feel free to ask.
Thanks for taking your time to read this :)

[ Continue Reading.. ]

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Cart #sqr-0 | 2024-04-18 | Code ▽ | Embed ▽ | No License
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This is a maze-like game.

Tip:
press up/down and left/right simultaneously to go diagional to take the shortcuts (it is mandatory in the last 2 rooms)

Cart #hirapezdi-0 | 2024-04-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #sliderpuzzle-0 | 2024-04-18 | Embed ▽ | License: CC4-BY-NC-SA
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A simple sliding puzzle. An essential app for any retro desktop!

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Cart #samidikada-0 | 2024-04-18 | Code ▽ | Embed ▽ | No License


:O

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Just found out that the “goto” function is actually implemented in Picotron; I’ve tested a pico8 code snippet by @ultrabrite and put it into the usual function _draw()

function _draw()
cls()
x=1 y=0 n=120
::io::
d=rnd(2)>1 and 0 or 5
line(x+5-d,y,x+d,y+5,11)
x+=6
if(x>n+6) x=1 y+=6 print(' ')
if(y>n) y=n
flip()
goto io
end
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Here to test my ability to publish a file. thanks !

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Cart #hybris_demake_beta1-2 | 2024-05-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hybris Demake (beta.3)

Bazooka Luca demakes Die drei Muskeltiere's "Hybris - Pride goes before a Fall"

work in progress

CHECK OUT THE ORIGINAL AT itch.io

[16x16]

Hybris Demake (beta.2)

Cart #hybris_demake_beta1-1 | 2024-04-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

[ Continue Reading.. ]

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Cart #ld55-1 | 2024-04-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

WIP Post-Jam Ludum Dare 55 - "Summoning"

⬅️ to move wizard left

➡️ to move wizard right

❎ (or x) to shoot your magic

😈 Zap the devils before they get to your level!

🔥 Avoid the fireballs, your magic is powerless against them.

Go for the high score!

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Cart #vkb-0 | 2024-04-17 | Embed ▽ | License: CC4-BY-NC-SA
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Virtual Keyboard app for Steam Deck and other touchscreen devices.

Working (albeit still WIP) as of Picotron v0.1.0e but not v0.1.0f due to changes in wm. I haven't looked into how much is different but I do know that the way I was switching workspaces is no longer exposed as an event within wm, so that kills the project dead somewhat.

I'm not upset because Picotron is in flux and it was always possible that this could happen. However I feel a virtual keyboard is a must for handheld devices in the future as Picotron is totally unusable without one. Yes, the Steam Deck has a virtual keyboard built into Steam, but hitting Return hides it, so it is impractical. Plus it doesn't have cursor keys which this did.

[ Continue Reading.. ]

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playing around with physics and note()

(sound is pretty borked on the bbs, so download it with load #plink) sound seems fixed yay!

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4 comments


Cart #clownvadersdeluxe-5 | 2024-05-01 | Embed ▽ | License: CC4-BY-NC-SA
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Here I come again with my 2nd arcade game vibe: Clownvaders! rebuild from scratch as pico-8 to deluxe arcadetron Edition.

Controls:
Left, Right, X to shoot

more info, watch the attract mode.

Enjoy!

Rev 3:added extra background, better music, gameplay demo in attract mode
rev 4: extra and inproved level's backgrounds picts, level completed fixed.

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Cart #supernova-0 | 2024-04-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I made another!
Its a SUPERNOVA.
i was bored.
i had some extra time,
so BOOM
i made this!
enjoy!

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I've seen this behavior in both sfx.p64 and #visitrack. I'm on a M1 Macbook Pro, OS X 14.3, running Picotron 0.1.0f.

  1. Slow drags downward don't do anything - mouselock just returns 0 for dy, regardless of how far you drag. Slow drags upward do not have this problem.
  2. Effective sensitivity is lower on Mac than on other platforms. I haven't verified this myself, but based on @drakmaniso's description of how the sliders should be acting in #visitrack, this seems to be true.
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