Hi!
This is really my first actual public picotron program (and first fantasy console), but i’m really happy about it.
It’s still really buggy and laggy, but i recommend loading it and running it that way.
I hope you enjoy it!
specs:
64x32 pixel display
64k-symbol programs MAX (including newline, tab and such)
4 colors
inputs: 0-up/w, 1-down/s, 2-left/a, 3-right/d, 4-z, 5-x, 6-c, 7-v
sound: 0-11 (e5, d5,c5,b4,a4,g4,f4,e4,d4,c4,b3,a#3,g#3)
memory map:
screen: 1-2048
ram: 4001-4300
colors: 4301-4304
inputs: 4305-4312
rom: 4313-68313
settings: 68314-68323
extra: 68324-68999 --675 places for free!
API:
—graphics
Caution
This runs poorly in the Web version of 0.1.0f (runs too slow for the streaming to work well). This cart is better experienced in desktop versions.
Long Line Theory
This cart is a quick port of [Long Line Theory][llt], a bytebeat track that was and still is impressing me as of today. When I have access to directly audio rendering, this is usually my audio Hello World, especially with the [C version][llt.c] I made to port the JS snippet to desktop.
This bytebeat is actually quite heavy, I had to resort to some tricks like a dirty resampling from 8kHz (its original sampling rate) to Picotron's 44.1kHz. It gave me enough spare cycles so I could whip that ugly visualizer. Can't have both your cake and eat it, I guess!
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.
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.
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
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.
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.
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!
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!
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 :)
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 |
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!
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.