I've run into an issue in a particular cart while running in screensaver/wallpaper mode. It seems to be some kind of issue with srand() but using seeds and clearing them works fine everywhere else in the program except in one place.
Here's a gif of part of the screen with the program running normally:
and here's when running as a wallpaper or screensaver:
You can see that the raindrops' locations and colors are not being randomized here. There are several other elements in the scene which are being randomized correctly, which is the strange part. Has anyone else run into a similar issue?
Here's the cart, as-is. The code-snippet in question is in the rain.lua script, which is adapted from @donswelt 's Tiny Rain:
I made a 3D model of this Picotron PC recently, and thought I'd make some wallpaper out of it.
It's not animated or anything but you can get it by dragging and dropping workstation.p64.png into /appdata/system/wallpapers and selecting it from System Settings.
Here's a higher resolution version of it for your actual desktop.
I haven't done much with Picotron yet but it's been fun so far.
Left / Right to turn
X to accelerate
Z to brake
Q to return to the main menu
If you release accelerate, turn, and hit accelerate again, you'll perform a drift. Drifting is necessary for most ships.
I highly recommend playing with a controller.
Player ship is a prerender of a 3D model by CarmD on Sketchfab.
Programming by Maya Zimmerman
Art by Maya Zimmerman
Music by Skitch & Maya Zimmerman
Font is Railgun by Chevy Ray
Special thanks to White-hole for giving me guidance on how R4 handles drift physics
v0.1 This cart was made over 52 hours between 5/17/24 - 5/19/24 for the Goblin Bunker May 2024 Game Jam. It's just the very beginning of something I was wanting to do, a 2D racing game in Picotron.
ChatGPT 4o seems pretty good at writing Pico-8 code. (At least for simple games).
I asked it:
"Can we try something different? Like a simple Space Invaders or Galaxians style game?
I have 4 sprites in slots 1,2,3,4 with a player ship, alien invader, player bullet and enemy bullet respectively. Could you make a simple game where the aliens move left and right in formation, and the player moves left to right along the bottom of the screen?"
I got this.
I pasted the gif into the chat window, and it said:
"Awesome! It looks like the basic mechanics are working. Let's add a few more features to make the game more interesting:
Enemy Bullets: Add bullets fired by the aliens.
Player Lives: Track the player's lives and end the game when they run out.
Score: Add a scoring system for each alien destroyed."
Then gave me an updated version that looks like this:
Then I got worried that AI is doing all the work and I'm going to turn into the spaceship inhabitants in WAL-E. So I asked it to quiz me on the code and check my answers.
I'm attempting to copy patterns and sfx from this cart:
To this cart:
After doing this paste, it says 28 new sfx were added. As you can see from the screen shots, the drum line (a horizontal line of notes) gets copied over 8 times.
Pasting to a blank cartridge behaves as I would expect.
I managed to gut my game project to just sfx so it can be easily reproduced. Thanks! I am running 0.2.6b on Linux.
Controls:
⬆️⬇️⬅️➡️ move
⭕️ [Z] Fire / Jump
❎ [X] Skip / Continue
Shadowfax + Pitfall! + Dragonfire
Dragowfall is a mashup of these 3 games from the 80's, in the style of Intellivision, all glued together to form a more intense chivalry-themed adventurous experience: upgrade your stats at shops, save damsels in distress, acquire knighthood, get married, choose between greed and Honour!
You start your adventure as a weak bachelor squire with disproportionate ambition and as much recklessness, to the extent that you volunteered to a deadly quest: you offered your loyalty to the duke promising him to bring back his treasures since the Dragonlord took over the castle and the rest of forts in the region will soon be its next targets.
This is a prototype for my Avatar game, which I still don't have a name for. I'm releasing a very early prototype just to get feedback. All the elements are included, some more cooler than others. Which is why I need your feedback. I'm open to any suggestions, tips and criticizing.
O to Bend, X to Switch.
- Play detune using a custom waveform.
- 2ch is synthesized and played using a classical mechanism.
- Simple memory rotation is lightweight.
If you have created custom waveforms for the two SFX in advance, you should be able to perform detune with just this.
music(1) sfxb=0x3200+1*68 --sfx 1 function _update() poke(sfxb,peek(sfxb+63),peek(sfxb,63)) --rotate waveform memory end |
update history
- v0.2
- Change duty display
- SFX selection toggle.
- Note Adjustment.
- v0.1
- first release.
Here's the latest version of my very first PICO-8 game. It's a casual adventure game with a 4x4 bit aesthetic.
The gist is that the king offers you the throne if you kill the dragon. To get to the dragon, you have to bribe some guards blocking the path. To bride the guards, you have to collect all the loot.
There are enemies running around that you can kill. There are also NPCs to talk to and signs to read. There are keys that open gates.
The current map is just a testing area, but you can go through all the gameplay steps, albeit in an abbreviated fashion. There's an intro screen explaining the controls. After you kill the dragon, be sure to revisit the king.
I incorporated feedback from an earlier version, namely a larger buffer between the player and the edge before the screen scrolls, and a better way to restart the game after you die. (When you die, you enter Ghost Mode. You turn into a ghost who can wander the map at will, but can't interact with anything. The X button will then restart.)
Hello all. This is my first cart!
It's a WIP and is an extension of @kirbofan's cart.
The music and sfx were taken from @sbmile's cart.
I've added a fair number of the functions but have yet to implement the on_collided functions such as open/shut, hot/melt, you/defeat, and others.
Please let me know what you think!
This is a version of the Snake game that came on old Nokia phones, complete with simulated phone bezel and greenscale display. To fit within the 500 character jam limit, I had to change a couple mechanics to save space, which made it play a bit more like the later Snake II, so I guess you could think of this as a a late 90's missing link. The name's also a reference to an awesomely funky 70's sci-fi show. https://www.imdb.com/title/tt0072564/ Hope you enjoy playing it!
Controls
Dpad----Move
Menu----Restart
Sourcecode:
c={}n=5k=20h=9p=85::_::o=ovalfill?"⁶1⁶c6⁶!5f10+⬅️5✽●6⌂3" for j=0,1do for i=1,#c do z=i%4if(btn(z))➡️=(z+(z+1)%3)/4 camera(j,j)?"□⁶!5f34²",p%k*5+16,p\k*5+41,j*7 s=c [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=148603#p) |
God Save The Cakes!
This is a remake of God Save The Queen a simple but very fun game I played a long time ago on itch.io, for PICO-8!
I made it in around two days, mostly to practice making games, and with pico-8 the whole process was really fun. I love it so far.
A lot of stuff still needs polish (like the round over screen) / the animations, but I deemed it finished enough to be playable right now.
This is my first ever public cart, so lmk where I could improve on things :]
Game rules
The game is for two players (Either two pico8 joysticks or 1 joystick + mouse (select 'Lock joysticks' to prevent the game from swapping controls between joystick 1 and 2).
Both players start with 5 minutes of time as spy,
and take turns as a sniper and a spy.
As a spy, you have blend in the crowd of npcs and poison all the cakes by walking into them.
It makes an audible sound that the sniper has to listen for.
The role of the sniper is to find which one of the party guests is the spy and shoot them.
Points get awarded for every cake the spy managed to poison (or 6 if sniper misses all their shots)
The game goes on until both players are out of time.
A complete remaster of my pico-8 game!
The controls are Z/C to Jump, and X/V = Shoot (or respawn if you become a slimepire)
Because picotron cartridges are much more spacious, I've been able to tidy up the code and comment ALL of it, so if there's anything you're curious about - take a look! It shouldn't be too hard to see how it works.
WARNING: your progress won't be saved playing in a browser! Best to get Picotron and load #slimepires
~ Extras ~
If you tipped $3 or more on the original game at itch, you can get access to new extras including a second video talking about this project and new maps made from in-game screenshots.
You've crushed the Wolf Triad and tracked the Commander to his sky base. Turn his bombs against him and bury him in a lunch box!
⬅️&➡️ Hold to run left or right ⬆️&⬇️ Hold to climb up or down chain 🅾️ Tap to jump ❎or⬆️ Tap to catch falling bomb (you cannot be hanging on a chain) |
A late Toy Box Jam 2023 game
- Concept, design, program: Iori Branford
- Graphics, sound: Tom Hall, Lafolie, Toby Hefflin
- Music: Gruber