Variations: The Stafford Gambit
Credits
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These variations come from the Eric Rosen youtube channel.
(watch the link while practicing with this cart for maximum understanding) - Big thank you to @Heracleum for kindly going through one of my previous variation carts and teaching me how to properly make a data table. Its made more variations possible.
About
The Stafford Gambit is an objectively bad opening for black. But white has to play accurately which is very hard to do, giving lots of attacking chances, pins, traps, and nasty mates. Natural moves for white lead to certain doom. If you learn these 20 variations inside and out you will confuse many opponents and have a blast doing it. If your opponent really knows what they are doing, you may be in serious trouble!
Recently saw an awsome idea for displaying lightweight "3D" graphics in pico-8 by ioil13 :D
I edited the code a little to allow for making an 8x8x8 cube where each Z layer of the cube is a different sprite essentially allowing the creation of derpy voxel art in 8x8x8 size (black pixels are transparent)
original code by ioil13 go check them out they make cool stuff :)
feel free to use or edit this code as much as you like :)
I will see if I continiue work on this depending on how much motivation I have lol.
I think my game, Nybble Quest, might be feature complete. I still need to add more monsters, NPCs, loot, and the like, but all the features are there.
In the final release, there will be enough NPCs to explain what you need to do, but they're not there yet. So here's what the player needs to do:
- Find all the loot (currently 119), so you can bribe the guards to let you onto the dragon's island.
- Kill all the wee monsters (currently 9), which will award you with a gold sword. You need this because the normal sword can't hurt the dragon.
- Kill the dragon.
- Return to the king, who will abdicate.
- Sit on the throne.
Here's the full map, as it currently stands:
SONIC BLAST ON PICO-8?
I have been just getting into PICO-8 recently, and since I'm a fan of the blue hedgehog, I decided to try and make a de-make of sonic blast on to it.
Controlls
left and right arrow is to move, and x is to jump.
Credits
This is a fan game distributed for free and is not endorsed by Sega. Sega Games Co., Ltd owns the Sonic the Hedgehog trademark, and copyrights on the original assets.
Pico Door
Pico Door is a family-made game that took about a month to build (learning Lua and Pico 8 at the same time). I would like to thank my team (my kids) for the awesome pixel art, sound effects, and excellent ideas (and tricky debugging) that they contributed to this project. Much of the dialog and other text are references to many different games we play, movies we watch, and music we listen to. See if you can pick up on these. There are some inside jokes for the family in there, but should be entertaining for anyone else that plays this game.
The object of the game is to explore the map, avoid death, destroy things, collect all the upgrades (in the chests), interact with things, and defeat the huge door you'll see in the starting area.
My beta version of cubed destiny! It is kind of messy, but any feedback is still appreciated! I aim to make a full version that is more level based. For now, this is kind of more of a showcase of the enemies and features, but do not take this a finished product.
Controls:
Standard movement controls using the arrow keys.
X - Shoot a bullet.
Features:
-A boss enemy that takes 3 hits to kill
-A Mine enemy that takes 2 lives if you run into it
-A normal enemy that shoots and deals 1 damage.
-2 Powerups (Temporary speed boost powerup, +1 life powerup)
-Player character
-HighScore and score system
-3 Screens (Game over, Main Game, Title)
This is my first PICO-8 game! It's an endless runner. I hope you enjoy it.
Controls:
- Up and down arrow keys to hop
- Buttons to speed up
Rescue eggs, and don't crash into anything.
Developer notes
My original idea was to create a one-button game, but it ultimately evolved into three buttons. I also originally intended to make a cowboy-themed game, but it was too difficult to animate horses so I went in a different direction.
Originally the game had a more elaborate design with "bosses" that needed to be chased or outrun, and some more complex rules around generating obstacles. In the end it felt clunky -- it made the code a lot messier but didn't make it more fun. In the end I stripped that stuff out and stuck with the simple plan of going fast and avoiding obstacles.
Reflections on using pico-8
- Overall it has been a ton of fun! I am excited to make another pico-8 game (after some other projects)
- This community is a great motivator. Seeing all of the cool games people make helped me get this to the finish line.
- I really like that pico-8 provides self-contained tools for code, graphics, music, etc. It takes me back to developing games in Macromedia Director and Flash in the early 00s.
- The platform limitations are mostly fine and definitely help to keep things in scope. The most frustrating limitation was the color palette - the game features a lot of earth tones which was sometimes hard to work out given the limited palette. Conversely, I like that the limited color palette means that it is easy to spot a p8 game.
- Using an external code editor helped me a lot - largely because of better typography, as well as making it easier to divide the code into modules.
- I never ran into the token limit, but it was a psychological barrier. I did some premature optimization early on to avoid it, which wasn't necessary.
- I did very little on the sfx and music side. It seemed difficult to make subtle sounds like bird footsteps on sand. I would like to go back and explore these features more, though I'm not musically inclined.
I'm working on a game that notes how high players climb. Right now I'm trying to put together a "ruler" that stays on the left side of the screen and scrolls with the player, letting them know at a glance how far they've traveled. Every 50 pixels, the ruler has a slightly longer line, and a printed numerical value indicating the corresponding height. Here's what I have so far.
Right now, the ruler is powered by a for
loop in the function draw_elevation()
, which means that it has a definite start and end. Could anyone recommend a method for making the ruler extend in both directions indefinitely (without crashing PICO-8)? My efforts to try while
and repeat
loops have failed. (Bonus points for making the 0
line start at the bottom or center of the screen!)
Ludo is a single player PICO-8 version of the classic board game. You may also know it by a number of other names and variations, like Sorry! or Parcheesi, and it may have led to a family fight or two way back when. Ah, memories!
The goal of the game is to get all 4 of your tokens around the board and safely into your home row before someone else beats you to it. There's danger around every corner though! If another player lands on one of your tokens, it gets sent back to the start circle. But you can also send your opponents back to their start circles by landing on their tokens. How rude! The player who gets all of their tokens into the last 4 slots of their home row is the winner.
Rules
I cannot successfully paste sprites in the Education Edition in either Chrome or Firefox.
Reproduction steps
- Go to https://www.pico-8-edu.com/
- Hit escape
- Click the sprite editor tab
- Draw a red cross in sprite 1
- Press ctrl+c. See "copied 1x1 sprites"
- Select sprite 2
- Press ctrl+v. See "pasted 1x1 sprites"
Although the text "pasted 1x1 sprites" appears, sprite 2 remains blank
Reproduction 2
- Go to https://www.pico-8-edu.com/
- Hit escape
- Click the sprite editor tab
- Fill sprite 1 red
- Fill sprite 2 blue
- Select sprite 1
- Press ctrl+c.
- Click the code editor tab
- Press ctrl+v. Observe pasted text is mostly 8s (for red).
- Click the sprite editor tab
- Select sprite 2
- Press ctrl+v(!). Observe sprite is unchanged. (EDITED - I had this wrong originally.)
- Click the code editor tab
- Press ctrl+v. Observe pasted text is mostly Cs (for blue)!