Up and Away
Take to the skies and explore a tiny world from the basket of your hot air balloon.
Play as Lucy, a young adventurer on a journey to visit her grandma on a distant island in the clouds.
Navigate the wind currents from island to island, meeting colourful locals along the way as you drift towards your destination in this short, relaxing, atmospheric game.
How to Play
BEAM CLASH - A LIGHT CYCLES STYLE 2-PLAYER GAME
This is my first attempt at a PICO-8 game, and in fact my first full project with Lua altogether.
It's a simple Light Cycles type game, in that the goal is to not crash into the walls or either trail, and I tried to be fancy by having a running starfield in the background (Not really an original idea, if I'm honest, I've seen it in an Amiga light cycles game years ago).
The Rules
- Don't crash into a wall or either trail (That's the yellow or blue lines. Either way, both hurt!)
- The survivor gains a point.
- If both players crash at the same time, that's a draw and nobody gets a point. :(
- The first to 5 points is the winner! Sadly, you don't get a brand new car or Caribbean holiday.
Remember those little programs which were called “desktop mascots”?
They appeared as small animated images of characters, doing not much, but standing/sitting there to keep you company. They weren’t traditional virtual pets, as they don’t need direct care.
Has anyone thought of (or has already done) this concept in PICO8? It could be like the classic Neko software, as said character could move around the screen randomly on its own or by the user’s input.
i've tried to make a function that scales and offsets sprites to simulate a camera zoom. The way it works is by pressing z and x will increase or decrease the pixel size, each object has x and y values, and sx and sy which are scaled and offset based on the pixel size value.
in this demo the black cats are based on the x and y values, the blue cats are based on the sx and sy values. The scaled blue cats movement is very jittery, especially when accelerating and decelerating, the non scaled black cats are not jittery.
So I think the controls are changing the x and y values correctly, and there isn't a problem with the camera being out of sync, it must be a problem with getting the sx and sy values from my x and y ones. Looking at it, it is like they are not moving in unison, instead the movement is rippling through the objects one by one.
it is the scale_x and scale_y functions that create the sx and sy, and these functions are called in the 'move' function
Any idea what I am doing wrong?
thanks
Add Town
Add Town is a sliding tile puzzle game with funny graphics.
Combine same tiles to create new ones.
Don't run out of space and get as far as you can.
Controls:
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Up,Down,Left,Right - slide tiles
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Z - exit to title
- Enter - Menu
Features:
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Game is saved automatically every turn, so feel free to leave it anytime. All the progress including your score will be saved.
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If you want to capture your progress you can make a screenshot from the menu.
- You can change wiggle amount of tiles or add camera shake in the menu.
Special Thanks:
This is my first ever actual game and I'm pretty exited about it! I would like to thank all the wonderful people who made so many youtube tutorials and articles on game development and especially Pico-8! You're making an incredible job and It's been a great help for me in this journey of learning game development!
I ported my favorite game for Gamebuino.
It's simple but very nice.
The original punkt is here.
Note: This game is not a complete port of the original punkt.
Hey @zep,
me and other devs have been wondering if it’s possible to use custom palettes in our wallpapers.
At startup picotron displays the custom palette correctly, but it reverts back to the default one as soon as you click on the desktop.
I even tried changing the palette when I press an arrow key, but again, it stop working when you click on the desktop. It looks like there’s something forcing Picotron to show the default palette without noticing the wallpaper’s one
Is this intended or is it a bug?
Have you guys found any workaround?
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EDIT: I just found one!
I modified this part inside /system/wm/wm.lua
(line 1607 to 1635)
if (awin) and not awin.desktop_filenav and not awin.wallpaper then -- 0.1.0c: only update when frame is not held (avoid flashing when running < 60fps) local val = _ppeek(awin.proc_id, 0x547f) -- might be nil if process recently ended if (val and val & 0x2 == 0) then [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=150427#p) |
this is just some unimportant cart.. only here for testing whether pico 8 actually applied a copy screen overlay when printing to clip and wether that could be disabled as the intention is to not overwrite the actual clip.. and just use stat 4. to recall the data back when the correct cart has been loaded.
I know it's summer rn.
Anyway, Hi!
This is the first installment of a series of 5 mods in total. It's loosely inspired by Glyph but it has lore. wait I think Glyph has lore. Oh well.
Content
There are 12 berries for you to collect, and the gameplay is very easy, beginner-level even. It will ramp up slightly in the mod but the difficulty will spike more in the later installments.
Credits
I made all the music, grass tiles (with some help from howf) and gameplay. i may upload an orchestral version of the first track heard during gameplay too, so look out for that.
Shoutouts to Howf (formerly known as Cannon) for helping me install the background and letting me use his wooden tiles. Also, thanks to
Beam is a top down puzzle adventure and is meant to be mysterious, relaxing and pretty. If you get stuck read the signs around you! It is inspired by the Zelda series, Myst, The Witness, Tunic, Hyper Light Drifter,etc and is my first attempt at coding/game development. Feedback is very welcome!
Controls
Arrow keys move the player
O (z on the keyboard) various actions
X (x on the keyboard) run if unlocked
Ongoing challenges
The “cobble-stoning” is real!
Palette switching happens and there are some flash artifacts of the incorrect palette when switching rooms.