I'm building a cozy game using Godot, and wanted to add a feature where users can pick up a PICO-8 cartridge and run the PICO-8 runtime + cartridge. Godot compiles to run cross-platform, so I figured that the best attempt to get this to work would be running a WASM file.
It seems like WASM support for PICO-8 exporter is experimental? The exporter produces .js and .wasm, so it seems that the WASM executable was intended to be called by the Javascript code. I briefly attempted to wire GDScript to call the WASM file, but the interface functions calls are not straightforward or documented anywhere.
Would love any input regarding running WASM and/or emulation in a Godot environment where the host machine may be arbitrary.
Pico Pets! is an auto-battler made for the Pico-8 fantasy console.
Pick your favorite hat and then buy, sell, and merge pets to get your gang of four animals to make it Round 7 and win the game. I hope you find it as fun to play as it was to make.
View the "Help" page in-game or screenshot for a brief explanation of the mechanics. Also available on itch.io
This is my second Pico-8 game and took significantly longer to work through (1 week) than my first game Phoenix (1 day). I decided that it's in a good enough state to call done, but I plan to revisit some of the work here with a more original take and additional polish.
Heal'em'up
Instructions
Heal your allies during a protest by throwing band-aids at them. They all need to be conscious at the end of the countdown!
Be careful, you have a limited number of ammunitions. Reload regularly.
You can also use a little caffeine boost to move faster!
About
We are a team of students at Ada Tech School from Paris, France. For our school project, we had two weeks to make a game using Pico-8. We are happy to present you Heal'em'up, a non-shooter where you need to heal instead of shooting. Your mission: protect and help all the protesters.
Stanz-ie ([https://github.com/Stanz-ie/])
Cannellette([https://github.com/cannellette/])
Hi there!
I've been using a relatively simple system for sprite animations that I find works pretty well without much overhead. It relies on a simple function to retrieve the current frame of an animation frame list (ani
) based on time
(t()
) and a given speed (spd
) in frames per second:
--get animation frame function anifrm(ani,spd) return ani[1+flr(spd*t()%#ani)] end |
That's it!
Now all we need is to define an animation as a list of sprite IDs:
--define player walk animation pwalkani={2,3,4,5} |
And we can assign this animation to our player just like assigning a single sprite:
--in _update(), during walk logic (e.g. btn left or right) player.sprite=anifrm(pwalkani,10) --in _draw(), using the normal spr() call spr(player.sprite,player.x,player.y) |
Here's an example cart to demonstrate fully, also taking sprite flipping into account:
Hey everyone!
I'm trying to prototype a little beat game in Picotron, but I'm having some issues with SFX/Music sync. I've been some references in pico8 to using stat() to read the current play time of active music tracks and use that to play SFX in sync with the beat.
There is stat() in picotron, but it's undocumented. I've tried iterating over a bunch of stat codes, but seems like it's pretty much zero after a stat code of about 9
I was wondering if anyone has had additional info about the stat method, or where else I might pull music timing info from?
I've had a very hard time reproducing the exact minimal steps to cause this crash, so I'm just going to post the cart and steps to cause the crash and hope this is useful enough to track it down.
The bug does not occur on PICO-8 desktop, only on the BBS/webplayer.
It seems to be tied to remapping draw ops / spritesheet to highmem with either of the two lines:
poke(0x5f55,0x80) poke(0x5f54,0x80) |
But these alone do not seem to be enough to cause the crash. Here it is occurring in a cart I am currently working on:
Steps:
-
Either:
-- Press Z/C to attack right as the cart has loaded
-- Crash -
Or:
-- Move a full screen or two rightward (X is jump, press twice to doublejump)
Super Mario Bros. Demake DEMO
Hello all, today I wanted to present my Super Mario Bros. demake, in a work-in-progress state.
This has been worked on for about a month or two, mostly due to me trying to create my own platforming engine, but failing miserably, and some troubles. This demo uses the Advanced Micro Platformer engine by @mhughson. Check it out- it's pretty cool! Also, I know that his SMB remake also uses this engine, although his has larger sprites, and mine has smaller, you get what I mean..? Anyways, the cartridge is linked below, try it, although it's very barebones and spaghetti coded if you're looking into it with a technical view!
[8x8] | |
draw a line to fit the rules of the board.
you need to guess the rules and solve them.
i have completed the basic function but the game is still in the early demo stage.
your suggestions for rules and levels are welcome!
please use hidden tags on rules you post to protect other players' experience.
todo
- more rules
- more levels
- custom level by clipboard
- automatically generate levels
- joystick control
- sound effect
- title animation
credit
the idea of this game is come from