Bite-sized Celeste Classic mod.
Requires no tech.
Intermediate-Advanced difficulty. Designed with non-linearity in mind.
The character featured is Cash, designed by Lash sleeper. I do not own them.
This card was designed under 3 days for the artfight 2024 event.
v1.2 : Changed menu music (again)
v1.1 : Changed menu music
v1.0 : Initial release
Bomber for Picotron is an enthralling Flight simulator, where you can relive the battle of Poland, Ohio in the American Civil war, as one of the brave RAF pilots which fought in the battle of Poland, Ohio in the American United States of America North American American Civil War.
Vector Art: https://www.lexaloffle.com/bbs/?tid=141774
Font: https://www.lexaloffle.com/bbs/?tid=140803
(Piss: It is hard to win; you need to employ the same strategy used by John Earl Grey, captain of the RAF Squadron fighting in the battle of Poland, Ohio in the American Civil War)
(Piss Piss: Win + Loss screens for the battle of Poland, Ohio in the American Civil War do not work in the browser)
Is test of worm
Code
a={} for i=1,20 do b={} b.x=64 b.y=64 add(a,b) end function _update() if (btn(0)) a[1].x-=1 sfx(0) if (btn(1)) a[1].x+=1 sfx(0) if (btn(2)) a[1].y-=1 sfx(0) if (btn(3)) a[1].y+=1 sfx(0) for i=2,20 do a[i].x=a[i].x*0.8+a[i-1].x*0.2 a[i].y=a[i].y*0.8+a[i-1].y*0.2 end end function _draw() cls() for z in all(a) do spr(1,z.x,z.y) end end |
Hey everyone.
What year do you think Pico-8 would've been released if it was a real console that physically existed?
Late 80's? 90's? Before or after NES? Let's talk about this.
P.S. Another topic, would Pico-8 be a hand-held or a home console? Personally, I think
it'd be a cube-shaped home console, square-sided just like its display. Similar to GameCube but more "cuber" (with equal dimentions) and quite small in size. Regarding the colors, i think dark grey body with a red outline would look stylish. Like on the picture, but a different color.
This is a proof of concept! It's a platformer where you use buoyancy to gain altitude. The deeper you dive, the more altitude you gain when popping out of the water! Kinda like a floatie in the pool.
Use left and right to move. Press X to dive deeper (when submerged) and O to move upwards (also while submerged). On land, press O to jump. Try to collect all the gems.
Madeline is climbing Mount Celeste again, but this time she's brought a stepstool to help her reach new heights.
Featuring difficult stool-based tech, new sprites, remixed music, 23 levels, and a secret ending!
Controls
Arrow keys - Move
C/Z - Jump
X/V - Dash
Down+X to pick up a stool, and X to throw it.
Hold Down while throwing to place the stool gently instead.
Credits
- Original game by Maddy Thorson & Noel Berry
- Music is a remix of "First Steps" by Lena Raine
- Token sprite taken from newleste.p8
- Stool mechanic is inspired by True North by Meep
- Based on Evercore and Smoothleste
This thing has been in development for way too long. A large portion of it was procrastination, as I ran out of level ideas and I'd set the goal to have at least 24 levels. I think it turned out pretty cool though, and I can't wait to see what the speedrunners do to it :)
Madeline ventures into Oceania to conquer one of New Zealand's tallest mountains, Malte Brun.
I finally figured out how sprite flags work!
This is my second ever Celeste mod and technically my first mod with new mechanics.
Credit to the Evercore team for making the base cart and Antibrain for making the slab code.
Arrow keys to edit the variables.
Click (and hold, if you like,) to set the target position.
If you're just interested in the API, you can grab it here:
[hidden]
local Sod = {} Sod.__index = Sod function Sod:update(dt) local target_vel = (self.target-self.prev_target)/dt self.pos += self.vel*dt self.vel += ( self.target +self.k3*target_vel -self.pos -self.k1*self.vel )*dt/self.k2 self.prev_target = self.target end function Sod:config(frequency_rads,damping,response) local ifreq = 1/frequency_rads self.k1,self.k2,self.k3 = damping*ifreq*2, ifreq*ifreq, response*damping*ifreq end function sod(pos,frequency_rads,damping,response) local o = { pos = pos, prev_target = pos, target = pos, -- In case pos is a vector, or any other arithmetically capable data -- type, *0 guarantees we get the zero position of whatever type pos is. vel = pos*0, } setmetatable(o,Sod) o:config(frequency_rads,damping,response) return o end |
The idea: a platformer where you use buoyancy to gain altitude.
Controls: Left and right to move. Up lets you swim upwards (while submerged) and down lets you swim downwards (while submerged.)
Play around with the water physics!
PS if you can help me code map collision (which I suck at) it would be greatly appreciated!
Please read this text for the instructions.
Star Fighter Pico 8
Lift off to the space in this retro shooting game, fight 20 brunches of aliens (not food), and make your way to the victory.
Get 20 candies from defeated aliens to charge your special weapon: the waveshot. Once your special weapon is ready (when you get the message "special ok"), you can fire the waveshot to melt your enemies and their bullets, or you can keep collecting more candies for extra shields or bonus points.
Controls
Title, game clear or game over screen
Feature Overview
SECTFILL()
Fill sector shape.
- The start and end angles are specified from 0 to 1.
- If the difference between the start angle and the end angle is 0.5 or more, it is a semicircle, and if the difference is 1 or more, it is a circle.
- If the start position is higher than the end position, it is replaced.
- This function consumes 428 Token. (segfill & trifill ver: 185 Token + segfill + trifill)
-- Draw the Mouth characters sectfill(96,64,20,11,-0.2,0.9)-- x, y, size(radius), color, start angle, distance sectfill(54,64,8,12,-0.2,0.9) sectfill(26,64,8,12,-0.2,0.9) |