Hey guys
Im made IGO-800 palette in PICO-8!
use pal
API for make PICO-8 palette like a IGO-800 palette
Palette
({[0]=129,400,50,60,530,340,705,23,62,8,64,4,7,1,10},1)
IGO-800 palette cartridges
https://drive.google.com/drive/folders/1xAQUGNNsfULS_Vv_6DqEEC_Fx0bn_S6i
Im back
Im made PCM sample in PICO-8 using Defy a PCM sampler by @bikibird
Original audio
https://www.newgrounds.com/audio/listen/1
Throughout this month, I've been idly working on a first PICO-8 game with a bit of assistance from my three kids. There's a bit of a story as to where the inspiration came from but I'll spare the details for now.
We've really enjoyed Vampire Survivors for a while and although I've seen a couple of games in this vein for PICO-8, I didn't see them right away and it's maybe a bit underrepresented, I thought? So we went with it. It's not meant to be a demake/adaptation or anything. Among other things, there's no attempt to implement "waves" of enemies.
I think I've figured out everything I wanted to, pretty much, although some movement and targeting could probably be fixed somewhat. Future plans include implementing some form of upgrades/level-ups and pickups. Honestly, I'd like to get that part done in the next 3 days to say it was wrapped in a month.
No particular point to this post right now other than sharing! But feedback is welcome.
Still a playtest version, leave some feedback below!
Instruction:
⬅️⬆️➡️ Move diagonally step left-right or up. Dungeon moves down on each step.
🅾️: C or Y/Z Swap weapons
Gather equipment, shield and gold, survive for as long as you can. No ending yet other than dying due to ever stronger enemies. Each non-shop tile is resolved automatically. Pickup up a weapon with one in hand will overwrite it.
Help menu contains a tutorial that will guide you through the basics.
Combat:
Enemies have 3 things attached to them:
Damage: How much raw damage the enemy can inflict.
Skill: If the enemy has a skill
So, I'm fairly new to Pico 8 (8 days in, lol), and I have some minimal experience with python. I watched a tutorial video on how to place enemy sprites using a placeholder sprite and then replacing it with the sprite intended for that location. It seems that I can get the appropriate sprite to display, but not in the correct location. I'm sure this has something to do with my for() loop to determine the current x,y of the sprite, but I can't seem to see it. This is what I have so far.
Controls - One Button Game
Keyboard: 'x' or 'c' keys
Touch: press 'O' or 'X' keys on the screen
Introduction
Thanks for checking out my first game Pendulum :D
If you give it a go, I'd love to hear from you!
Description
Pendulum is a one button momentum platformer powered by a mathematically accurate physics simulation
_
Credits
Game:
gg1bbs
Music:
RobbyDuguay - Nine Songs in Pico-8 - Track 3: Factory
- https://www.lexaloffle.com/bbs/?tid=2619
- Thank you so much for freely sharing your amazing work and empowering creators like me to try game making!
Zombies Clog The Drain
Story
Zombies are attacking Yokohama! The infection is spreading and the town is in panic.
With no other options, the genius Dr. Injection creates a cure. However, she is constantly sleep-deprived and is unsteady when giving the injection.
There is only a limit to how much of the cure she can prepare at one time, but there is no choice but to do it.
Administer the injections and aim for the dawn of humanity!
Rules
Aim the scope at the zombie, inject the specific cure, and turn it back into a human.
While the injection is being administered (during a panic), if you come into contact with other zombies, the specific cure will be transmitted.
Use this to return them all to their original state and get a high score.
By setting a directional marker of your choice before firing the injection, you can decide the direction the zombies will walk in during a panic.
If a zombie passes Final Line of Defense, the game is over.
This is an endless game with no clearing point. Keep racking up the score.
Control
⬅️➡️⬆️⬇️...up,down,left and right
❎...fire the injection / reload
🅾️...decide the direction / (hold)Cursor moves slowly
...Thank you for playing!
Updates
1.1 ... modify charge meter effect etc.
1.1b ... add 🅾️hold
I'm having trouble with my player movement after my map updates. My map seems psuedo-randomize after the 1st screen like I want (I can tinker and fix this later). The trouble I'm having is that my player won't continue moving upwards after the map redraws and resets your position. Essentially every screen seems to treat the lower half as if it's the first screen ie running the collision detection on sprites that don't seem to be there. I'm stumped. Any help would be much appreciated.