Wanted to make a small game with some of the tutorials I've been going through for Pico 8. Right now, my idea is to create a basketball game by controlling the ball directly. The controls are both directions and the X button to "Dunk" which right now means to increase speed. I still need to implement detecting dunks and tracking score. so the game is really bare bones now. Will be looking to update in the weeks ahead. Feel free to look at the code so far to see what I could improve on to hopefully make a good game. Thank you!
Here is a little neural network simulation meant to work within Pico-8s memory. The network uses integers between 0 and 255 instead of decimals so each network can be easily saved and loaded from cartridge ROM.
You can make a "tank", give it inputs that act as sight, and decide how big the neural network is. Then you can put these new tanks into a map and have them "learn" (not really).
So, the goal of the cartridge is to give celeste veteran's a challenge right?
Well, take that idea, CRANK it up to 100, & make it have a baby with the hardest game on earth.
I only have Level 1 & part of level 2 hacked (The rest is just celeste) so, yeah! have fun!
Also I should give credit to @noel.
This is my attempt to simplify the dual-grid concept for pico8, and come up with a reduce tile set that works with map to make level design and edits easy and fast.
Inspired by the video https://www.youtube.com/watch?v=jEWFSv3ivTg by Jess::codes. check it out for a great breakdown of the dual-grid concept.
The full tile set needs 16 tiles (14 edges, 2 solid). I figured that by rearranging them into a single row in the sprite sheet I could use a single offset number instead of a lookup table.
since only 4 bits are needed for an offset of 16 and in the dual-grid 4 corners are checked, using the corresponding binary number to determine placement order. 0000 for base and 1111 top. check out the following image for placement.
Hey there!
So I've been working with some people on translating a game of mine into a couple of different languages. I can't seem to figure out how to change the default PICO-8 pause menu text into the desired translated text though. As far as I understand, you can clear the menu and add your own items, but I don't really want the translations to have reduced menu features from the original. Is there a way that I missed to actually replace default menu item text? Or some fairly low-token alternate solution? I realize that I'll probably have to settle with some amount of English in the menus so any ideas are welcome.
Thanks! ^^
Hello!
Since 0.2.6b, a strange issue appears when enabling the mouse with flags 0x5 on mac (mouse capture enabled).
The cart starts fine, but the more the mouse is used, the more the cart stutters until it's basically unusable.
What's funny is that the performance monitor (ctrl+P) shows weird stuff but does not seem to actually register drops to 30fps or less (at least the 60/60 string never changes).
(for a more complete video in 60 fps, see here : https://www.youtube.com/watch?v=jBTMadG90Oc)
It may not much seem like much, but it renders my current game project completely unplayable on mac.
I've managed to get a constant reproduction and made a test cart. I've confirmed that it only appears on mac, in pico-8 or exported as a mac binary. The issue does not appear on an html export on mac. I've also tested it on 0.2.5g, and it did not appear, so it seems to have been introduced in 0.2.6.
I've uploaded the test cart in this message. To reproduce the bug :
- download the cart (don't run it in bbs, it does not reproduce the bug)
- run it on mac
- activate the performance monitor (ctrl+p)
- move the mouse around for 30 seconds
- observe the bug
Set three years after Scorsese's unforgettable psychological drama, "Taxi Driver", a bunch of weird creatures try to kill the whole planet and one sergeant has to shoot them with his space ship.
Made with the Lazy Dev Basic Shmup Tutorial
https://www.youtube.com/watch?v=81WM_cjp9fo&list=PLea8cjCua_P3Sfq4XJqNVbd1vsWnh7LZd
日本のプログラマーの間で一時期ミームになっていた「ズンドコキヨシ」をPICO-8で作成しました。
元ポスト https://x.com/kumiromilk/status/707437861881180160
[操作]
〇 (z) …ズンドコキヨシ開始
× (x) …デバッグ用(確定でキヨシができます)
[for English Users (from DeepL)]
This runs “ZUN-DOKO KIYOSHI” on the PICO-8.
It was briefly popular as a challenge for programming beginners in Japan, like FizzBuzz.
The rules are as follows...
・Randomly output either “ZUN(ズン)” or “DOKO(ドコ)” to the rhythm.
・When the sequence of “ZUN”, “ZUN”, “ZUN”, “ZUN”, “DOKO” is established, a “KIYOSHI(キヨシ)” chime is added.
The Crab Boss V2 is here! Please tell me if you see any glitches, or have an idea for something to make my game more fun. I hope you enjoy!
Whats New
The "Aim Toggle". Aiming directions have been added! Origanally, you just pressed X, and the bomb would be thrown.
Outlines! I created an automatic outline function, and added it to sprites and text.
Also, I added pressing X then Z to skip the beginning cutscene.
I bought a couple of bluetooth gamepads off Amazon:
KIWITATA 2.4G Wireless NES USB Controller
Which are imitation NES classic, 2-button, D-pad, select start controllers.
It gets recognized right away by my latest Linux Mint OS and works in Pico-8
EXCEPT that both buttons do the same thing (I think they are both X).
I ran this code:
function _draw() cls() ?btn() end --both B and A output 32 |
and sure enough I get different values for all the buttons except both B1 and B2 print 32.
I've found this thread https://www.lexaloffle.com/bbs/?tid=3623 where one poster talks about the same problem. But its from 2016 and was for pocketCHIP and they solved it by getting a different controller.
I've also installed the SDL2 gamepad-tool for Linux but had issues. It sort of works EXCEPT that it wont recognize left/right on the dpad. I tried a million times and also tried skipping and mapping it to the little joysticks instead but it didn't work.
Hi folks, this is my first upload. Rather than do my work today, I procrastinated by building my own Pomodoro Technique focus timer. Consider this a v1. It literally just counts to 25 minutes after you trigger it to start. I could add the 5 minute break and other features, but thought I'd start with this. It's really simple!
Cheers.
Hi! I'm a 3D animator and generalist working in the games industry. Usually you'll find me deep in Blender doing all sorts of 3D stuff. But I've always loved pixel art! Recently I've enjoyed making Bitsy games (kednar.itch.io) but I always wished I could add more animations and JUICE to them. So it was about time that I tried Pico-8! (Don't worry Bitsy, my heart is big enough for both of you).
Thankfully there's loads of tutorials and courses, and I followed the Roguelike tutorial by Lazy Devs Academy (thanks Krystian!) which took me all the way here.
I'm posting this cartridge to get used to all this, and to let you all know you inspire me every day! If I ever made a list of "Best games I ever played", there'd definitely be a few made in Pico-8.
Parkanoid, the Pico-8 Arkanoid.
The most significant deviation from the original game is the "Powerbar". It loads every time the ball hit bricks and loads faster you hit several bricks in a row before bouncing in the paddle (ship).
When the Powerbar loads enough, the ball can break tougher bricks with one hit, and when its fully loaded it can destroy every brick, until it hits the ship again.
Have fun! Let me know your thoughts and feedback in the comments.
v-1.2.2
Bug fixes:
-Glue powerup was not removed after game over
-Loading high scores was throwing 'out of memory' error.
v-1.2.1
Bug fix for sticky ball not placing in paddle correctly.
This is the longest block breaking game ever!
I made my first pico8 game for GMTK Game Jam 2024.
https://neguse.itch.io/super-looo0000ong-break-block
Progress is auto-saved.
Whether the game is running or not, time passes - just like your life.
Enjoy!