Hey @zep ! I just wanted to call a specific bug with the new UI's to attention. First off, the new ui's look great, but they have been causing issues with Code blocks in previews, on a user's page. Take a look.
As you can see, since the code block isnt technically being closed, since the preview is cutting it off, its eating up the continue reading button! This isnt the most site-breaking issue, but it is still annoying. You can see this by visiting my blog page and scrolling down to "CCGA".
Thank you for reading!
Hi, I was challenged to make a game in a week, so here we are. I may have just used Slepi a retxture of Jelpi so half the code (plat former part) is all of Zeps code, since I had to cram a lot in such a short amount of time. Sadly due to having a week I only made 1 music for the plat former part no background for the "kill owl" and "boil owl" sections of the game (Ps in the "boil owl part there are invisible walls I did not have time to get rid of them since I was rushing, sorry for that)
In VHS Vault: Sokoban Sepulcher, work is a nightmare. Welcome to the graveyard shift!
Lit only by flickering TVs and neon red exit signs, putting away tapes isn't just your job... it's your doom! As the static clears, you realize that you're not alone. Classic monsters crawl out of the displays to hunt you down in this puzzlehouse of terror!
Overcome fiendish sokoban challenges while dodging dimly lit horrors lurking among the shelves. Will you be quick enough to pop in the final tape and escape before they close in... or will you star in a gruesome finale?
At the VHS Vault, you can rewind the tapes - but not your fate!
Made in collaboration with my friends Andy (who is responsible for all the amazing art) and Jimch (programmer, game designer, and puzzle game stan) for the Scream TV game jam. Music by the wonderful @Gruber. The technique for dynamic lighting came from @krajzeg's great writeup. Much level design inspiration was taken from David W. Skinner's Microban puzzles.
V0.3
Overview
This is a sequencer that plays sounds from a waveform memory mechanism through PCM.
It achieves several things that could not be done with the Pico-8 standard tracker.
Operation
Mainly mouse operations.
When you press a key on the keyboard, it makes a sound
Basic screen
- Channel tab: Left click to select, mouse wheel to mute/unmute.
- Channel panel: Mouse wheel to adjust sequence speed (0-63), left click to open view.
- Space bar to play track.
- Press and hold enter to open the menu.
Effect view
A dark storm is looming over the forest. Only you can help our hero cat escape from the rising flood waters that threaten the land.
Catreeboard is a typing game that helps players practice their typing skills. By successfully typing words on the next branch, the cat will jump in an attempt to avoid rising flood waters.
Keyboard is required to play. Does not work with a controller.
Features
- Chill mode for beginning typers to get the basics.
- Challenge mode to test the fastest of typers, beware the storm!
- Customize your cat! Select your favorite color for your adventuring cat.
A simple graphical demo for the PICO-1K Jam 2024 which creates an animated pattern similar to the spiral pattern that seeds in a sunflower make.
I'd played around with this in lockdown using Java libGDX and decided to port it to PICO-8 for the 1K jam.
You can use the left and right arrows to change the radius of the dots.
The compressed byte size of the cartridge is 312. I've made little effort to save bytes because the program is so simple in the first place.
-- sunflower -- by retroredge,v0.1,2024 function _init() n=0 f=0.618 d=0.00002 r=1 end function _draw() cls() for i=1,n do local l=i/n local a=(3.14*f*i) local x=(l*cos(a))*64 local y=(l*sin(a))*64 circfill((64)+x,(64)+y,r,c(i)) end end function _update() if (n<501) n+=1 f=f+d if (btnp(⬅️) and r>0) r-=1 if (btnp(➡️) and r<11) r+=1 end function c(i) if i%3==0 then return 10 elseif i%5==0 then return 11 elseif i%7==0 then return 8 else return 12 end end |
A game for Brackeys Game Jam!
Ladybug Joana must brave a treacherous storm to rescue her children and return home safely. The player must expertly balance and time their actions during moments of calm, when the winds and rain subside, with the intense, turbulent periods that threaten to sweep Joana off course. Mastering this delicate balance is key to overcoming the challenges and reaching the safety of home.
Team Calembur
Gabiru - Programmer and Game Designer
HBKaze - Pixel artist, Producer and Game Designer
Rafael Schneider - Sound Designer
perdon a todos explique mal mi problema vamos de nuevo esta ves bien bueno pues resulta que yo por curiosidad queria abrir mis archivos de guardado en el exlorador de archivos y me pidio que lo abriera con una aplicasion y me dio a elegir una aplicacion y yo puse win rar y despues me dijo de que no se podia abrir y desidi publicar el proyecto pero me puso que era invalido y entonces puse que se abriera con pico 8 pero no funciono seguia diciendo que era invalido entonces que debo aser? gracias por la ayuda
Sorry everyone, I explained my problem poorly, let's go again this time. Well, it turns out that out of curiosity I wanted to open my save files in the file explorer and it asked me to open it with an application and it gave me to choose an application and I put win rar and then it told me that it couldn't be opened and I decided to publish the project but it told me that it was invalid and then I tried to open it with peak 8 but it didn't work it kept saying that it was invalid so what should I do? thanks for the help
A simplex noise implementation that I grabbed from Github (https://github.com/weswigham/simplex) and made it work in Picotron (only had to replace bit.band with native & bit operation, and made the simplex variable global since picotron doesnt seem to support return values from files). Performance doesn't look super great (?) - I tried converting it to use userdata for vector operations but it didnt seem to improve much.
For example, the main cart code is this:
include "simplex.lua" local colors={0,1,19,3,27,11,26,10,7} function mapcol(t) t=max(0,min(1,t)) local n=#colors return colors[flr(t*n)+1] end --n will be the "seed" n=0 function noise(x,y) x+=n*10000 return simplex.Noise2D(x,y) + 0.5*simplex.Noise2D(2*x,2*y) + 0.25*simplex.Noise2D(4*x,4*y) end function _draw() cls() flip() for x=0,479 do for y=0,269 do local t = (noise(x/50,y/50)+1)/2 pset(x,y,mapcol(t)) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=154380#p) |
As I am writing this, the changelog for v0.1.1c gives the command to enable the icons to snap to a grid as this:
store("/appdata/system/filenav", {desktop_snap=true})
However, that command does not work. The ACTUAL command needed is this:
store("/appdata/system/filenav.pod", {snap_to_grid=true})
EDIT
The changelog has now been updated with the proper command!
I'm working on a Celeste Classic mod and am still getting familiar with the game's code. I'm hoping to add a simple feature but could use some help. The idea is that you must collect every berry in the game, and if you don't, the flag at the end will reset the game, giving you another try to collect them.
If anyone could assist me with coding this, I'd really appreciate it!
Thanks!
X-Galactic
This is my second Pico-8 game. It is a demake of Galactix for MS-DOS.
Story:
The story is included into the game itself in the story option from the main menu, the story is from Galactix (all story credits go to the original authors of Galactix)
Main Menu
Gameplay:
X-Galactic takes place over 100 waves (full game mode) or 50 waves (half game mode), destroy all enemy ships in each wave to progress to the next wave, watch out though some waves take place in asteroid fields.
When destroyed, some ships release pickups, use the claw to collect them, at the end of each wave there will be a short delay of about 8 seconds to allow collection of pickups, if no pickups exist the delay will be about 4 seconds.
hey there :)
this is my first celeste mod, so if anyone has feedback i'd be glad to listen :)
there are 10 berries, gemskip is possible tho it requires some speed tech like spikeclips and spikejumps. all berries are gemskip possible
thanks to AnshumanNeon for testing both gemskip and regular path!
have fun and leave ur pb's in the replies!!
edit: reworked 1100m+some more screens, also made the meter count only affect actual platforming screens
edit 2: made 800m berry possible for gemskip
edit 3: some minor sprite changes