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This is the first game I've ever published, and I would greatly appreciate your feedback. My game is an homage to the most important videogame of all time.
Story
This is the end of a long journey. After a mysterious system failure, two rockets, Nebula 6 and Mars 18, are plummeting towards an unknown planet.
To avoid a catastrophic crash, they must compete in an intergalactic match during their descent.
The high-energy plasma sphere they exchange can rupture, adding an extra layer of danger, requiring skills from the crew.
The winner will gain control and steer towards salvation, while the loser faces inevitable explosion.
Tension rises with each point, as survival is at stake.
Hello everyone
I want to add an item for pick up on my procedural generated levels.
I have a pick up quantity and a table to hold them, and an individual table for each object.
I want items to be placed on tiles with the flag 5 because it's a busy street where my character can't get to a lot of the places.
Seemingly my only option is to use a while loop to iterate through x and y positions until it finds a flag 5 and then discount 1 from the pickup quantity until it's 0.
Unfortunately this results in the game not loading.
while crateamt > 0 do local x = rnd(map_end) local y = rnd(map_endy) if fget(mget(x*8,y*8),5) then add(crates, crate:new({ x=x, y=y })) crateamt -=1 else x = rnd(map_end) y = rnd(map_endy) end end |
What other options do I have?
After 2.5 years of on-and-off work, I'm thrilled to share my dream PICO-8 game with the community. Cortex Override is a labor of love where I've attempted to blend elements of Zelda and Armored Core into just 32kb. This project pushed me to the limits of the platform and taught me so much about game development.
I personally handled every aspect of the game from scratch: the graphics, music, game engine, and all mechanics. It's been an incredibly rewarding journey, and I'm excited to share it with you all.
This first version is playable and complete, though probably not perfect. I welcome all feedback, comments, and suggestions - they'll help me grow and improve the game further.
This is a port of my Paddix game on PICO-8 to Picotron, it has a larger range of fence colors and a
larger range of board sizes.
Paddix is a Pico version of the classic "paper and pen" game Paddocks or Boxes as some know it by.
The Paddix main menu
The Paddix main board
How to play:
Paddix is a 2-player game, each player takes turns building fences between the posts in the main
paddock, once all four sides of a smaller paddock have been built, the paddock is claimed by the
player that placed the fourth fence and a point is awarded.
Once all the paddocks have been claimed, the game is over with the player that has the most points
as the winner.
Hello everyone, I'm thinking about de-making Xblast, a linux clone of bomberman that allows up to 6 players at the same time.
Here's a early WIP screenshot :
What I'm worried about now is the 6 players local game play.
On paper, Pico-8 has native support of up to 8 controllers.
I wrote a simple cart that just highlights in red the active buttons of the 8 controllers.
Could anyone confirm that this actually works for up to six controllers before I go further into the dev ?
I'm a bit worried as I've never encountered a pico8 game that plays with more than two controllers at the same time so far.
If you get it it to highlight buttons of players 3 to 7, could you please tell me how you set it up ?
I realized I never uploaded my submission for the GMTK Game Jam 2022 on the PICO-8 BBS, so here's that (whoops!).
Dice Drop Dash
This game was made within a tight ~6 hour period rather than the 50 hour period of the GMTK Game Jam 2022.
- Left/Right: Move Target
- Down: Drop
When you drop a dice, its value will be subtracted from the value of the highest in the stack, and the difference will grant you points. Aim for the highest score without overflowing the stack!
This isn't a Picotron specific thing, but you can use ANSI escape codes inside printh to make your logs colorful, which can be helpful with debugging.
To set the color, typically you do \033[38;5;<COLOR>m
or \033[38;2;<RED>;<GREEN>;<BLUE>m
. This sets the foreground color to a color from this chart or an RGB color code (if your terminal supports truecolor).
This just works in Picotron, but you have to do \27
instead of \033
. (This is the escape code for ESC, which is 27 in decimal and 033 in octal.)
However, writing ANSI codes by hand is a pain, so I wrote a function to make inserting these codes easier, using a bbcode-like syntax.
Foreground color can be set with [fg=1][/fg]
or [fg=#ff0000][/fg]
Background color can be set with [bg=1][/bg]
or [bg=#ff0000][/bg]
Bold can be set with `[b]
3 and a half months ago, I had a silly idea of "What if Celeste was randomized?". So, I started to work on a little proof of concept, and I really liked it, so I kept improving and adding more content to the point that it really should be shown to the world.
So, here it is. Celeste Randomizer. A cart-mod of Celeste-Classic that randomizes the entire game with a variety of in-game settings to select from.
Original celeste game made by Maddy Thorson and Noel Berry
Randomizer Options
- Seed customization, allowing for people to play the same seed (maybe for races?)
- Changing player spawning or even have multiple at once!
- Berry placement, or none at all
- Changing the map to be vanilla, random tiles, or even procedural generated!
- Changing background and spike tile placements
- Game modes to select from
- Custom player graphics!
bump.lua
(and bump.lua simple demo)
I ported the 'bump.lua' collision library & 'bump.lua simple demo' to Picotron.
Due to the considerate way the library was built, this was actually a pretty easy process :)
bump.lua: https://github.com/kikito/bump.lua
bump.lua simple demo: https://github.com/kikito/bump.lua/tree/simpledemo
Please take note of file 'MIT-LICENSE.txt' found inside the cart. This is not CC.
bump.lua
Lua collision-detection library for axis-aligned rectangles. Its main features are:
- bump.lua only does axis-aligned bounding-box (AABB) collisions.
If you need anything more complicated than that (circles, polygons, etc.)
I built a fuzzy finder. You can quickly search for and open files (anything supported by /system/util/open.lua
, so folders, lua files, text files, pods, etc.) Additionally, it can follow .loc
files to their destination before opening (which open
doesn't currently support), and it can execute .p64
files instead of opening them!
The full code and documentation is available here: https://github.com/Rayquaza01/fuzzy-finder-picotron/
This uses swarn/fzy-lua (MIT License) and mergesort.lua from TheAlgorithms/Lua (MIT License)
Changelog
v1.1 - Oct 21, 2024
This is a text-based web browser in Picotron.
I learned about string:something
that is vital in parsing from https://www.lexaloffle.com/bbs/?pid=152793.
It is currently v0.6, because it can display <p\> tags but has no search engine and you can only type in links.
Not all sites show anything and it loops text as you scroll down.
Thanks:
- 369369369 for making the first Picotron web browser (and utilizing string parsing that I didn't know about before in your browser)
- zep for creating Pico-8 and Picotron
I got this idea a week or so ago and got curious if Speako8 could sing. Turns out it can! It's my homage to 2001: A Space Odyssey. The idea is Hal 9000 is now in heaven with Daisy, (who of course was built by Bell Labs) on a bicycle built for two.
Thanks to @bikibird for speako8, making this possible.