2025-01-09 updates:
Title Screen! (WIP)
Difficulty adjustments:
powerup drop chance reduced significantly
increased size of smallest asteroid fragments, scaled up asteroids overall
screen shake!
2025-01-04 updates:
More particles, asteroid trails, thruster
sound effects for pickups, shield hit, player death
asteroid spawn rate adjusted for difficulty
the bug I'm seeing with running in browser on the BBS on 0.1.1e-dev2 persists, but the cart works great if you download it and run on 0.1.1d.
2024-12-31 v4 Updates:
Particle effects polish, explosion particles
powerups: shield boost, temporary 3 bullet spread gun
classic asteroids drone background music WIP
background planet via abledbody's sphere impostor
V3 update: Added vector graphics via Sophie's VGFX editor and library.
Starfield background.
Some sound effects are in.
UFO fly-by worth 5000 points is in, WIP
My first browser JavasScript game was an Impact-engine Asteroids clone titled "Planetoid Decimator" so my first Picotron game will bear the same name, as I learn the basics of lua and Picotron game development.
Small disclaimer: You are free to use these in your projects, free of charge !! Only thing I ask in return is attribution by crediting me somewhere in the project.
Here are two little code snippets to shift patterns!! The token cost is 55 tokens for the vertical shifting code and 76 tokens for the horizontal shifting code. These code snippets also account for additional settings on bits 0b0.111
of the pattern (to learn what the hell that is, check this part of the manual). I am choosing to leave the snippets as they are in the cartridge in here to people can see (and try to understand if they want to) what is going on under the hood without reading something that looks like a keysmash.
Was working for a multi-cart that would be published in like, 7 months, and decided to give y'all a taste of what's to come this cc-mas with a demo of Chapter 1. Hope you enjoy! :D
Controls
- Arrows to Move
- Z to Jump
- X to pickup and throw objects
- Down + X to place the object down rather than throwing it.
A Fight! With snowballs! Don't forget to grab all the cool stuff the other kids drop!
Growing up in rural Canada, winter always meant huge, endless piles of snow everywhere. And as kids, huge piles of snow meant chaos. Snowball Fight! is an endless, high score chasing, winter arena "shooter." Bury the other kids with snowballs or dig ledges out from underneath them and nab dropped presents for bonus points. Clear each screen to move to the next one.
This game was made as part of the 2024 PICO-8 Advent Calendar.
Thanks to everyone who play-tested early versions of the game. And special thanks especially to:
- bikibird: for managing and organizing the Advent Calendar
--old version
About
- Score 5 points to win!
- Try to get the highest rally!
Default Controls
- P1: UP/DOWN: E/D
- P2: UP/DOWN: Arrow-Keys
- FIX: In a 1 player game. You can now use both E/D and Arrow keys (mobile now works)
Other/Credit
-Just a clone of pong
-This was just a programming/design project by and for myself. (MrDuckyWucky)
I started this game following a tutorial for pico-8 that was in the Magpi magazine 6 years ago. My daughter then aged 3 helped me to design the space ship. I figured I should finish this and inspire her as she has recently taken an interest in gaming. The nemesis in the game is a monster from my good friend Jon Hillman's book "The Vile Realm".
It's a classic side scrolling space shooter. The game features a ship with rechargable shields, energy bombs, timed missiles, and lasers. The player has to stop the big bad "Xotolo" from reaching Earth during the final wave of the game cycle. I hope you have fun, I plan to use what I have learned and push pico-8 to its limits!
An idle farming game developed in the Celeste Classic engine.
Controls
Movement: Arrow Keys
Jump: Z, C, or N
Interact: X, V, or M
Fish: Down + Interact
Swap: Up + Interact
Original game created by Maddy Thorson and Noel Berry.
https://celesteclassic.github.io/
Hey all...hooked myself up with Picotron to play with over the holidays. I'm planning on porting over some of my PICO8 games as a way to learn.
One thing I don't think I'm quite understanding is the RAM code vs the cart code.
I have a cart saved with simple printing of "Hello world" in it as MYDEMO.p64 and when I double-click it, it runs fine. Yay.
I open the cart contents and open the 'main.lua' to edit in source mode. I change the text to "Hello dog" and then do CTRL+R to reload the cart and there's no change...still shows Hello World. But if I do 'load mydemo' from the terminal and then run, it shows the change. Make another change, reload, no change...gotta do 'load' again. Tedious.
I guess I'm just used to PICO8's reload-to-see-changes instantly...but it seems that's not the case with Picotron?
Does opening cart code not make it the 'active' code that will run instantly when changes are made? Seems like a lot of extra steps just to see quick changes I make in a cart.
A little holiday stocking filler for the 2024 Advent Calendar.
"Do You Hear What I Hear" 1962 by Noël Regney and music by Gloria Shayne
Arranged for pico-8 by @shadowphiar
With thanks to @bikibird and the PICO-8 Free Music Jam for the visualiser.
PATCH 2 NOTES
--small performance boosts
--added pseudo voxels for map, up to 4 cubes high
Silly little raycast engine, ill probably make a game with this at some point but for now here ya'll go. Feel free to use this for whatever just credit me :)
--IMPORTANT
there is no actual game, for realsies, I just made the murder mystery as clickbait because I'm greedy, there will be a game one day but as of current its just a simple game engine.
--Old versions
My first cart! I saw another matrix screensaver here somewhere, decided I needed to one-up it a bit. :D
Features a customized palette, renders most of the font characters for that more 'code' look and not just alpha characters, and multiple streams per screen column. It is thoroughly commented, but nothing really complex going on here.
I'm having so much fun with Picotron! I had followed pico-8 community for years but the resolution was a little too low for my liking. With Picotron I feel right at home, its the same resolution and number of colors I've used for my JS13K engine coincidentally. Looking forward to porting a few of my projects and many new ones.
Cheers!
Ryan
Update: columns don't die for another 12 columns off bottom of screen, first version had streams dying at max y.