Hi Everyone,
Just wanted to share a demo of something that I've been working on as part of journey of learning Pico 8. I've drawn so much inspiration from popular shooters, especially Xenon 2 on the Amiga.
There's plenty still left to do but I don't know if this will turn into a proper game as it's somewhat unconventional how I've done things. All of the game graphical output is using custom code and interacting directly with the video memory. I'm not using any of the in-built command set - mostly using memcpy.
The next part I'll be working on is enemy AI. It won't be anything spectacular, probably just plain old predefined paths but, lets see where things go.
Anyway, hope you like the demo.
You have two guns: left and right. Use them well. Be careful. Good luck. Reach the core of planet Ozulo and defeat the Guardian O!
Game of Life is a cellular automaton simulation inspired by the classical algorithm designed by mathematician John Conway and created using PICO-8. The simulation is deployed on a 96x96 grid, where cells give birth, die, and reproduce based on simple rules.
This project was created for practice with PICO-8 and Lua. (The low FPS may be due to my poor processing: ......)
Basil's out sniffing around and scattering dandelions again. Oh look, there's a cave. I wonder what's inside?
I made the original Basil's Adventure in 2016 as a Christmas present for my wife. I had just found out about Pico-8, and I thought it'd be fun to make a simple exploration platformer. She loved it.
Since then I've done a bunch more Pico-8 projects, including two more wintry games intended as greeting cards for my friends. They've all been weird little design experiments, like, Gordy and the Monster Moon is an attempt to do a game that feels like Zelda with none of the usual Zelda interactions (no sword, no bow and arrow, no hookshot, no boomerang, no bombs, etc.),
Rudolph got stir-crazy waiting for Christmas Eve, so he took a bag of Santa's stuff and started flying around erratically, dropping it in the local river!
Santa can grab the stuff and save Christmas! Just use left and right arrows to guide Santa's hand into the five dropping channels. Catch your stuff! It will fly to your magic sack of goodies!
BUT WATCH OUT! Don't catch coal or any of the other dangerous things. If they hit your mitten, you lose a Heart! Lose THREE Hearts and Santa is too depressed to deliver gifts! It'll be...
GAME OVER, SAN! GAME OVER!
<-- Hand Left
--> Hand Right
Z/O Hand All the Way Left
.X. Hand All the Way Right
Good luck, Santa, it's DANGEROUS out there!
WORLD RECORD: 10955, Level 8 -- NarcolepticFrog.
Thanks to NarcolepticFrog for testing upper levels,
Bikibird for hosting the jam and feedback and gingerbread suggestion,
and the Holiday Jammers for testing and feedback.
And Shadowphiar for finding a MUSIC bug. :O
Merry Christmas! It's been a couple of years since I've posted here with a crappy little Christmas game (Santa's Leap). Surprisingly enough, here is another crappy little Christmas game, Santa's Ascent.
It is, of course, a prequel to Santa's Leap. In Santa's Leap, sleigh-less Santa was already atop the chimneys and leaping from rooftop to rooftop. In Santa's Ascent, however, he is first faced with a skyscraper which he must ascend, then once inside deliver presents, and then finally re-ascend inside the chimney.
Avoid the large snowballs (outside) and burning hot coals (inside the chimney stack). Deliver to all the Christmas trees and in a decent time to avoid getting insulted.
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
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)
-Uploaded Dec 18, 2024
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.