Fly about, match the colours and make the flags! Part of Squiggly River's Pride Month Jam!
Hi!
A while ago I decided to port a game I made to PICO-8, and I'm finally almost done :D All that's missing is SFXs and a dope title image/cart cover. I'm posting this here because I'd love to playtest it here and get your opinions on it so don't hesitate to tell me if something sucks!
Also, don't look into the code too much, I'm not a great programmer...
Hey guys and gals,
I'm a 6-month friend to the pico-8 platform, being inspired by pico games I discovered on game sites, like MetroCUBEvania and Just One Boss on CoolMathGames. I spent the last two months developing a passion project on the platform and submitted it to a game site, mostly for the pride factor. They responded positively and are interested in purchasing a non-exclusive license and I don't want to overcharge or shortchange myself.
Do any of you guys have experience licensing your games? If so what kind of price and legalese should I be prepared for?
The game offers 1-2 hours of play and I put a lot of heart in it.
Thanks for your thoughts.
Hi everyone,
I am tinkering with procedural generation and I inevitably run out of memory. I expected to be able to delete some obsolete data to free some memory but I do not succeed. It looks like deleting variables does not free RAM. What did I miss?
I isolated that in the following script that just fill a global variable named STATE with random data, then set it to NIL, and track that it does not free any RAM. It outputs as such:
RAM: 0% FILL STATE WITH DATA... RAM: 41% DELETE STATE... RAM: 41% |
The code:
state = {} function _init() cls() print("ram: "..flr(stat(0)/20.48).."%") print(" fill state with data...") -- fill state with dumb data fill_state() -- test ram print("ram: "..flr(stat(0)/20.48).."%") print(" delete state...") state=nil print("ram: "..flr(stat(0)/20.48).."%") end function fill_state() state.data = {} local str="" for i=1,1000 do str=str.."abcdefghijklmnopqrstuvwxyz"..i end for i=1,100 do state.data[i] = {} for j=1,1000 do state.data[i][j] = str end end end |
Isn't the garbage collector supposed to help me here? What did I miss? What is the way around the issue?
Thanks :)
I discovered this game on June 10, 2019 on an MS Dos floppy disk dating from 1996 taped behind a Ouija board bought in a flea market in France. Strange inscriptions were engraved on the diskette itself in a totally unknown alphabet. I played it for the first time on my uncle's old computer. Everything seemed normal during the first part: a shooter like Smash TV but much darker where the goal is to survive as long as possible against waves of creatures. Then as i play gaming sessions, some disturbing details that I had never met appeared in the game ... Until I see ... I do not know if it's human .. I saw her reflection on the screen, she was behind me ... she wants ... that I look in my bowels and follow her in her dimension. I decompiled the game and then transcribed the code on Pico8 modern support and now you can see what I saw, you can see and follow it, glory to it.
sorry for my bad english, i am French.
Laurent
Laurent 'Atygeek' Mazenc
All Rights Reserved
1996-2019
Best C64 Game of All Time?
This is my pico-8 remake of one of my favourite C64 games of all time: Boulder Dash.
Featuring all of the classic caves and levels (hopefully!) plus a handful of puzzle levels thrown in for good measure.
Controls
x dig/collect/push without moving
z give up and restart level
q quit
Version History
- 16/08/2020: 0.90
- Rounded out original music on level select. My original version was thrown in hurriedly and a little jerky.
- 17/04/2021: 0.91
- Sped up to make controls feel less "sticky"
Shooty Fruity!
About
Hello everyone! This is my first game.
It was made in 3 days for the GAMES MADE QUICK??? III-2 jam.
The goal is to get points by knocking fruit off the tree.
How to play:
- X to shoot
- Arrow keys to move
Shoot the fruit off the tree and avoid hitting the birds
And don't clog up the tree with too many fruits.
Enjoy!
edit: fixed cart name
I built this game on top of the Jelpi demo to participate in the #PickMePhoebee contest that Playtonic held to celebrate their upcoming game, Yooka-Laylee and the Impossible Lair. The mechanics of this game were designed to mirror that of Impossible Lair on a much smaller scale. Yooka and Laylee can jump (with Z), double jump, roll (with x), jump out of rolls in midair, collect Quills, defeat Meanions, and rescue members of the Beetalion to help them complete the Impossible Lair.
I originally intended to change a lot more of the original Jelpi demo. I ended up keeping much of the spritework and the music. I might come back later to change the music to a Yooka-Laylee track and change the trees, shrubery, and mountains into more Yooka-apporiate things.
Please let me know what you think!
- Wolfe
Submission for NABAVision 2019 @ NABA, Milan
Hi!
I hope this is the right place to ask...
So I gather I can make some enemies that have X-Y co-ordinates like this:
enemy = { x = 0, y = 0 } enemies = {} for i=1,5 do add(enemies, enemy) enemies[i].x = i * 5 enemies[i].y = i * 10 print(enemies[1].x) end |
(5 and 10 are arbitrary numbers for testing purposes.)
I believe this would be an array of tables.
I would have thought this would make 5 enemy co-ordinates, like this:
enemies[1].x = 5
enemies[1].y = 10
enemies[2].x = 10
enemies[2].y = 20
...and so on. But it looks like it's overwriting every enemy's co-ordinates with the latest pair each time.
Could someone please tell me what I'm doing wrong?
Cheers!
Submission for NABAVision 2019 @ NABA, Milan
Submission for NABAVision 2019 @ NABA, Milan
Submission for NABAVision 2019 @ NABA, Milan
Description
Uh-oh! After browsing the quotes from your favorite book, you discover that all the letters have been jumbled up and replaced with random other letters! Your mission is to reconstruct the text of all 100 of your quotes using only your knowledge of the English language.
Controls
Use the arrow keys to navigate the letters on the board.
Hold X and use the arrow keys to fill in a guess for a letter. You are not penalized for wrong guesses.
Press Z to erase a guess for a letter.
Version History
- v1.0.1.1 (October 16, 2019)
Corrected a small typo in one of the quotes - v1.0.1 (June 29, 2019)
Made the cryptogram text static, as opposed to bobbing up and down - v1.0 (June 27, 2019)
Initial release
General Idea
Create and oldschool rogue-like feel game.
Start: C/Z/Y (builtin differs on keyboard layouts, the button next to 'x')
Move with: Arrows, you can step twice while wolves moves once.
Skip step: X
Collect all carrots to proceed to the next level. Avoid wolves, by hiding in the rabbit holes. You can step twice, while wolves step one.
If they can't see you, they are dark red, and start to wander around. If the can, they turn bright red, and start to chase you down. They can't eat you, while you are in a rabbit hole.
Difficulty goes up by reached levels and steps taken, so plan ahead!
There is still much to left, but this was my defined MVP
I'm really struggling with this one...I'm trying to vertical scroll a map (shooter style) and wall tiles in that map collide with the player stop them BUT ALSO push the player down if appropriate.
I got the mget() and fget() stuff kinda of working as I'd hoped but detection seems wishy washy.
I have code for map collisions that works well when the map isn't scrolling, and I tried to translate that over but with the map moving, it didn't work well at all. Especially when it comes to pushing the player down off screen if they are blocked by a wall tile.
I'm hoping someone might have made a cart that uses this type of technique or a snippet that I can reference.
My fallback (as always) is just using a bunch of objects and move them individually (to get the scrolling) but I'm trying not to do that so a) I learn something, and b) because moving a bunch of objects in sync never works and always looks choppy.
Any thoughts, examples, or similar shared stories is appreciated.
The other day I listened to @Gruber's nice transcription of Giant Steps and I felt inspired, so here's another late-1950s jazz standard, this time from the great Dizzy Gillespie: "Con Alma".
My transcription is based on the version from the album Duets (1958) with Dizzy (trumpet) and Sonny Stitt (tenor sax).
I of course didn't have room for all the solos (the recording is over 9 minutes long), so I picked my favorite sections, but otherwise tried to stay faithful to their improvisations. I also made a loop out of the whole thing, so I didn't have to try to make room for the ending :)
It can be quite challenging and awkward trying to mimic the expressive, organic sound (and swung rhythm) of wind instruments with PICO-8's limited beeps and boops, but I'm pretty happy with the result, considering the medium :D
Here is a updateted version of Lead valley.
Now with better player physics.
here is the old version