EDIT: Embed fixed!
Hello folks! I just picked up the Voxatron + PICO-8 bundle a few days ago.
After a few hurdles and temper tantrums, I accepted my current limitations and finally have the early makings of a tangible game! Basically only the title screen functions.
It's called Listra's Folly for now. It'll be an adventure puzzle game similar to Chip's Challenge or Toad's Treasure Tracker. It's not going to be the full vision I had for this game (at least not in the near future) because I'm not yet one of those procedural-generating geniuses, so the limitations are currently quite limiting for me. I'm aware that PICO-8 basically lets users rewrite the entire map and/or sprite sheet on the fly, but I'll worry about that later.
I'm not sure how this BBS thing works, except that you can't post those cheeky super-carts that load data from more than one cart. I don't really mind if my code or sprites are visible from this embed, but peeking at the sprites might be spoilers because I've drawn A LOT more things than I've implemented. Also you'll laugh at my cruddy sprite work.
If you DO look at the code, well, it might seem a bit overblown for what content is currently here, but hopefully it'll pay off later because I fooled Lua into thinking it had classes.
Neat things to do:
- Down + A to toggle collision visibility
- Walk off of the level
- Walk off of the title screen
- Pause, RESTART LEVEL (not available on title screen)
There aren't any other actors yet, but when I add them, they SHOULD freeze when Listra dies by any means. Maybe. We'll see what happens.
My biggest complaint about PICO-8 right now is how lousy the music editor is... but since PICO-8 games can write to cart data, maybe somebody's made a better music editor for it. If not, I'll have to put one together later.
Use any button to charge the cannon. Release the cannon to fire at the attacking robots.
Random Game Generator Criteria
Goal: Remove All Enemies
Rules: One Life Only
Last night I wanted to try making a game in an hour so I opened up a game idea generator, got a random game idea and went to work. It ended up taking closer to five hours between last night and this evening, but for making a game within a day I'm happy with the result.
I'd like to do more of these self-imposed 1-day prototypes to break the habit of fiddling with game ideas for far too long.
This is the start of a turnstile puzzle game. The player must navigate the Goji berry through turnstiles in order to reach the staircase and proceed to the next level. Currently, the basic physics are completed. Future updates will add animations, new levels, a title screen, and sound.
Turnstile puzzles have previously appeared in several published games.
- Puzzle Boy (1989, Japan) / Kwirk (1990, USA) on Game Boy.
- Puzzle Boys (1990, Japan) on Famicom Disk System.
- Puzzle Boy (1990, Japan) on NEC PC Engine.
- Puzzle Boy II (1991, Japan) / Amazing Tater (1992, USA) on Game Boy.
- Shin Megami Tensei: Nocturne (2003, Japan) / (2004, USA) on PS2.
In this initial post, all levels have been adapted from the above published games. The turnstiles used in this game and the above game are all thick, which means that the arms occupy grid cells. Thin turnstile puzzles have appeared in other games, including the Pokemon series, and Super Mario Odyssey's rotating maze level.
The finished cartridge will be entered in the Williams Winter Jam 2020 (#WWJ20) as part of a Winter Study course at Williams College.
I'm coming from the Laravel world and there's a great helper function I use all the time called 'Die and Dump'. It's perfect for debugging and I've been missing it so I rewrote it for pico8.
Wherever you are in your code put dd($variable) and it will work out whether it's a number, string or table and print it all out in a tree and then stop() the process. Colour coded per level in the array.
edit fixed bug rendering a single string
What is this?
This is a simulation designed to mimic the behaviour of flocking birds, with the ability for them to evade predators. Predators will chase after the nearest Boid to them and will kill it if it gets too close.
A count of all active objects is displayed on the side.
Z to spawn in a Boid
X to spawn in a Predator
Arrow Keys to move the cursor
I made this a while ago but there was something in the code I wanted to tidy up before posting. I couldn't be bothered fixing it and I really wanted to upload something so here we go.
Hope you enjoy this old meme <3
TO LOAD THIS Pico-8 cart in immediate mode type:
You know how you see something somewhere and you tell yourself, that's pretty neat. I wonder if I can do that.
Well this is an actual classic example of that. I was looking at @LoveDan's interesting frame which appears and disappears:
Well I thought it might be interesting the way I do it, with a kind of sizzle sparkling line that moves over it like a mirror's light. Like a Star Trek transporter or Phaser disintegration.
The demo is a bunch of bouncing balls to show it really does run in the background and uses standard _DRAW() and _UPDATE() functions. Does not write to sprite area so you can animate sprites and stuff while it's running.
- Press (O) to make the first text appear.
- Press (X) to make the second text appear.
- Press UP to clear the frame instantly.
- Press RIGHT to start the frame's animation over.
- Press LEFT to make it sparkle and disappear.
This is my first attempt at making a PICO 8 game. It is inspired by Zachtronics puzzle/programming games. The theme here is that a given series of balls will enter the grid from a queue, and you need to output the required series.
This is the second version, which might actually qualify as a real puzzle game now, with a few different mechanics and half a dozen "puzzles". I hope to continue development of features and more real puzzles!
This is a code snippet to create an auto formatting text window. It's around 300 tokens. You can slim that down if you remove some of the visual niceties.
Apple's star wars on pico-8
There are 5 ranks to climb up.
Kill the enemy ships and don't let them escape.
Thanks @dw817 for this challenge!
To find the other carts of this challenge click HERE
You can shoot Lasers or Torpedos on c/v or z(y)/x
-Lasers cost 1 energy fired on Z(Y) / C
-Torpedos cost 2 energy fired on V / X
Move the crosshairs with your arrow keys.
The aiming is pixel perfect for the white enemy parts
-The laser checks for 1 pixel and you have to aim very precisely
-The torpedos checks for 5 pixels in a "+" formation.
HELLO and welcome back to another exciting week of Applecart.
When we first started, we wanted you programmers out there to give us your own rendition of Apple ]['s own Saucer Attack, an old 6502-assembly Apple ][ game that was originally read in the computer by audiocassette. I could not find a video so I could only describe how it looked - and of course write my own version of what I saw.
The week after that we had a new competition, to make a game called Saucer Invasion, slightly different from the above. In this case we had a bonus, a video to look at so we could indeed see the original game, its instructions, presentation, and operation.
LAST WEEK your challenge was to make the game BOMBER. We also had a video to look at so we could see the original game and the mechanics involved.
The cart request for this past week was a nice tribute to Star Wars, complete with sound bites if possible. We had =3= entries this time, good job guys !
This week's challenge is most definitely an interesting one. A 3-dimensional docking game. But before you turn in your chips realize it's very pseudo-3D, that is it shows two horizontal strips representing a top view of where you are and a side-view. You must control your ship not just Up, Down, Left, And Right, but To and Fro as well to navigate around the treacherous asteroids.
There will always be one rogue asteroid that is hurtling in the opposite direction. Your mission is to circumnavigate the asteroids including the rogue one and dock safely at the space station on the right-hand side of the screen. Your score will be based on how quickly you can do this.
As for programming you only need to move two different objects, the player and the single rogue asteroid. Other than that flag a collision if BOTH screens have the player touching an asteroid. You could even use PGET() if you like.
Here is the video:
As always you have one week to post your best rendering of this cart. May I recommend you use one button like (O) to do normal movements of UDLR and (X) for To and Fro as well as left and right. While there does not appear to be sound you are certainly more than welcome to add some as well as your own creative and graphic ideas.
Good luck out there !
Hello and welcome to APPLECART's 4th week running ! The challenge for this week was to make a Star Wars game based on an old Apple ][ game. You can find it and other entries HERE.
I suppose I went a little overboard when I wrote this cart. While it does indeed follow a good portion of the original 1970 game, there's a bit of an Easter Egg in there that can only be found by the most diligent game player AND programmer.
That's right, you might need to look at the source code itself to see how to - for instance - what button to press to change names of the pilot, critical to winning the game. And yes there is a big gala ending if you have the right pilot and shoot down enough enemies.
Find any secrets ? If you want to post them, please use the HIDDEN blocks in typing so you don't spoil it for others.
Now Scrubsandwich said he would be interested in beefing up my paltry music attempts and update this cart. At this time he is more than welcome to do so.
Commands. Use arrow keys to select items and move your ship. Use the (O) button for laser and (X) for a photon torpedo. The torpedo counts 2 energy from your total but has a larger hitbox. There are severals secrets in the game that can help you breeze through the levels quite rapidly. It's up to you to find them.
And enjoy the game ! And feel free to write your own type of this game including any previous Applecart submissions that of Alien Attack, Alien Invasion, and Bomber. All found HERE.