Important:
This game is very fast and contains fullscreen flashing effects. Flashes can be disabled by turning on the "reduce flash" option in the pause menu (-/enter).
The only way out
is through...
Blast your path to freedom and high scores measured in lightyears! Inspired by classic F-Zero games and Pico-8 bangers like BAS.
Features:
- Incredible speed!
- An evolving wormhole generated by multiple cross-modulating oscillators.
- Probably more control schemes than are necessary.
- The most metal soundtrack I could squeeze out of Pico-8. 🤘
Thanks for playing!
I'd love it if you posted your high scores...
Hello everyone, how are you doing? I'm trying to do something here and if you guys could help me somehow it'd be nice, I'm already grateful for your attention.
The thing is I was able to achieve the "rotation around a point" for Sprites ( in this case a circle ), but the issue is that I want to have multiple objects rotating around a point while starting at different "steps" of the rotation itself ( I'm attaching a image to explain it in more detail).
The code I'm using is the following:
MAIN.LUA
--sincos math timer=0 scr={ w=128, h=128 } opt={ spd=.5 } pix={ c=12, x=0, y=0 } cir={ timer=0, a=false, spd=.5, init=3, o=20, c=12, x=0, y=0, r=6 } function _init() cir.x=scr.w/2 cir.y=scr.h/2 pix.x=scr.w/2 pix.y=scr.h/2 end function _draw() cls(1) pset(pix.x,pix.y,pix.c) print("speed "..opt.spd) for entry in all(circles) do circ(entry.x,entry.y,entry.r,entry.c) end end function _update60() update_keys() for entry in all(circles) do entry.timer+= entry.spd/60 entry.x= pix.x+cos(entry.timer)*entry.o entry.y= pix.y-sin(entry.timer)*entry.o end if(keys.down) then opt.spd-=.1 elseif(keys.up) then opt.spd+=.1 end if(keys.right) then pix.x+=1 end if(keys.left) then pix.x-=1 end if(keys.activate) then make_circle(pix.x,pix.y,opt.spd,15,12) end if(keys.delete) then circles={} end end -- methods -- -- make_circle(x,y,s,o,c) |
UTILS.LUA
--utils circles={} function make_circle(x,y,s,o,c) local obj={ timer=0, a=false, spd=s, o=o, c=c, x=x, y=y, r=6 } add(circles,obj) end function update_keys() keys={ activate=btnp(🅾️), delete=btnp(❎), right=btn(1), down=btnp(3), left=btn(0), up=btnp(2), } end |
Thanks in advance for any help and have a good day!
A screensaver featuring 20 coloured rectangles wiggling around the screen.
Controls are shown on startup.
why
Hi, NO THIS ISN'T A OVERLY EASY GAME!
its a little test i made to try out tables and multiple sprites
THANK YOU NERDY CODING FOR THE LUA MANUAL
Enjoy!
just a tiny cool thing
how to use:
- use Your mouse/mousepad/"any other device you can control the mouse with" to control the mouse
- dots dont like you :(
- enjoy the not-liking of the dots, because it looks cool
- (extra) the lines also dont like you :|
have fun :)
16 |
This is a tiny puzzle game, where you solve most problems by pushing rocks. No pulling the rocks, please!
This game was made in order to teach myself how to finish a game. Everything made by me.
It was a really nice learning experience, especially about level design. I'm excited to finally have finished something and start working on the next thing!
It is possible to skip to any level, by entering a level code in the tutorial screen:
- What Rock? → ↑ → →
- The Pushing Begins ↓ ↓ ↑ →
- Osmosis ← → ↓ →
- Touchdown ↑ ↓ ↓ ↑
- A Big Hug ↓ ← ↑ ←
- Make Way ↑ ↓ → ↓
- Attack Dog ↑ → ↑ ↑
- Hit Man ← ↑ → ↑
- Treat Yourself ↑ → ↓ →
- Columns ← ↓ ↑ ←
Hi! This is a remake of a clock made by Devine Lu Linvega.
Check out the original clock here!
I made it as a distraction when I was learning to code in uxn, because I felt it would look pretty cool as a screensaver on my RGB-30 (though it doesn't really work as a screensaver if the clock border is static lol)
The clock uses a date and time format described in detail here. Basically, the letter of the alphabet marks each 2-week period since the start of the year (26 letters * 2 = 52 weeks) and the 2-digit number immediately following is the day of each period. Days are then divided into a 1000 beats with a 1000 pulses each. (e.g. 500:000 is noon)
Since pico8 doesn't have a way to measure miliseconds (or at least I couldn't find anything), I implemented sub-second measurements in a hacky way which is simply counting frames and pretending each frame is 1/60th of a second. I noticed it sometimes makes the clock go slightly backwards for a frame or two though I haven't tried to debug it thoroughly, maybe the line draw code is wrong idk.
Hope you enjoy!
terraform
You can now make awesome Planets and discover new sights.
Using this game, wow :O
Controls and how to use
- X for a new seed
- C for the making of terrain
- Up for a better landscape
- Down for Forest
- (recommended) Up to make the forest
- left to copie the seed
- right to paste
- d for done
Share your worlds and have fun :)
Pico-8 Injects
If you dont know what an "inject" is, ill explain it here.
An inject is a script or program that you append (add) to the end of another program to serve a function. good examples of an inject are code snippets you add to the end of a cartridge to alter things in real time or gain extra functions. RTCP is a great example of a code inject (code below). you simply just add the inject in a new code tab, and it automatically does its set function(s) without having to modify the source code.
Here are a few injects i have created
RTCP
ACID (EPILEPSY WARNING)
A mod of MarkGamed7794's Picoris that allows you to create your own pieces. This is my first project with pico 8, a Tetris game where you can make your own pieces is something I've wanted to play for a while and very proud how it came out. I added a lot of original features and modes as well as many from Picoris 2.
I've had a lot of fun playing and creating this and problem solving to fit a lot in the cartridge, hope you enjoy!
Screenshots
Features
Create your own pieces! Make pieces of any size from 1x1 to 4x4, empty spaces, disconnected pieces, all lines, the sky is the limit! Sets can be from 3 to 7 pieces and are automatically saved
7 included sets: Tetris, Threetris, Quintris, Cross, Donut, Disconnected, Void
3 custom sets to make whatever you want
High scores saved for marathon, sprint and endless mode for each set. Scores for the current selected mode and set can be cleared in the settings menu
The ghost sprite now matches your custom mino sprite
The included sets can be easily changed, search 'custom set debug' in the code and follow the instructions there
Features from Picoris
Customizable controls
Mino sprite editor
Toggleable locking soft drop
Features ported from Picoris 2
Randomizer: Set the randomizer to use 7 bag, 14 bag or fully random
Gimmick interval: Customize how often gimmicks in certain modes apply, a lower number is more often
Starting level: Choose the starting speed
Modes
Credits
Mox Wild West (WIP)
Story
[8x8] | |
The story about Mox unfolds in a small canyon enclave, where he's stuck and can't escape. The canyon has been overrun with bandits and other mysterious creatures. There are trains passing multiple times every day, but they never seem to stop in the small town, maybe he can find a clue? (wip)
Controls
[8x8] | |
Press 🅾️/X to shoot (pick up a weapon)
Press ❎/Z to ... (WIP)
Press Start/Enter to open character menu and map, you can also change equipped weapon with ⬅️ ⬆️ ➡️.
To open Pico Menu, press and hold Start or open character menu and Press ❎.
Gameplay
[8x8] | |
There are 3 different types of weapons scattered around the map, they each have their own strengths and weaknesses.
The weapons have a reload time (shown by a blue bar under the player) and a max number of bullets pr. round/magazine.
Explore the map and kill the enemies and creatures you encounter.
Use the surrounding environment.
Pick up Ammo for your guns. (the ammo you pick up counts towards your currently equipped weapon)
Pick up Health kits to survive.
The enemies and creatures currently respawn when you have cleared the whole map. (shown in the top right corner or red dots on the map)
Vision
[16x16] | |
Small Wild west game with a minor twist of Dune.
The project is still very much work in progress, as I haven't figured out the whole gameplay loop yet.
Currently using the ingame map editor and its limits, I'm considering moving to other solutions to make larger maps.
Close to token limit, but lots of possible optimizations with my sloppy code. :)
This is my first Pico8 game and my first game to hopefully release.
Feel free to give some suggestions for improvement.
Todo
[8x8] | |
- Rework some creatures.
- Fix diagonal movement
- Figure out the respawn system.
- Add more particles to make a more dynamic environment.
- Improve the very bad enemy AI.
- Add more enemy types.
- Rework SFX.
- Rework weapon selector in menu.
- Rework Ammo stuff.
- Create/find some fitting music.
- Fix bugs.
- Add small story elements.
- Add more stuff to the housing.
- Tweak UI.
- We need some tumbleweed!
Changelog
[8x8] | |
Version 0.76
- Added respawn timer.
- Added kill counter in the character menu (start).
- Added blue axe men.
- Increased XP values of enemies.
Working on lots of other stuff :)
Version 0.75
- Added some randomness to the enemies y axis to make them more difficult (avoiding bullets)
- Changed spawn tables to strings, saved 900+ tokens :>
- Decreased the health of some enemies.
- Increased max ammo count and loot.
Version 0.74
- Minor spelling fix.
Version 0.73
- Added dust/sand particles for the environment.
- Added smoke particles for the train.
- Added temporary respawn mechanic. Enemies respawn when the whole map has been cleared.
- Added cleanup to avoid overloading the cpu (there can never be too much blood :( )
Hello !!
I'm learning to code, but I quickly find myself getting sidetracked by trying to implement things I haven't seen in the games I've played yet, and ultimately, I end up wasting a lot of time starting over.
I would like to hear your thoughts on Pico-8, what has helped you progress the most? Was it blind development like I'm attempting without any prior experience? Did you follow tutorials or take courses? Did you look at the code of a game you like to try to understand and learn from it?
Specifically, if you were to start Pico-8 programming today with the hindsight you have now, how would you begin?
Thanks in advance.
I'm just getting into PICO-8, so this post is largely just me saying Hello World :)
Here's what I have to show (in the best way) for the past few days of learning how to develop in PICO-8 - tutorials have been super useful and I love what I've seen of the community so far!
x
to yap with a star effect
arrow keys
to walk
hold o + arrow
to zoom with rainbow effect
This cart uses snippets from @shy's blog post on animating sprites and @atzlochtlan's Particle Effects cart (thank you!)
💜