.NET Dev by day | IndieDev by night (#Pico8) | Made: Low Mem Sky • SCUMM-8 | Avatar by somepx | He/Him
OVERVIEW
UnDUNE II is a demake of the classic (and original) RTS game DUNE II, re-created from scratch in PICO-8.
A strategy-based resource management simulation, where three houses fight for control of the planet Dune - the land of sand and home of the spice.
This project started as a fun idea, that I expected to get done within a month or two.
Well... almost 3 years later (working on & off, in my free time) - I'm happy to say that it is finally finished! 😅
FEATURES
👥 All 3 Factions (+Sardaukar)
👨🏫 All 3 Mentats (+Bene Gesserit)
️🗺️ All 9 Mission Levels (inc. anim map w/ intros)
🔊 Music + SFX remade for PICO-8 (by @Gruber)
🏭 All 19 Building Types
🚛 All 21 Unit Types
🏯 All Palace Weapons
🏨 Capture Buildings (inc. Harvesters)
🐛 Sandworms
️⛰️ Multiple Terrain Types
️️⛏️ Spice Blooms
🌁 Fog of War
📡 Low/High-res Radar
🤖 Multiple AI Opponents
💾 Auto-saving after each Level
📊 Level End Stats (w/ Rankings)
💾 ️Spanning 12 PICO-8 Carts
️🖱️ Mouse/KB/Gamepad/Mobile-Friendly
⏳ HOURS of gameplay!
CONTROLS
Mouse (Recommended)
- Left-Mouse-Mutton: Select Unit/Building, Choose destination/target
- Right-Mouse-Button: Deselect/Cancel
Gamepad/Keyboard

GAMEPLAY
If you've never played the original (or an old-school RTS) before, the basic principle of UnDUNE II is as follows.
Build up your base by ...building! (just remember to put down concrete slab foundations before placing your buildings, to avoid damage).

Wind Traps generate electricity to power your buildings. Refinery's take raw Spice (mined by Harvesters), which are converted into credits, to allow you to build more! Take your units and explore your new terrain.
But watch out, as you are not alone. There are two other foreign factions that will fight you for control of Dune. Not to mention the native lifeforms - such as Sandworms, which can swallow units whole!
Units can be instructed to attack enemy units and may automatically retreat when outnumbered. Harvesters will automatically try to find the closest spice, but can also be told where to mine - they'll also automatically return to base for unloading when full.
Grow your base, expand your building options as you go (more will unlock at later levels). Preserve your Construction Yard at all costs - you can't build another one!
(unless you have an MCV...)
Good luck! 😀🎖️
...feel free to share any cool pics/vids using #UnDUNE2 hashtag
DOWNLOADS
Pre-built Win, Mac, Linux, RPi executables can be downloaded from the UnDUNE II itch.io page.
TIPS
- Improve radar quality by building a Radar Outpost
(ensure sufficient power levels are maintained to keep operational) - Certain buildings require other buildings to be built before they will be available.
- Other buildings and units will unlock at the later levels.
- If you need credits fast, you can send a Harvester back to Refinery early.
- Some units are only available to certain factions -
such as Harkonnen Devastator, Ordos Deviator, Atreides Sonic Tank. - Build a Repair Centre and units will try to go directly to them get fixed without you having to tell them.
- Build base foundations quickly by placing 4x4 Concrete Slabs (when unlocked)
- Build a Carryall as soon as you can (via Hi-Tech Factory) -
as they will pick-up/drop-off units (such as Harvesters and retreating units) MUCH faster. - Trikes are fast and inexpensive - use them to scout enemy bases
(just make sure you're prepared for a fight once they know where you are!) - Sandworms cannot "eat" units if they are on land.
- Spice Blooms (mounds) can be shot to release payloads of spice.
- Build an MVC and send it into corner of map
so you have a "backup" Construction Yard, should your only one be destroyed. - Target enemy Spice Refinery first, to stop them from earning credits,
then go for their Repair Facility and then Unit Factories.
CREDITS & THANKS
👨💻 Code, PixelArt:
• Paul Nicholas - (Liquidream) - https://www.liquidream.co.uk
🎶 Music & SFX:
• Chris Donnelly - (Gruber_Music) - https://www.grubermusic.com
Additionally:
️️🖼️ "Dune Nights" Cover Art by Ahmad Alromeadheen (@AAlromeadheen)
🕹️ Playtesting by Tim Hicks, Krystian Majewski, Chris Donnelly, Dylan Bennett, Maxwel
Acknowledgements:
• Rotate Sprite and Raycast 3D Title snippets by @freds72
• TLINE Sprite Rotation snippet by @TheRoboZ
• PX9 Data Compression by @zep
• Good Enough Minifier for Pico-8 by Paul Hammond
• picotool (luamin) by Dan Sanderson
• Retrospecs by John Parker
• A* Pathfinder and Particle System by @morgan3d
• Bitmasking example by @MrBigaston
• Dialog Text Flow w/ Coroutines by @MBoffin
• Palette-Maker by @2darray
• "UnDUNE II: The Demaking of a Dynasty" name suggestion by @thattomhall
• Westwood Studios for creating such an inspiring classic game.
RELEASE HISTORY
Boulder Dash TTJ
My 7th annual #TweetTweetJam entry is: Boulder Dash TTJ 💎
An attempt to demake the classic Boulder Dash in just 560 chars, using NO art assets!
CONTROLS
- ⬆️⬇️⬅️➡️ = Move
FEATURES
- 🎲 RND Cave Levels
- 🔊 SFX
- 🍎 Dodgy Collision & Physics*
- 💎 Diamond Score
- ♻️ Auto-Restart on Death (and Win)
*(Alas, I could only fit in basic collision & gravity - so no object "spill over", no boulders pushing and no explosions - sorry! 😕)
GAME ORIG SOURCE CODE (560 chars)
s=mset g=mget x=2y=3t=0z=0k=0cls()?"웃◆●◆●\#5::",17,2 ?"\#4░\vh░",8,2,0 ?"🐱",17,0,5 memcpy(0,6^13,▤)::_::cls()s(x,y,0)a=x b=y p=btnp()a+=p\2%2-p%2b+=p\8%2-p\4%2c=g(a,b) if(c<4)x,y=a,b if(c==3)z+=1?"\aszx5e1" if(z>8)s(15,9) s(x,y,2)for i=0,239do v=16-i\16h=i%16if t<1then c=rnd{0,1,1,1,1,1,1,1,3,4} if(h<1or h>14or v<3or v>15)c=7 s(h,v-1,c)elseif t%3==0then c=g(h,v)d=g(h,v+1) if(c>2and c<5and d<1)s(h,v+1,c+2)s(h,v) if c>4and c<7then if d<1then s(h,v+1,c)s(h,v)elseif d==2then run()else s(h,v,c-2)end end end end map()?"\^w9◆"..z flip() if(x>14)run() t+=1goto _ |
My final entry to #TweetTweetJam 6 entry is: Among Tweets 🔪
An attempt to demake Among Us in PICO-8, but in just 560 bytes (555 chars), using NO art assets! 😅
(...or as close an approximation of as I could do in 560 bytes - so alas, no random imposter/voting, etc. 😅)
Controls
⬆️⬇️⬅️➡️ = Walk
❎ = Kill
Features
🤼 4x Split-Screen MULTIPLAYER
🛰 SKELD-like ship
🔪 EVERYONE is an Imposter
👻 Dead players can HAUNT
📦 3D DEPTH Effect
Source Code
?"\^c0\-j웃\f7\vv■\+9r\f5o❎&\-0\|luホp" z=126rect(6,13,19,18)memcpy(0,6^13,▤)h=63g={}for i=8,11do g[i]={x=i*6,y=4}end::_::cls()for i=8,11do n=(i*h)%z m=(i\2*h)%z c=g[i]camera(c.x-n-32,c.y-m-32)clip(n,m,61,61)b=btn for t=4,5do pal(5,t)sspr(0,9,h,h,-z,-h+t*5,z*8,z*8)end for a=3,0,-1do p=g[a+8]p.a=b(0,a)and-1or(b(1,a)and 1or 0)p.b=b(2,a)and-1or(b(3,a)and 1or 0)d=p.a c=pget(p.x+d,p.y+p.b) if(b(5,a)and c>7)g[c].d=1cls(8) if(not p.d)pal(6,a+8)pal(7,12,1)spr(0,p.x-4,p.y-((p.x+p.y)%6<3and 0or 1)-3,1,1,d>0) if(c>4and i==a+8)p.x+=d p.y+=p.b end end flip()goto _ |
My 6th annual #TweetTweetJam entry is: Tweet Tweet Sky 🚀
An attempt to demake Low Mem Sky in just 560 chars/bytes, using NO art assets!
(Low Mem Sky was, itself, a PICO-8 "demake" attempt of No Man's Sky within a single PICO-8 cart!)
Controls
⬆️⬇️⬅️➡️ = Fly / Walk
❎ = Land / Take off (when close to planet/station)
Features
🌌 An explorable Galaxy - 7,153 units across
🌖 173 Planets
-Each planet with terrain, lakes & dwellings
🛰 173 Space Stations
-(Tricky to dock - as always!)
🍎 Newtonian Physics
✨ Parallax Starfield
🔥 "Realistic" Thruster
🎞 60 FPS
*(kinda, or as close an approximation of as I could do in 560 bytes - so alas, was not able to fit in: resources, aliens, etc.) 😅
BONUS "Galaxy Map" Companion Entry!
In addition to the original entry code below, I created a BONUS 2nd #TweetTweetJam entry, which compliments this one
...an Interactive Galactic Map! 🗺
Just like the good ol' days, when space exploration games like Frontier: Elite 2 came with a giant galaxy map poster (only this time, interactive!)
(This might be the first time multiple TweetTweetJam entries were created to compliment each other?)
MAP FEATURES
- Generated names for all Planets and Space stations
- Icons to indicate object type (Planet/Station)
MAP CONTROLS
- Mouse only
Hi @zep,
Unless I'm missing something obvious, I seem to have stumbled on a weird bug.
It seems that inside an FOR..LOOP (potentially other places too),
if the incrementor is something other than 1 or 0.5 (such as 0.4),
then even though PRINT is "saying" the value is 1.4, it is not comparable with that value
(perhaps a precision/rounding happening in PRINT?)
Code below:
cls() ?"-- works -----" for z=0,3,.5 do print(z) if(z==1.5) print("😐") end ?"-- fails -----" for z=0,3,.4 do print(z) if(z==1.6) print("😐") --<<<< NEVER hits this end |
Hope this helps (or someone can point out the error of my ways!)
Thx
My entry to the first #ToyBoxJam is, a PICO-8 remake of...
Alfredo's Stupendous Surprise!
(Originally created by Tom Hall & John Romero - for Softdisk Issue #98)
I made it as best as I could, within the jam limitations
(e.g. only using pre-defined assets!)
CONTROLS:
Choose options (when prompted) = ◀ / ▶
X or Z to Start/Select
GAME:
Alfredo's back in this PICO-8 remake, especially for #ToyBoxJam
and has he got a surprise for you! 🥳🎉
- Will Alfredo get to his house?
- Will he get to blow out the candles on his cake?
- Will he die in some horrible death?
- Play his latest adventure and find out!
Have fun & thanks for playing! 😁
Release History
- v1.0
- Initial Release
- v1.1
- FIX: Bug with 10 Ton weight (thx Tom!)
- FIX: Co-routine bug on last screen (thx again, Tom!)
The 💾 PICO-8 Giveaway period has now ENDED.
What WAS it?
I decided I'd like to do a giveaway for FREE copy of PICO-8 💾
...then the following lovely people decided to match my donation! 😲
- @zep - Creator of PICO-8 Fantasy Console! [🏠Home]
- @guerragames - Gamer+Engineer+Metalhead+Currently obsessed with PICO-8 [🏠Home]
- @Grumpydev - Developer, geek, exponent of using your brain [🏠Home]
- @Gruber - Musician. Composer. Pianist. [🏠Home]
- @skaarjslayer - Professional game developer by day, indie dev by night [🏠Home]
- @somepx - humble pixel artist / gamedev [🏠Home]
- @MBoffin - Tech officer @ PIGSquad, UnityPDX organizer, game jammer, PICO-8 [🏠Home]
- @Pikuma - Education platform: game dev, computer science + mathematics courses [🏠Home]
- @stalkjimmy - Game Jam Evangelist & Game Developer [🏠Home]
- @8bitartwork - A pixel art image processing app for iOS [🏠Home]
- @Eiyeron - Mostly game engine programmer. Somehow does some art. [🏠Home]
- @dddaaannn (x3!) - Software engineer and writer. [🏠Home]
- @matthias - Making games is fun [🏠Home]
- Chris Early - (: [🏠Home]
- @freds72 - Software architect #Ingenico at work / #pico8 dev at home [🏠Home]
- @elneil - Games lecturer and hackrobat. Organiser of Game Jams [🏠Home]
- Joe - Likes strings, owls, and poorly written code [🏠Home]
- @johanp - Everything is possible! Forever #gamedev with 100+ shipped games [🏠Home]
- @thattomhall - Game Designer. Co-founded id, ION Storm. Did Keen, Wolf3D, DOOM [🏠Home]
- @TRASEVOL_DOG (x4!) - Punk of the digital age ☆ Creating games [🏠Home]
- Anthony Villena (x2!) - [🏠Home]
- Ed (x2!) - [🏠Home]
- @cryptozoologist - NYC-based game developer, writer, musician [🏠Home]
- @MatheusMortatti - GameDev, Programmer and Shitty Pixel Artist [🏠Home]
- Cristina Ramos - Game developer, amateur boxer, cosplayer... [🏠Home]
- Joe Lafiosca - Software development, weird games, media, queerness [🏠Home]
- @skeleton_hugs - friendly/evil skeleton 💀 [🏠Home]
- @PauTo - I'm too lazy to survive a zombie apocalypse. [🏠Home]
- @Enargy - Dad to wonderful kids and Husband to an amazing Wife [🏠Home]
- @MitchellTR - Host: #GameDev Breakdown podcast, runs @codeWritePlay [🏠Home]
- Gert-Jan Verburg - Creator of things. [🏠Home]
- Robert Anderberg - Just some guy. [🏠Home]
- @castpixel - Professional pixelartist and illustrator. [🏠Home]
- @knh1901 - Python programmer. At home. Hobby game dev. [🏠Home]
- Dylan "ExoByte" Mayo - Game Designer and Virtual Economist [🏠Home]
- Bálint Magyar (x3!) - Designer. Amateur gamedev & musician [🏠Home]
- Ted Ajax Dobyns - Senior Software Engineer at 343 [🏠Home]
- @ElGregos - Mostly a developer [🏠Home]
- Kenneth Gagne - I make games and write about the process [🏠Home]
- Charles Palmer - game designer (community engineer @ controlzee) [🏠Home]
- @rez - 💾 coder at @RAZOR 1911 ᕕ( ᐛ )ᕗ [🏠Home]
- @thetomster3 - Hobbyist gamedev [🏠Home]
- @MarcoLizza - Software engineer (at day) and game developer (at night) [🏠Home]
So we now have 53x Free copies of PICO-8 to giveaway! 🥳
If you would also like to ADD to the Donations (but please, ONLY if doing so will not put you in any financial difficultly), then please feel free to message me directly on Twitter!
Why are you doing this?
PICO-8 has been, without a doubt, one of the best purchasing decisions I've ever made. 😊
It's brought me countless hours of joy, creativity and (in some cases) career opportunities.
From time to time, I see someone that seems very keen to start experimenting with PICO-8, but they simply don't have the budget for the (very reasonable) $14.99 price tag. It makes me wonder what they might've created, if given the option.
Well, I'd like for someone to have that option. 🤓
How do I enter?
To enter - simply reply to this thread, saying (in 50 words, or less)
- Why you would like to win and, ideally...
- What you would create with it (should you be lucky)?
What are the terms?
- Open to everyone, in all countries... NOW!
- (but PLEASE, do not enter if you already own PICO-8, or can comfortably afford it)
- Only one submission allowed, per person
- (don't attempt to abuse this - just be nice to others!)
- Closing deadline is this Saturday 6th July @ Midnight (GMT)
- After closing, all qualifying entrants' usernames will be fed into an online random selector
- (probably https://www.randompicker.com/)
- ...where 53 will be drawn at random, and announced here.
- I'll then ask the winners to contact me directly with their e-mail addresses, so that I can "gift" them each a copy of PICO-8.
- The organiser's decision is final.
Any other questions (or anything I've not covered), please let me know.
GOOD LUCK! 😁🤞
Hi all,
I'm producing miniature physical releases of Low Mem Sky (my attempt to "demake" No Man's Sky),
as a THANK YOU to my supporters on Patreon. 🙏

I not sure, but I think this is the first time anyone's tried (bothered? 😅) to create a "physical" release for a PICO-8 game.
For more information out how you could get one (and what else I've been up to!):
❤️ https://www.patreon.com/posts/27158829
Hey @zep,
Looks like the ability to load carts via their BBS post ID is currently broken?

Which, with the current absence of the [Copy Cart] BBS feature - means it's a bit of a faff to load a BBS cart into standalone PICO-8.
Thanks in advance.
Paul
Low Mem Sky: L A S T
You awake to find yourself on an alien planet, with the desire to achieve one thing... reach the centre of the galaxy!
Made in PICO-8 for #DemakeJam 2018, where the original build came 3rd Place.
FEATURES:
- Around 180,383,121,450 unique star systems... (I think!)
- Each system with...
- Up to 8 procedurally-generated planets
- Space Station for trading resources, components and ship upgrades
(all at system-varying prices)
- Each planet with unique...
- Continuous procedural terrain generation
- Climate-specific resources and collectables
- Seven base alien species (land, water and air-based) + Sentinels
- Five different ship classes - all with different specs (speed, capacity, warp range)
- Auto-save & Restore of progress
- ...all within a single PICO-8 cart!
Planned Features: NONE (No more room!)
CONTROLS:
On Foot:
- ARROWS = Walk around
- Z = Run (Hold)
- X = Collect Item / Take-off (when close enough)
- ENTER = Quick Menu, with options to
- "Call Ship" to current location
- (Also an option to delete save/progress - use with caution!)
Space Flight:
- LEFT / RIGHT = Rotate
- UP = <Unmapped>
- DOWN = Open Galactic Map
- Z = Engage Pulse Engine boost (Hold)
- X = Land / Dock (when close to planet / station)
CREDITS & THANKS:
Code , Art:
- Paul Nicholas - @Liquidream (Twitter)
Music:
Additional code snippets that I used/adapted:
- PICO-8 port of Open Simplex by Felice Enellen
- Rotate Sprite snippet + Marching Squares by Frederic Souchu
- Pico World by @gamax92
RELEASE HISTORY:
Hi @zep,
Before you pull the trigger on v0.1.12 - can I ask whether you've enabled extcmd in binary exports?
I just assumed it would work as the screenshot/gif record facility is there in exports, but when I try the code below on a Mac binary export (which is still 32-bit BTW), it does nothing:
extcmd("screen") -- works in PICO-8, not in binary export? |
Is this something that could still be rolled into the next version?
Thanks as always! :D
"In today's world of modern home security, Santa's job of delivering presents gets tougher every year!"
Created as part of PICO8 Advent Calendar 2018, organised by @Bigaston.

Features
- Six "Christmas Movie"-themed houses
- (inc. the BIGGEST building from a Christmas movie!)
- Four secret tools for assisting in modern-day present deliveries
- Many security obstacles, including:
- Motion-sentitive cameras!
- Laser trip wires!
- Pressure floor pads!
- Guard dogs!
- Sensitive sound monitor - remember to keep quiet!
- Records your best times - per-level + overall
Mission / Controls

Credits & Thanks
- Code, Art:
- Paul Nicholas ( @Liquidream)
- Music, SFX:
- Chris Donnelly (@Gruber_Music)
Additional code snippets that I used/adapted:
- URL Advanced Micro Platformer - Starter Kit by Matt Hughson
PICO-8 Advent Calendar
This game was created for the PICO-8 Advent Calendar. Everyday during the month of December, you can play a new free game created with PICO-8.
- More info : https://pico8-advent.tumblr.com
- Play all games on Itch : https://itch.io/c/428301/pico-8-advent
- Play the game in the calendar : https://www.lexaloffle.com/bbs/?tid=32388
RELEASE HISTORY:
- v1.0:
- Initial version
Someone reminded me that I'd never actually posted this silly little line thingy that I made last year while I was bored on a flight. So, enjoy! :D
THE GAME:
Santa is relying on you to sort the presents to the correct destination tube.
- Presents sorted incorrectly will lose points.
- Dropped presents will lose a life!
CONTROLS:

- X = Start Game
- LEFT/RIGHT = Move Elves
- UP/DOWN = Hi/Low Bounce
- Hold X + LEFT/RIGHT = Change Bounce Angle
CREDITS:
-
CODE & ART: Paul Nicholas ( @Liquidream)
-
MUSIC & SFX: Chris Donnelly (@Gruber_Music)
Originally created for #LD40 Compo,
but now finished and re-entered into @egordorichev's "Christmas Jam"
RELEASE HISTORY:
My entry to the 3-Color Jam (#3CJam), where you had to create a "spooky" game that used no more than 3 colours (and yes, Black is a colour!). It is an attempt to make a short adventure game, based heavily on the movie "Halloween" by John Carpenter.
I created it using my SCUMM-8 point & click adventure game engine (GitHub link)
However, due to the BBS web player not hiding mouse cursor and right-clicks, I recommend playing it on My itch.io page (LINK) |
Also, for the best effect: turn the lights down and the sound up or headphones)! :D
CONTROLS:
- Mouse is recommended
- (Arrows / Z / X - will also work)
A "POINT & CLICK" PRIMER:
- If never played a "Point+Click" adventure game before...
- Simply use the cursor and (left) click where you want the player to Walk To.
- To interact with objects, click on the Verb you wish to perform, then click on the object.
- For example, to Pick-up the Knife... simply click "PICK-UP" and then click on the "Knife" object in the scene.
- When hovering the cursor over objects, their default verb/action (if applicable) will be highlighted. In this case, you can simply Right-click on the object for the default verb/action to be performed.
CREDITS & THANKS:
- Code, Art & Music (cover): Paul Nicholas ( @Liquidream)
- Additional design by Hilda Nicholas.
- Original "Halloween" Music, Concept & Credit: John Carpenter
RELEASE HISTORY:
Another World: SURVIVAL
Imagine the game Another World, but with endless waves of enemies to fight! (#LOWREZJAM entry)
This was my entry to the #LOWREZJAM, using a display of only about 1/8th of the Pico-8 display (64x32 pixels), is a new spin on an old classic!
CONTROLS:
- Arrows = Move player left/right/crouch
- Z = Kick
- X = Fire laser - when you get the gun at Level 3
- (Hold for a few seconds and release to create a defence shield)
- (Hold for longer to release a BLAST to destroy enemy shields)
FEATURES:
- Endless number of levels
- (Theoretically!)
- Several classes of enemies to survive from:
- Water tentacles: Don't linger too long next to the pool!
- Worms: If they sting you, it's game over!
- Soldiers: They will use all their skills to defeat you!
THANKS & ATTRIBUTION:
- Code, Art, Animation, Music & SFX: @Liquidream
- (Obviously totally in homage to the original Another World, created by the ridiculously talented Eric Chahi)
- Many thanks to @enargy for his "Vaca" Vector animation engine for PICO-8
RELEASE HISTORY:
Here's my PICO-8 tribute to my favourite end-of-game music, "Still Alive" from Portal.
I also replaced the original credits with some shout-outs to the PICO-8 community! ;o)
Hope you like it and don't forget: the cake is a lie!
(P.S. - The original game music was done by Jonathan Coulton)
References used:
THE BALLZ ARE LAVA!
"Nobody knows why - it's just always been this way. Our chance of survival is to absorb all the Green Orbs floating around, while avoiding certain death by touching the Lava - all before the time runs out!"
My entry to the #FC_JAM that came 2nd Place, where the theme was "Union".
For the best experience, download or Click here to play on Itch.io, coz it can hide the mouse cursor!
CONTROLS:
- Mouse = Move player (Recommended)
- Arrows = Move player
FEATURES:
- Endless number of levels*
- (Theoretically - though probably impossible after a while!)
- Each level is "consistently random" - learn the best way to win!
- 6x Power-Ups to help you throughout the game
- Timed levels - Race the clock!
- High Score
- Familiar-sounding thumping music... *cough*
THANKS & ATTRIBUTION:
The following PICO-8 posts & resources were very helpful in the making of this game:
- blokatt's "fire" tweetjam
- Zoom Counter by RhythmLynx
- Krystman's "Screenshake and Fading" sample code
- Big numbers in PICO-8 (Felice, NuSan, et al.)
- ...and of course, "Funky Shit" by The Prodigy (sorry if I butchered it!)
RELEASE HISTORY:
Hi all,
In case anyone is interested...
AdventureJam returns for its third year of game development pandemonium as anyone with a computer, an idea, and an internet connection is invited to create an adventure game over the course of 14 days!
Whether you love point & click adventure, text adventure or exploring 3D environments, we want you to jump in and create a game that embodies the spirit of adventure, whatever that means for you! Adventure games have been around nearly as long as computers, and what began with words on a black screen has evolved into an amazing spectrum of gaming experiences. Let's celebrate the awesome legacy this genre has created with 14 days of pixels, puzzles, parody and pathos! AdventureJam will begin May 5th at 9:00 PM EST, and end precisely 14 days later on May 19th 9:00 PM EST. The voting process will follow immediately after the jam concludes, and will last until June 16th at 9:00 PM EST. So GET LAMP... GET SWORD... and GET READY... for AdventureJam! |
<SHAMELESS PLUG>
SCUMM-8, my point & click adventure game engine for Pico-8, has been included on the list of Resources.
So if you were thinking of making that style of adventure game, you may want to give it a try! :o)
</SHAMELESS PLUG>
Useful links:
- AdventureJam Home
- AdventureJam FAQ
- AdventureJam Resources
- SCUMM-8 (GitHub Home)
- SCUMM-8 (Wiki & API)
Good luck! :D
What is SCUMM-8?
SCUMM-8 is a PICO-8 "demake" of the SCUMM engine that powered most of the classic LucasArts adventure games, such as Monkey Island and Maniac Mansion. However, it is only (heavily) "inspired" by the SCUMM engine, not a true replica - for that you'll want good ol' SCUMM-VM.
My plan was to make it possible for anyone to make their own point & click adventure games in PICO-8!
All the code and API documentation can be found on GitHub (link below):![]() |
Current Features
• Multiple Rooms (32+, technically)
• Pathfinding for walking
• Dialogs between Actors
• Cut-scenes
• Camera system (pan-to, follow, static)
• Room transitions ("iris", cut)
• Customisable Verbs
• Fake 3D depth "Auto-Scaling" of Actors
• Z-plane ordering of objects/actors
• Custom scaling for Actors/Objects
• Global-level (background) & Room-level scripts
• Game start-up script
• Object dependencies
• Replace Color (to allow re-use of room/object gfx)
• Adjustable Room Brightness Levels
• Screen "shake" effect
• Proximity (between Actors/Objects)
• Animations for Actors and Objects
Getting Started
The above "game" is just a silly demo that I created as part of testing the engine. Unfortunately, due to the large size of the engine + game code, it had to be "minified" to allow posting to the BBS. The original demo game source can be found here (link).
Please see the SCUMM-8 Wiki (link) for details on how to get started creating your own SCUMM-8 game, as well as the the full API reference.
Thanks
The following PICO-8 posts & resources were very helpful in the making of SCUMM-8:
• picotool: Tools and Python libraries for manipulating Pico-8 game files
• Overcoming tokens
• Sample Code: Screenshake and Fading
• A* pathfinding example
• Coroutines
• PICO-8-Token-Optimizations
Release History
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