An old school particle demo I threw together over a few nights, a throwback to the days of the Amiga and C64 demo scene.
The demo features a randomly generated and animated star field, message marque with a custom sprite based font and a sound track made in the pico-8 tracker.
If you're interested in how the demo was made, I did a write up on my development blog: http://whiteoutlabs.com/pico-8/pico-8-particle-animation-with-sprite-font/
I hope you enjoy it!
Being inspired by the new "Ghost in the Shell" movie, I created a small demo replicating the glitch effect seen in the movie trailers.
The static effect is reasonably configurable, random and light weight, using very few available tokens. To read more about how the effect is achieved, visit my dev blog at: http://whiteoutlabs.com/pico-8/ghost-in-the-shell-signal-static-on-the-pico8/
Moving on with the graphical adventure game, I wanted to create more appealing background details and give the view out the window in the scene more depth. I also wanted whatever I created to be reusable throughout the game. So I came up with a simple, customizable function that can be referenced at any point.
You can read more at http://whiteoutlabs.com/game-development/reusable-animated-clouds-for-the-pico-8/
Being a fan of 8bit and 16bit graphical adventure games from back in the day, I've set off on the mission to create one on the Pico. With the understanding on the size limitations of the Pico-8, I'm building a game engine that is utilizing as many reusable components as possible. I'm documenting my efforts on my blog at: http://whiteoutlabs.com/game-development/pico-8-sprite-animation-basics/