hey cool, a pico-8 write up on tig source, and links to Benjamin Soulé games!
http://www.tigsource.com/
Howdy folks, this is a quick demo of a method I use when making tile-based games to make sure characters don't get stuck on corners. Try using the arrow keys to go through the hole and you should see how it feels.
The basic idea is to save the last movement for both axes and to use that to correct the player's movement when they collide with something. While it feels pretty natural, there are two cases where it falls down:
-
The Long Slide - because the slide state never times out, you can go right while pushing up indefinitely (or whatever). This seems unnatural when you do it, but it's not really something I've seen players do intentionally.
- Overshooting - Try overshooting the gap in this demo and you'll see that you head off to the right. Ideally you'd gravitate towards the hole, and while there are lots of ways to arrange that I'm not familiar with any that are as easy to implement as this (but if you have ideas please tell me!). In practice I find people tend to undershoot more than overshoot, and that the visual feedback from overshooting allows for easy correction in a way getting stuck doesn't.
Anyway, hope this helps someone.

Episode III is out! -> Puzzle Cave III - That 70s Bunny
Episode II is out! -> Puzzle Cave II - The Clone Potatoes
Hey guys,
here is our first Pico-8 game!
Help Pinkbunny to collect all stolen potatoes and save Pinkbunnyland!
Use the arrow keys for movement and X to reset the level if you get stuck.
Please post your total playing time! We're curious how long it might take you to beat the game.
Have fun!
Team Hackefuffel,
gideon & gizmo
Update:
1) We needed to change our "bunny:hop()" function to a global "hop()" function.
For some reason that function returns nil in the webplayer?!?.
2) The game is now available under the CC4-ATTR-NC-SA License! \o/
3) We're about to release the second episode! And by popular demand the difficulty level will be much higher :D
4) Fixed that nasty sound bug (~_~)\
Not so much a game as a tribute to the fishing minigame in Deadly Premonition. I mean, technically you could try to go for a high score, but you probably won't want to.
Fire 1/Z to cast your fishing rod and stop the roulette once you catch something.
As of Pico-8 0.1.0, the intro screen is subject to this bug. If you're running the cartridge in the native version of Pico-8, pressing Esc while the logo is scrolling off the screen will crash the entire program.

Mouse click handling of the editor is not blocked when in console or run state.
(A click where the editor buttons are, shows the editor)
It's not bad but sometimes confusing :)
Another 'bug' I found yesterday:
print("text",0,-8,7) crashes Pico-8 (Windows) as soon as the programm is stopped (by hitting ESC).
No errors shown.

Hey,
Gideon and I have been working on our first Pico-8 game over the past week and we are close to finishing and submitting the cartridge to the BBS. I love the development environment and I think it represents a perfect sweetspot between limitation and flexibility. The workflow is great!
That said, I would love to be able to do more with the alt-key, specifically:
using alt + left-click in order to simulate a right-click
This would make working with pico-8 a lot easier with Wacom tablets and Laptops with just a touchpad (depending on your setup, right-clicking can be complicated) Also it would neatly behave like Photoshop in the sprite editor then (in Photoshop you do color-picking by alt-clicking).
workspace switcher with alt+1 (code editor), alt+2 (sprite editor) etc.
It would be a nice addon to the current alt+left-right switcher as sometimes it can be a huge timesaver to be able to directly switch between two modes without having to either move the mouse to the top or getting both hands on the keyboard (as it is necessary with the the alt-left/right-switcher). IRSSI and several other terminal based apps have both kinds of switcher modes and they work great in parallel.

Hi guys,
Here is my second cartridge for Pico-8.
The game can be summarized as "Nibble meets breakout".
You control a worm-like character and you must reach the top of the wall. The play field scrolls down when you eat a nugget. If you don't climb fast enough, you can die by the raising deadly water. When you are blocked in a dead end, you can shrink your worm using button 1.
You cannot destruct directly the bricks. You must rely on balls to do it. The balls can be blocked or pushed by your worm, but beware of not blocking them in a corner, or they will explode!
It is a Work in Progress, and there is still a lot of work to do (and I have plenty of cool idea for it :-) ).
But it is already in a state good enough to share it with you.
There is only very basic sounds for the moment. I suggest to turn the volume off ;-)
[b]Update v0.2
I'm working on a tune that features a lot of quick arpeggios, so I had to sequence it with double the intended speed so I could squeeze in all the note data. This uses up sfx slots fairly quickly, which wouldn't be such a problem if sound effects past no. 32 were usable as tracks in the music editor.
In case this isn't feasible, it would be nice if the documentation at least noted this limitation. I ended up using only two channels for one of the tunes in Let's Karate, since I had already used up some of the first 32 sfx slots for game sounds.

UPDATE: final version
Goal is to get the Lemming to the small green tree (to the next screen).
He is able to climb 1 block unit.
Since he has no parachute, he dies if the cliff is higher than 2 units.
Buttons:
arrows .. move/rotate block
c .. drop block
x .. restart level (if no chance of winning)
3 Levels for now.

Small twitch based platformer I made to familiarize myself with Pico-8 coding.
Left and right arrow keys move the character.
Up arrow allows the character to jump, either holding the key or pressing the key once more in the air allows for a slightly less powerful double jump.
z allows the character to grapple to a green block. Hold z to remain grappled.
The grapple hook is designed to emulate a spring, by pressing left and right the character can swing, by pressing the down arrow key you can tug on the rope to help build momentum to reach higher areas.
Feedback is welcome and much appreciated.
Credit: Collision code is heavily based on the methods used in Jelpi with modifications.

Standard 9/6 Jacks or Better video poker
Controls should hopefully be straightforward (directional buttons and primary action button, e.g. Z), with the following notes:
-Press up to scroll up to the pay table above the play area.
-Secret quick-draw feature: After holding, you may press the secondary action button (e.g. X) to instantly "draw"
Note: This game makes use of audio/video synchronization (particularly in the intro) that seems to not work very well on the web version (on my computer at least; maybe you will have better results) and it looks/sounds way better if you run it in the native PICO-8 client.
Good luck :)
EDIT 2015-06-11: Updated for PICO-8 0.1.1 compatibility
EDIT 2017-06-16: Fixed coin-count display bug, adjusted several sfx volumes to avoid distortion
EDIT 2018-04-10: Added support for some things that did not exist in PICO-8 when I first made this: saving to cartdata (and "cash out" menu option to reset), button glyph on title screen
Either P1 button (X/Z by default) will start/restart the game, arrows move. You'll see that the circles follow you in a very predictable pattern. All you have to do is use that pattern to your advantage by making them overlap. Enjoy!
In 2011 I threw together a silly game called Just Evasion using OpenGL and some dodgy C while waiting for a flight. It was my first proper game, in that it was the first game I'd ever felt was remotely finished. Later that summer I made a Flash version of it using Adam Saltsman's Flixel library. Since I've started messing about with PICO-8 I have had many vague game ideas that didn't go anywhere, but one night I thought of trying to remake this old thing again and so here we are. It doesn't ramp up in difficulty the way the original did, but the core stuff is the same. And it was my first attempt at spriting up some letters, which was great fun and brought me back to the old days designing typefaces on copybooks at school. Vibrant times.





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