small grid roguelike.
Press z to use items that you pick up, each inventory slot can only be used in the direction it is picked up in. Complete quests for bonus points!
8 ITEMS! 3 ENEMIES! 3 QUESTS!
changelog
0.5
fixed long standing "out of memory" bug
tweaked quest bonus
added highscore saving
0.4
quest where you have to bring at least 3 potions to the exit
enemy that waits until it sees you, at which point it paths towards where it last saw you
0.3
fogs now effect the enemies that they are throw at
better memory management (maybe)
in game sound effects

I can't for the life of me figure out how sound effects or music editing works! Does anyone have any information anywhere? I suspect that if I already knew how any other tracker worked I would be able to understand this, but I do not.
I read what the manual said but it is too abstract. Can anyone give just a little more information?
Thanks

Vomit Comet
By XenosNS
When you are a simple comet, minding your own business while flying through the cosmos, the last thing you want is to fly into a large vomit nebula. Unfortunately, this is exactly what has happened to you.
Use arrow keys to avoid the vomit.
Each time you hit vomit, your tail reduces. If your tail disappears, the game is over.
Grab a barf bag to restore a piece of your tail.
Created for the Halifax Game Collective pageant with the themes of "continuous motion" and "two words that rhyme"
updated version. Removed the ability of the barf bag to clear vomit due to memory error

For some reason, if you only specify the _draw function but not the _update, it is not executed.
Example:
function _update() end f=0 function _draw() cls() f+=1 print(f,0,0) end |
Renaming _update to, say, _update1 will stop the program from drawing anything.
Most often you'll have both functions at once, but this bugs me a little.
EDIT: NEWER VERSION
I just found out about PICO-8 yesterday and spent last afternoon and this morning learning about it and making this simple game! I already knew enough Lua to figure it out pretty quick. I might make an update with sound and/or particle effects and I might also just make a whole new game, not sure yet! Anywho, it's a 2-player TRON game you win by making your opponent crash into a trail or the side of the screen have fun!

An implementation of Conway's Game of Life cellular automata.
Wikipedia: https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
Game of Life wiki: http://www.conwaylife.com/wiki/Main_Page
v0.1: Initial version. GoL simulation uses the screen itself for storing cell data, using the two-line buffer method, with null edges.
v0.2: Pattern library. Audible feedback. Small bug fixes and performance improvements.
v0.3: Performance improvements. Pattern placer now lets you stamp multiple copies until you cancel. Simulation displays a generation count. Small visual changes.

Minor changes. The game will be used for a pico-8 course.
First experience with the Pico-8!
A try to clone the original Pooyan.
Made in 2 h.
This is just the basic behavior. You can fire arrows with C. No collisions for now.
By the way, I'm a professional game maker.
Pico-8 is the best experience I ever had coding since the Amstrad CPC and the Amiga...

I was talking with zep on twitter about a possible Nspire CX (graphing calculator) port, but he said the hardware isn't powerful enough. What are the requirements? I would think that ~130 MHz would be plenty for a lua interpreter + extras. Even if an Nspire port is impossible, it'd be totally possible to get it running on an OpenPandora console. It's got a full querty keyboard, 1 GHz ARM CPU, and 512 MB of RAM. Any other platforms that it would be fun to have a port on?
If you want to be able to change text color halfway through without splitting into multiple commands, here's just that at a price of 150 tokens / 265 compressed chars.
So doing
printc("hello ^8world^7!", 4, 4)
will output
Could have been a bit smaller if there were functions to convert string to/from charcode.





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