UPDATE 2017-05-16:
VEKTOR2089 is now up for early access on itch.io!
Features:
- Split screen multiplayer
- Trackmania style hotseat multiplayer
- Track editor
- 60 fps
- Multiple cars to choose from with different feels and styles
- 4 speed classes
- Maybe a story mode, we'll see!
New in 1.5.0beta:
- 8 set looping tracks, 3 laps each
- Level editor (needs some more work)
Missing some stuff from the previous version that still needs to be fixed up:
- Boosters
- Narrowing tracks
- Time attack replays
Wipeout inspired racing game!
Z to ACCEL
X to BRAKE
UP to BOOST
LEFT and RIGHT to STEER
Q for MENU
Update 1.2.0:
- Reduced token usage
- Multiple difficulty levels (Easy, Medium, Hard (original difficulty))
Update 1.1.0:
- Somewhat easier AI, might actually be possible to beat them now
- Sharper turning circle
- Nerfed boosting a bit
- Boosted normal acceleration
- Reduced ship size slightly
- Warnings about upcoming turns and narrowing
- Performance improvements
Challenge your ghost or AI racers.
now with music + sound!
5 difficulty levels
in game menu
parallax scrolling foreground

A PICO-8 conversion of my first game.
Controls:
| Up | Left | Down | Right | X / M | Y / N |
| Jump | Stop | Slide | Move Right | Restart | Debug |
It's unfinished, with level 2 just going on forever. The title text animation is blatantly stolen from the Hello World demo cart and fiddled with until it looked different enough to not just be a carbon copy.
This game is different from my usual projects in that I try to teach myself to take time and not rush things, not expect anything from the things I do and not try to make the game sound like any more than it is and post it all over the place. Basically, I want to become a game dev Buddhist, is what I'm saying.
If you wanna download the cart to look at the code yourself, feel free to. I tried to keep all the code as succinct as possible and commented it in an understandable way.
There's a bug where sometimes you can't jump anymore and have to reboot.
I'll keep working on this.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!Due to the limitations of PICO-8's web player, this cartridge can only be run from the console!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
So, at the risk of incurring Zep's wrath, I've thrown together some examples of how to use the console's RAM to get around filesize limits.
This cart will draw some sprites to the screen that are loaded from spritesheet.p8 (Just save a cart with some sprites in the folder with this cart). Feel free to steal / repurpose

So, comments don't count for tokens, which is good. But, they do count for characters. This kinda provides an incentive to avoid the level of comment in code that might be useful to others in the community, which is too bad.
Any chance this could be changed to be more in line with how tokens are counted?
So, I have no idea what I'm doing yet, but this seemed like it almost sort of resembled a game, so I've decided to announce that I'm around by posting it, rather than fading away and pretending I never tried.
I might play around more with this, to learn how to do one or two more things, but probably I will start completely anew once I feel like I can actually write a game worth playing.
PICO-8 is pretty darn cool.

Spend some time with a depressed, laconic Luigi as he chain smokes and wanders through a crumbling Mushroom Kingdom, ruminating on ontology, ethics, family, identity, and the mistakes he and his brother have made.
Controls:
- left/right: walk around
- up: ruminate
- down: smoke
About the game:
This is a shot at a collection of ideas I had a few years ago, about looking critically at the universe of Super Mario Bros. in light of the total lack of explicit narrative in the original game in particular. Who are these strange men? What motivates them? By what right do they wreak the havoc they do on this strange place? What do they feel about where they are and what they're doing?
And so, this is one lens through which to look at all that, with Luigi, the second brother, the also-ran, as a complicit onlooker, wandering now through some fractured, rotting liminal place in this strange world, reflecting on it all in scattered fragments.

So PICO-8 is in alpha at the moment, but it feels very much like a finished product. What are the major things that will distinguish the current alpha 0.1.1 from the 1.0 release? Nothing fundamental jumps out at me as 'missing', and superfluous features seem very much against the core design philosophy; so what's left, aside from bugfixing and polish?
Hello everyone, time to show you another project I just made last night : a stack-based Window Manager (WM), cleverfully named StackWM.
A WM is a program or library to manage windows, dispatch events/interactivity to them and draw them. THink of your Windows/Linux/Mac's windows. So yeah, that's totally overkill and eating most of your cart space but it was fun to do and it put me on the tracks for another unrelated project.
Sooo... What does the WM do?
- Update/render events
- Window render context :clipping and camera offsetting to limit the renderer to the window's area:
- Focus or Global events : both aren't exclusive, you can manage both of them on one window.
- Button/Buttonp events : global or focused (available only if the window is focused)
- There is always one focused window. THere are helper functions to switch focus to another window.
What do I plan or think of adding to StackWM?
- Easier customisation? (colors? booleans to set functionnalities like notitle, grabbable, resizable?)
- Mouse support (emulated with pressing arrow keys and a button for click) and interaction support? (Click+grab on title -> grab window? CLick on close button : Close event?)
And here's a demo to show what I can do with StackWM. That's maybe a simple game but with time, better examples could be done. Have Fun!

Blog post: http://yal.cc/introducing-hxpico8/
Repository: https://github.com/YellowAfterlife/hxpico8
Examples: https://github.com/YellowAfterlife/hxpico8xm
In short, this project permits to use Haxe programming language to create programs for PICO-8 (by transpiling Haxe into PICO-8's flavour of Lua).
This grants you classes, compile-time optimizations, constant and function inlining, and a whole bunch of other "syntactic sugar" features while keeping the output size reasonably small.
For example, this class compiles to this .p8.
Obviously, you can do more complex things with it too.
Have fun :)
This is a small demo that I've been showing on Twitter/Tumblr yesterday. Currently there isn't much going on other than concept demonstration (and most of "engine" code needed). The code is laid out to allow taking it in various directions from here.
Source code

Local multiplayer! Two cowboy dudes are shuffling around the saloon and get into a tense situation somehow. What should they do? Shoot? Hide? Nothing?
Button 1 (P1: Z, P2: Tab) fires, button 2 (P1: X, P2: Q) hides. Make your decision quickly, because doing nothing is very risky!
I'm calling this finished because I mayyyy at some point want to spruce it up, but I don't want to get anyone's hopes up, least of all my own.
Updated to 1.01
Beware! Aliens have invaded earth! Of course - we are the aliens...
[i]On behalf of High Commander XL'ARGH - you have been tasked to fetch the puny humans for our gruesome experiments etc. The mothership is too valuable to risk for close quarters operations. Therefore we dispatch you - our great minion T'URD with smaller crafts to capture specimens with your tractor beam and carry them upwards into thinner atmosphere so that they can be collected by the mothership. Beware that the ship will lose movement speed when you activate the tractor beam with holding down your big ACTION BUTTON. Good luck, and break a tentacle!
OK here's an idea for a little pico8 gamejam.
48 hours over a weekend.
Day 1. Come up with a game, (it should have the basic mechanics and gameplay but doesn't need to be polished, leave some space for day 2: 4096 token limit!!!) and submit it here.
Day 2. It gets given to another jammer at random to complete and polish.
It'll be a good way to see how other people work and forces you to do both the game design and the polishing/juicing sides.
What do you think?
So I've made a few carts now, and am enjoying the hell out of it. Primarily for the joy of just building things, but also for the implicit little bit of roleplaying involved: I'm not just programming a game, I'm programming a game for a fictional console from another universe, from another time. I'm not just me, really; I'm the company that would have existed to be producing these things. I'm some scrappy no-budget third-party game dev concern from alternate universe 198X.
And a game company needs a brand identity.
And so: I came up with a name and drew a logo, and wrote up a little basically self-contained function to do a quick splash screen render, using a single 2*2 sprite:
This is a quick version of that game known as RHINO on the CBM PET. Googling has told me that this was written by Jeff Minter.
Still a lot to do but the basic gameplay works. Don't get trampled!
See how sausage is made: https://github.com/wstephenson/rhino
v0.6
- Pincho Edition!
v0.5
- Add attract mode. Not very attractive yet
- Implement lives. Extra life every 4 levels
- Implement high score
- Add game mode (easy/hard)

Update 8/9/2015
Added a lot to this, now that I had some more time.
-The dragon can now burn things with Z. He cannot move while burning, adding a little strategy. This whole little fire system took me over 2 hours to figure out how to do. Shameful really, but it all works beautifully and now I don't need to poke it. (I hope.)
-Burning snacks will leave gold pickups of random values behind. These show up as single pixel drawn pickups.
-Collecting gold will add to your gold amount.
-Flying over the hoard in the center will "deposit" the gold into your hoard. The hoard also updates it's graphical representation based on how much is in it(with cap on the amount of scaling to keep it sane).
-A few new sound effects. Snacks can now scream when burned, and the fire of course has a looping sound while it's hit area is active.
-Eaten enemies sometimes manage to scream before the dragon munches on them. I thought it was funny at 4 AM to make it random. Don't ask.
-Enemy ai is updated a bit in prep for later. Now in addition to random wandering, they also move closer to the hoard. I eventually plan to make them steal gold and attempt to run, adding to their gold amount when defeated, and potentially taking it off screen for good. For now they all just crowd into the middle eventually. The dragon says it's very convenient for eating them.
-Updated the print commands to set the color before printing. This fixes a bug adding the gold had created. Yay for saved drawing color commands.
original first post:
The cart title is a terrible pun, I know. No, I'm not sorry. More puns might, or might not, be on their way.
NOM ALL THE THINGS!
Well, currently only little silly people that walk around randomly and even sometimes straight into your belly. Not very bright really. Tasty though.
Ok, so it [i]might

Hi, I'm wondering if there is no way to download pico8 for free, I have to purchase voxatron to get pico8?, Thanks
And by the way, if we have to purchase it, then that's the wrong marketing estrategy, a tool with features for developing 2d retro games for everyone, millions of users would make their own games and twitt them , publish them, just my oppinion.
Thanks for your answers guys

Quick little bit of silliness, inspired by the awkward little grand piano minigame/toy in that spooky mansion in Final Fantasy VII.
Use Z to toggle right hand, X to toggle higher chords/notes, arrow keys to play a chord or note.
Question: the thing I'd like to do with this is check to see if a sound is already playing on a given channel before I play another, so that e.g. btnp() doesn't keep retriggering a given note or chord every 4 frames if the player holds the button down instead of tapping. I'm guessing I'd have to peek() at a specific bit of memory, but I have no idea where!






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