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Cart #12500 | 2015-08-09 | Code ▽ | Embed ▽ | No License
159

A simple Marble Madness clone with three levels.
Move with the arrow keys, jump with Z and pause with X.
Hope you enjoy it :)

Some things I might add:

  • More levels
  • More special tiles
  • Traditional isometric controls as an option (eg right arrow = move down-right)
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30 comments


Cart #12495 | 2015-08-09 | Code ▽ | Embed ▽ | No License
17


Super simple example cart I made for the PICO-8 ZINE by arnaud_debock. Press Z to make the train start moving, and Z again to make it stop.

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10 comments


So, one of my carts is counting code in characters instead of tokens. I have no idea what I did to start that.
Here is the cart. I'm pretty stumped.

3 comments


Cart #12468 | 2015-08-08 | Code ▽ | Embed ▽ | No License
5


Can be combined with global palette to create objects that can only be seen in close promixity.
Somewhat bearable performance-wise.
Haxe source: https://gist.github.com/anonymous/c885964ca61431a8e90a

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0 comments


Cart #12604 | 2015-08-12 | Code ▽ | Embed ▽ | No License
16

Maybe Pico-8's first surfing game. This is still work in progress.

Controls:
up / down

Lyrics:
Collect water melons
To play the music
Up and down to dodge blocks
Surf as long as possible

Updates:


-- v0.3

  • Added interlude
  • Modified score multiplier

Cart #12594 | 2015-08-12 | Code ▽ | Embed ▽ | No License
16


-- v0.2

  • Added water melons
  • Added karaoke

    Cart #12459 | 2015-08-08 | Code ▽ | Embed ▽ | No License
    16


    -- v0.1

  • Initial version
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7 comments


When I try to play a puzzle, it is just a black screen.

0 comments


Cart #12451 | 2015-08-08 | Code ▽ | Embed ▽ | No License
41

I was thinking, what if there was an underpowered handheld spinoff console from the makers of the PICO 8? Sure, it's not as beefy as the original console, but oh the portability!

So this is a really rough prototype: I've built up the PICO JR console as the core game loop of the cartridge, processing input into thumb movement and some really sketchily modeled instinctive controller swerving, with the bulk of the code stuck down below and the actual code for the little in-game game up top in the cart.

My gut take on the specs for this:

  • 48*48 pixel four-tone greyscale graphics (so, colors 0, 5, 6, and 7 in the PICO 8 palette)
  • 2 channel sound
  • dpad and one button (other button could be reserved for meta-game/menu stuff)
  • 1 page of sprite sheet
  • standard sprite size of 6x6 pixels
  • dodgy slow-refresh LCD screen (could simulate this by checking screen buffer every frame and only allowing pixels to move one shade of grey toward whatever the target is)

Right now the tiny little Jump Guy game is just implemented for the screen and palette and sound limitations by me keeping myself honest, but I think the right way to go to do this right would be to write wrapper functions for all the standard PICO 8 calls that do appropriate constraining and sanity checks on the PICO JR specs. (So e.g. pj_sfx() and pj_music() would only accept as valid channels 0 and 1, spr() would only read off the allowed sprite page and would count by 6*6 blocks, etc.)

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11 comments


Cart #fenehawidi-7 | 2026-08-31 | Code ▽ | Embed ▽ | No License
96

You are standing outside a yellow castle. It is a fine summer day.

This is a PICO-8 homage to Atari 2600 Adventure. It's not just a nostalgia trip; I tried to make it a fun game in its own right.

Hints & History:

  • Use the O button and press direction to move what you carry.
  • You get one ship trip per game.
  • The forest altar in the green castle has special powers.
  • There's a way to open a gate without a key--once?

-> V7.0 Update. More enemies! More items! More graphics! More magic! More secrets! Less swamp!
-> V7.2 made duck more stompy
-> V7.3 keyless, token reclamation, timer, small tinkers
-> V7.4 green castle, minor fixes
-> V7.5 added knight hesitation, sound cue
-> V7.6 altar clue
-> V7.7 (not released)
-> V7.8 font; swamp pools; trees; tried to clarify blk and grn castles; nerf shield; boost arrows; altar invuln
-> V7.9 seeds, more random obj placement, minor tweaks and fixes
-> v7.9.1 bugfix: ship with no weapon

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63 comments


Cart #12458 | 2015-08-08 | Code ▽ | Embed ▽ | No License
3

Because every console needs a (few) Pong port(s).

This is my first Pico-8 project. I've got a lot more ideas for it, and it's not done yet.

Future Plans

  • Powerups if a match goes on long enough? Honestly, not sure if this needs it.
  • Music

Known Issues

  • The AI is occasionally too good at the game.
  • Sometimes the ball goes too fast to catch.

Changelog
v4

  • Goal sound.
  • AI tweaks.
  • Ball speedup changes.
    v3
  • Made the court pretty
  • Added a score display
  • Made the AI a little easier by making the ball go faster over time.
    v2
  • Updated the splash screen.
    v1

[ Continue Reading.. ]

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3 comments


Cart #12421 | 2015-08-07 | Embed ▽ | No License
2

This has nothing to do with bananas.

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0 comments


Cart #12419 | 2015-08-07 | Embed ▽ | No License
1


Owen is awesomer than tadashi. NO.

1
0 comments


Cart #16305 | 2015-11-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
311

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

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73 comments


Cart #12401 | 2015-08-07 | Code ▽ | Embed ▽ | No License
8

A PICO-8 conversion of my first game.

Controls:
UpLeftDownRightX / MY / N
JumpStopSlideMove RightRestartDebug

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.

8
12 comments


Cart #12398 | 2015-08-07 | Embed ▽ | No License

0 comments


Cart #12396 | 2015-08-07 | Embed ▽ | No License

1 comment


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!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

Cart #12373 | 2015-08-06 | Code ▽ | Embed ▽ | No License
10

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8 comments


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?

0 comments


"IT FEELS GOOD TO BE BACK IN THIS STARFIGHTER!"

Cart #12352 | 2015-08-06 | Embed ▽ | No License
2

I am back, and I plan on revitalizing an old Voxatron cartridge of mine called "Starship Combat."
I just couldn't stop thinking about this universe I have made when I got back on this
community. So I plan on making it better than the version before 0.2.10!

Excuse my broken Enter structure, my long name seems to have shifted my actual post to the
right by a bit. So I have to compensate, you see.

I do not know if I am going to be making a PICO-8 spinoff of this game, I still have a lot to
learn about this fantastic new console.

Other than that, that's pretty much it. Let the cartridge speak for itself!

2
0 comments


Cart #12356 | 2015-08-06 | Code ▽ | Embed ▽ | No License
2

Cart #12340 | 2015-08-06 | Code ▽ | Embed ▽ | No License
2

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.

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2 comments






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