You are a monster, and you are surrounded! Four magician warriors are trying to finish you. Will you be able to survive until they run out of stamina? Time to move!
Entry for #LDJAM 33. First try with Pico-8 and first experience with Lua. Still no idea of how to do basic stuff but eager to keep learning.
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=36537
Controls:
Move: Up / Down
Restart: A button (Z on keyboard)

Hi! This is my first attempt on PICO-8. I followed the instructions I've read on the first issue of PICO8ZINE and I've added some improvements, like:
- The pad now stops at the edge of the screen
- If you push a button, the pad goes slightly faster
- A Game Over text appears when you're a loser
- Some SFX of my own
I'm very excited about how fast you can learn to make things that actually work. It will be the first of many, I'm sure!

I'd like somewhat of extension to Pico-8, based on Famicom Disk System. The extension for "disks" would be .pds instead of .p8 and would have pretty same limits except the following:
- 16 128x32 map "banks" (non-overlapping with other stuff)
- 16 128x32 sprite "banks" (non-overlapping)
- More code (not sure how much more, perhaps 4x as much as .p8 carts?)
One map and sprite bank would reside at "regular" non-overlapping part of sprite/map data (first 128x32 part of both), rest could be switched in as needed (sorta similar to NES' bank switching).
Again, rest of the limits would be same, this would make possible to do bigger games that can't fit even with compression applied, such as RPGs.

I'd like to have easy way to play specific frequency with specific waveform and volume on specific channel. Now I know you can achieve similar result by playing sfx in a loop and just poking values, but this would be easier and could lead to some interesting things (like e.g. digitized voice in pico-8 game via dumping wav file to single frequencies, changing bitrate so it will have lower size, then using Zep's compression algorithm over it).

A simple card memory game. Flip cards in pairs to win.
Controls : Arrows to move cursor, Z/C to flip card, X to restart the game on the win screen.
This is my first attempt at making a pico-8 game. It is not very original or complex but it gave me a good opportunity to test the editor.
I must say that I find this console very interesting, and I am motivated to do more ambitious stuff with it in the future.
Possible improvements
- Local 2-player mode (and possibly network when it will be available)

BLUE MONSTER WHO LIKES COOKIES lost his house key and needs to find it to get to COOKIE.
Along the way he meets ANGRY TRASH MONSTER, YIP YIP RADIO MONSTER and more vaguely familiar but legally distinct (I hope) friends.
There is a moment of drug use when the player can touch a mushroom and the game's palette cycles.

I'm saving money to buy this (though if someone has unclaimed giftcodes and likes classic JRPG games, give me a ring, I got few unclaimed RPGs from RPG Maker bundle and I think VX Ace, games that I either don't want or already have so trade can be arranged), but I want to ask few questions before I do so (going to buy it either way, these are just some stuff I want to do in my game and want to know how):
- How hard is to make multi-sprite character walking around? (I'm talking about 16x32 sprite because my character needs to be bit detailed)
- How do you manage transparent sprites (so if I use, say color 5 for background, because I need some black stuff in my char for my character to not have "frame" around it when it walks, say in front of a bush)
- Can I use demos provided as template for my game? Particularly platformer demo as game will have platformer sections)
- How do you manage bigger games, when map is only 128x32 (+same shared with sprites)? I'm talking about more advanced platformers, such as: https://www.lexaloffle.com/bbs/?tid=2145&autoplay=1#pp
Issue #1 of the community-made PICO-8 zine is out! You can order the 48-page printed version via pico8fanzine.bigcartel.com for a nominal fee, or download the pdf (mirror).
Much respect to @arnaud_debock and contributors for putting this together -- it's humbling to see the world of PICO-8 extended in such a creative and kick-ass way. Issue #1 includes artwork and articles by @dotsukiHARA, @bitmoo, @TheRealMolen, @pizzamakesgames, @PROGRAM_IX, @aliceffekt, @modernmodron and @terrycavanagh. I also took the opportunity to write something on the history of PICO-8 and it's relationship with other Lexaloffle projects.
Explode each other in ballistic tank-on-tank combat!
Controls:
- arrows to aim turret, move tank, and select weapons
- x to change mode between aim/move/select
- z to fire when in aim mode
About the game:
I've spent the last two days working up something I've wanted to do for a long time: a little homage to the greatest competitive ballistics PC game ever made, Scorched Earth.
And so: Scorched 8!
Right now the basic game stuff is there: random terrain, gravity, wind, a variety of munitions, murdering your friends, bleep bloop sound effects, etc.
There's a lot more that could go in -- terrain style selection, tank shields, gravity for dirt, weapon buying at round/game start, war/death cries, etc -- but I'm pretty happy with this as a skeleton. There's enough there blow each other up with already, at least.
I keep seeing tweets with URLs to cartridges that I should check out. I'm super lazy so I wrote a tool to download the cart automatically.
Should run on any Linux and probably OSX:
#!/usr/bin/env perl
use strict;
use warnings;
use feature 'say';
use HTTP::Tiny;
use File::Path 'mkpath';
my $ua = HTTP::Tiny->new;
my $re = qr{
<a \s+ href=/(bbs/cposts/[^>]+.png)>\n\s+
<b><font \s+ color=\#ff0080 \s+ size=3>(.+) \s+ (.+)</font></b></a>
}xi;
my $res = $ua->get(shift);
if ($res->{content} =~ $re) {
my ($url, $name, $ver) = ($1, $2, $3);
my $dir = "$ENV{HOME}/.lexaloffle/pico-8/carts/dl/";
mkpath($dir);
my $path = $dir . lc $name . '.png';
say "Downloading $name v$ver Cart to $path";
$ua->mirror("https://lexaloffle.com/$url", $path);
} else {
die "Could not find game data; are you sure it was a valid URL?\n"
}
|

Generate some random drum beats. Press Z for a new one. They are saved as sfx 0 on the cart, in case you get one you want to use somewhere else. Based on ideas from this.
I hope to add more complex and longer beats.
Added a menu with some different generation algorithms. Mutating creates a beat that changes a little at regular intervals. Sometimes it uses some non-percussive sounds, which is a bug, but I have not been able to track down the cause.
Trying out PICO-8 by making a platformer, inspired in several ways by IWBTG fangames like I Wanna Go Across The Rainbow. There are a few things I'd like to tweak in the engine and the current level design is more of an afterthought, but I don't have the time to really polish this right now. Also, I wasn't able to get a preview image to work due to a bug where I couldn't save a cartridge after running it. Hope you enjoy!
So this is the first "game" I've made in Pico-8. It's a game I'm working on as a warm up for Ludum Dare so it is mainly an exercise to become familiar with Lua scripting, the sprite editor, etc. Still heavily a work in progress, I just wanted to post it to see it run in the browser. Feedback is appreciated.
Things that aren't done:
- Start Screen
- Player Collisions
- Extra Enemy types
- Stars in the background
- Music
- Scoring
- A whole lotta other stuff
Also, as an aside, that number in the corner is the number of planets in the planet array (It was used for bug testing, forgot to take it out).
Hello,
this is my first try at Pico8 with a simple shoot'm up
inspired by a submission to @pixelsweekly
Finally, i got back to 194-8 !
lots of new stuff in this build so i decided to jump to 1.0
Controls:
-Arrows to move
-X to Fire
-C to shoot big Lazor (the bottomleft jauge replenish when you catch pink globe)
changelog 1.0:
- lots of cleaning in the code (i'm sure a lot more can be done)
- boss battle with intro, music & attack pattern
- ennemies lifebar
- catching yellow orb while already at full health will boost your main gun up to 4 times
- lots of new ennemies and they now spawn in some pattern
- after each boss you continue the game with tougher opponent, and a new color palette
- your ship now fly faster when not firing
- the overall difficulty is ranked up
previous versions:
[hidden]
changelog 0.2:
- added player collision and life
- improved title screen
- put the right title -_-' it was 190-8 before ...
- added trail and engine FX
- added ground tower firing at the player
- added some new tiles and longer background loop
- added special power on C
changelog 0.3:
- New "Lantern Games" Splashscreen
- Replaced the "nuke the screen" power with a big lazor
- Added pink collectable that recharge the lazor
- Added gold collectable that give health or more lazor if your health is full
changelog 0.4:
- Title screen rework
- SFX for Lazor
- cleaner lazor beam
- yellow powerups now increase your fire rate if your health is already full
- Score screen with cartdata support for highscore
- smoke trail when you're or the ennemies are near death
- more FXs
- more BG environment
- fixed the fact that turret bullet can kill the ennemies
- boss arts done but not used ingame





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