Dom8verse is a demake of our WIP game Domiverse.
It is a multiplayer arena, one hit “Nooo” game, where aliens with unique skills fight for the domination of the universe.
The pico-8 version only has one character and allow 1v1 versus friend. So it is highly recommended to use joysticks to play the game.
Default inputs:
Player 1:
Move: Arrows
Jump: N
Shoot/reload: M
Player 2:
Move: ESDF
Jump: Left Shift
Shoot/reload: A
We will make updates to add characters and map.
Changelog:
0.1.1:
- Fix bug due to pico-8 update
0.1:
- Initial release

I've been hanging out in the IRC channel for a while and it's been really cool to see the community come up around Pico-8. The Fanzine ramped things up by showcasing the cool stuff people have come up with. I haven't made many carts yet but some people expressed interest in what I think makes good code as a professional software developer.
Because of that, I wrote this little series for you guys based off of what I saw in the Fanzine: Clear Code. Some folk in IRC got a kick out of it so hopefully someone here enjoys it as well :)
I also have to say a huge thank you to everyone who contributed to the Fanzine. It takes a certain courage to put your code in public like that so I certainly hope no one minds that I picked some of it apart to make my points.
If you have opinions on code or code snippets to share, post them! I love talking code and Pico-8 brings a lot of interesting developers and ideas together.

Hi,
Is there a way to make bitwise operations in pico8?
Otherwise, I don't understand how btnwe are supposed to use the bitfields returned by the functions btn() and fget(n).
Shouldn't we be able to do something like :
flag2_set = fget(tile) & 2 |
I know fget(tile, 2) would work, but I don't see how to use the bitfield. Am I missing something obvious?

Here's my Pico8 game 3D Wars.
It's a simple invaders game, with an added anaglyph (red/blue) 3d mode.
The anaglyph mode is very rough and ready. The red/blues aren't quite the correct hue (and as there's no way to hack the palette they just have to do). Also, because there's no blendmode natively available, it relies on persistence of vision to make it work. [ WARNING ] This means it is VERY flickery - if you're in any way sensitive to strobe lighting give the 3d mode a miss!

Hi,
I'm trying to port to PICO-8 a version of the classic old-school plasma effect I have done in javascript.
I have the major problem that due to pico limitations, all those sin, cos and sqrt just freeze it. If you don't try to fill up the whole screen (for example,
for y=1,10 |
instead of
for y=1,127 |
it mostly works.
Any idea on how to improve in this?
Thanks

This is my first game on the Pico-8, and, to be honest, the first game that I have "polished" to this level.
Goal:
Explore a hazard-filled cave, collect all of the treasure, and then escape through the elevator hidden in the depths.
Controls:
Left and Right to move.
Up to jump.
Game:
As befits a normal human going against skeletons, slime creatures, and demonic bats, you are completely defenseless and can only shrug off damage that comes your way. Luckily, the intelligence of said critters is meager at best, so it is possible to avoid coming into contact with them.
Let me know what you think.
Thanks,
[i]ElectricGryphon

I'm running PICO-8 in Ubuntu 14.04 on a Toshiba Chromebook 2 through crouton and after about 15-20 minutes it crashes my Chromebook. Before I updated crouton two days ago it would only take about 30 seconds before it crashes. Any ideas on how to fix this or somehow generate a log of what's happening when this happens?

When I was starting programming this Flash experiment by André Michelle really struck me.
It had beauty, conciseness, and I could see the (at the time really cryptic to me) code.
This cartridge is a humble and sort of crude hommage to this good memory
Ideas for performance improvement, increasing particle quantity:
- Maybe using QuadTrees to avoid looping through too far away neighbours
Use arrow keys to move Blob
Z to Attract
X to Repulse

So I've been hit with what appears to be a permanent IP ban after trying to submit a post here that caused an internal server error. Typical programmer me tried to debug why the post was crashing the BBS by removing lines until it worked (it seems to be related to the "code" tags), but after about 3 internal errors I got locked out permanently. After three days I decided to reset my IP, and voila. Access returned.
What happens:
- You are unable to access lexaloffle.com or any subdomain. Chrome was throwing ERR_CONNECTION_TIMED_OUT after a long delay.
- ping and tracert to lexaloffle.com still work.
- The only way to fix is to reset your IP address. It's a permanent IP block (why?).
I lost a lot of time on this so I'll just offer some advice: don't try to repost if you get an internal server error. Whatever you wanted to say isn't worth being permanently locked out of the system. I can email the post that caused the error, but this really needs to get fixed asap. I think some kind of automatic spam filter is abusing its power here.

Windy is really moody today... maybe the weather will get better if you play a little bit with her.
My first cartridge is this little physics demo.
Had lots of fun learning PICO-8 with this!
Sorry but there is no playability yet.
Who knows, maybe i'll work a little bit more on it.
Code will be updated over here: https://github.com/cauli/PicoBox
Changelog
0.0.4
- Now using a faster trifill algorithm by nusan (borrowed from Pico8 3d Renderer by orange451)
0.0.3
- Added ripple effect
- Jump with camera movement
0.0.2
- Improved stability by using sqrt0
- Reduced number of trifill seam glitches drastically
- Improved performance by reducing the number of tris/quad from 4:1 to 2:1, yet maintaining graphic quality
- Particles fly beyond the screen
- You can make Windy jump to nowhere using Z+X
Older versions:

So I recently was trying out PICO, messing to see what was possible, and was attempting to make a metal gear-styled game.
I wanted to try and limit how often PICO would read a button press. To do this I used the following code:
function framecount() frame = 0 frame += 1 if frame > 30 then frame = 0 end end function controls() if btn(0) then player.x-=1 end if btn(1) then player.x+=1 end if btn(2) then player.y-=1 end if btn(3) then player.y+=1 end end function _update() framecount() if frame = 30 then controls() end end |
The result ends with the Lua parser not seeing the
then |
placed after
if frame = 30 |
I know btnp can be used for this (though it would detect press every 4 frames, not every 30), but there are other things I want to tie into a frame delay and this was a way to test if the hack worked.

I've kinds thought about this, but there aren't any true rules established, but instead just common sense.
I feel that should probably change.
So, I've got a short list of rules that I'd like you guys to read.
- No derogatory terms/imagery (racist terms, KKK stuff, et cetera).
- Cursing is allowed, but only in moderation. (Don't go on a raging session, folks.)
- No Spamming, trolling or excessive caps. (Trolling on the lines of asking questions like "Does a penguin fart?")
- Respect your fellow members and moderation team (whenever that happens).
- Post things in the correct category. By that, I mean:
Discussion is for general chatting, discoveries, and questions.
Editor is for the Editor, and the Editor only.
WIP holds incomplete carts and what-not.
Cartridges are where cartridges in a complete/presentable form are shown.
Collaboration holds topics for community/team projects.
Support is for problems with the PICO-8 Editor/Player itself.





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