Hi,
BLD is a BoulderDash like.
The player:
- can move (arrow keys)
- goes not too fast
- can push the rocks
- can collect gems (50 points)
The rocks and gems fall (bottom, left or right). Take care, they can kill (3 lives).
=> You can destroy the butterfly !!!
Connorses > boulders don't rolling off flat ground :-)
Pizza, Matt > Thanks for your comments
Comments welcome :)
This goes to an end... Now, I will start a new projet... "chop" !
Kind regards,
jihem

Pixelmind V1.0
My little take on the classic Mastermind....
Controls:
left/right to navigate left and right
up/down to shuffle through faces
z/x to submit guess (and to continue when round ends).
For each guess submitted little lights show you info about the guess:
GREEN: is a correct guess and correctly placed.
YELLOW: is part of the lineup, but is misplaced.
RED: is not part of the lineup
You've got 7 tries for each game and it gets a bit more difficult for each level, as you are awarded stars - No really, real 80s superstars! - for each level completed. This makes it a little more difficult.
Hope you enjoy it, and let me know if you think 7 tries is too much or too little!
-- gtust.

Hi, this is my first pico-8 "game".
I never coded in lua, as a java programmer, it's hard :(
Notes:
-The colision check is so buggy (maybe my fault, i think).
-I speak spanish, so... "sorry for mah bad english".
-Also, the game is a port of my javascript version of the game
-I forgot to update the score when you destroy an enemy, duh.
I'll appreciate your feedback c:

Sometime ago, Josh Millard made the PICO Junior.
A few days ago, sta64 found out about PICO-8's Screen Resolutions.
I had the idea to combine the ideas, so I present the PICO Junior (Jr. for short) Challenge.
Requirements:
- 4 colors in total (transparency doesn't count)
- Must be 64x64
- One Player
Everything else? Fair Game.
To make sure that the games are easy to find, I've got 2 ideas:
- Put them all in this post.
- Tag them with "picojr".
I've got an example cartridge, lemme know which method would be easier.

Hi, I was trying to cache an entire frame in ram to be able to blit it later on on screen.
However the user defined memory is not big enough to hold an entire frame (lacks 1kB)
Fair enough, as I was not using sfx at all, i tried to overlap on that memory but for some reasons some bytes in that area seem to be masked and cannot take value greater than 0x7F
So my question is: Is there a place in RAM where i can safely read/write the extra 1024 bytes i need to cache an entire screen frame ?

Hi everyone,
I am a bit new to Pico-8, so I'm not sure if this is a known thing or not, or if it is even an issue.
Bitwise operations seem to act funny, specifically XOR.
For example this is how XORing something with 1 should work
0000
xor 0001
= 0001
0001
xor 0001
= 0000
|
I've tried implementing this in code by doing:
switch=0x00 if btnp(4) then bxor(switch,0x01) cls() print(switch) end |
But switch just stays at 0. I'm not sure if I'm doing something wrong or if this is just the way it's intended to operate.
Thanks for your time!

Design, coding: @AshleyPringle
Music: @Pizzamakesgames
Thanks to @XenoNS and @TRASEVOL_DOG for their invaluable help with playtesting!
[hidden]

I've installed 0.1.2. In the SFX editor, when I hit SPACE i don't hear the sound i'm working on but the first bar is selected. In the pattern editor, SPACE selects the first row of the first pattern. When a game is running (for example te demo api.p8) I can hear neither music or sound effects.
If I run 0.1.1 everything works fine.
I'm on MacOSX El Capitan.

This worked in 0.1.1, doesn't seem to anymore. My assumption is that it's something to do with this fix:
Fixed: Search replace colour fills one pixel outside of selected region |
You could also scroll selections like this, and I found that super useful for moving sprites around. But that doesn't seem to work, either.


Hi all
I made this just to get acquainted with Pico 8. It's a 2D gravitation simulation in a closed domain (the planets bounce off the walls). You can add planets, toggle lines and watch trajectories.
Fun fact: for 2 dimensions, the power law of gravity is actually 1/r. So you won't see closed orbits even with only two bodies.

2 player chess. Arrows to move, button 1 to select a piece and confirm a move, button 2 to deselect.
En passant, castling, and pawn promotion don't work. Because they're complicated. I'm going to try and make an improved version soon which will have these rules working properly. This is why it's v0.95.
If you're going to look at the code, be warned: here be dragons. Its messy. Also white and black are swapped in the code from what they actually are in the game. Don't ask.
The new export option is amazing, so I started messing with three.js (a webgl library) to use it with Pico 8.
And it works, so I made a simple proof of concept by drawing the pico 8 output in a sort of cathodic display style. The next step will be to import a 3D model of a computer screen or maybe an arcade cabin. So we can finaly see this great fantasy console.
Feel free to use the source code and mess with it. You can change your game just by replacing the game .js by the one exported from Pico 8.
Here is the page
Here is the source code







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