This is an prototype for a vector drawing program in pico-8.
Controls:
Arrow keys: Move cursor
Z: Add point / Select polygon
X: Toggle cursor speed (Normal, Fast, Slow)
Tab: Hide menu
Q: Hide cursor
Double click "NEW" to clear the image and start a new drawing.
To save image:
--Picture Only:
--Hit tab to hide menu
--Hit q to hide cursor
--Screenshot to desktop with F1 key
--Full Scene (into ROM):
--Double click SAV button
--Hit escape to exit cartridge
--Ctrl S to save cartridge
--(This is bit of a hack)
New in V0. 88
--fixed the bug with black shapes
--added save function (exports poly list to sprite-sheet. Poly compression is simple 1 byte per value
--added select function
--Click SEL to enter selection mode
--Selected polygons can be re-colored or deleted
--added delete function
--drawing acceleration:
--accelerate drawing solid color polygons by just using line command instead of pattern/bplot.
--store edge list in poly so that we don't recalc every time
--don't redraw all the polygons when we add a new one. removes flicker when drawing complex scenes.
--x button switches the speed of the cursor (slow, medium, and fast) this allows for "pixel perfect" drawing.
--cursor changes color so that it stands out against whatever is behind it
--drawing lines change color so that they match the current foreground
Bugs:
--Export clobbers save
-ElectricGryphon

Decided to make a very quick game. So there it is. Made in two hours, unimaginative and boring. Absolutely horrible code, but apparently without bugs (I hope).
So test your memory on SUPER DUPER SIMON!
There are still things I'm trying to understand about Pico8, also I'm not used to define low level stuff myself. I find these small projects help me.
edit: updated with a bug fix

Howdy,
Pico8 is a cool little engine/framework!
I made a game with it in a few hours, and I like it.
I found myself editing the .p8 file directly with vim, and using the fantastic pico2png script for some of the art.
I'd love some feedback!
visit Missing Sentinel Software's website for more games!
v1.1:
- Re-balanced levels a bit for harder start and slightly easier end.
- Updated for 0.1.3 (removed math.[min|max|floor usage)
- Corrected typos
v1.0
This is a board game by nestorgames called BLUE. It can be played with 2 or 3 players.
Each player chooses a color and tries to create lines (10 points) or dots (1 point) of their colors. There are 18 tiles of each type and once they are gone or no moves can be made the game is over.
Left/Right - Choose spot to place tile
X - Switch tile
C - Place tile
Changelog:
0.2 - Fixed crash when all tiles run out of specific type
0.1 - Initial Version

Hi there!
I'm totally new here but got an idea for a small game. A guy has to stay on a wheel which would start to spin if he's not right above it's center point. So I would need to somehow implement lever rules and I would need to rotate the wheel but I really don't know how to do this.
I already took a look at this but really don't understand the code. The first one seems a bit buggy, the second works fine but I can't find the point where the sprite is assigned to the car table.
https://www.lexaloffle.com/bbs/?tid=2189
so to start I would've thought of something simple like this
function draw_wheel()
spr(0,x,y,...)
------------- (get the rotated sprite and draw it)
function _update()
rotate_wheel(1) (add's one degree of rotation every frame (does not have to be 1°))
function _draw()
draw_wheel()
So in a sentence I want a sprite that get's rotated with ever frame by a certain amount.
Some tips?

a sliding pipe puzzle game that loops around
try to conect the end points together to compleet the level
i made this game in less then 2 days. its based on a game i made on the gamebuino console and i also made a version in lovejs
this version is a bit on the hard side over the others since the size is a allot bigger
hope you like it
Hi,
This is my first contribution and it is not a game. It is a small terrain renderer I made to see what was possible to do with pico 8 and how far.
The terrain definition is based on height maps of 32x32. The cartridge goes with 4 different maps.
The rendering has two modes:
a real time one, sort of voxel based that allows to move camera/lighting
an actual rasterization that is computed in background when the camera/lighting stays still
controls:
arrows: in camera mode, move the orbital camera, in lighting mode, move the directional camera
when in camera mode, pressing x/v while moving allows zooming in/out
_ [b]z/c

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 ?






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