Hi,
While working on BLD (my boulderdash like), I have learnt a lot and had an idea...
I would like to make a pico - Choplifter.
Here is the first stone.
- Arrow keys to move
- x missile
- c bomb
You can take the guys on the floor on board. After landing at the base, they are rescued. I will limit the number of seats, bombs and missiles.
In the next coming release :
- tanks
- planes
- you will have to break the houses before the guys can exit (not too badly or you could hurt them)
Comments welcome :)
Regards,
jihem

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?

According to the manual:
print str [x y [col]]
Print a string
If only str is supplied, and the cursor reaches the end of the screen,
a carriage return and vertical scroll is automatically applied.
(terminal-like behaviour)
But when I do in 0.1.2
print("aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa")
|
which won't fit on the screen, it doesn't wrap around.

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






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