After upwards of 50 unfinished games and ideas over the years, Pico-8 has given me the constraints I needed to keep my overambition in check and release one into the world.
While the game is short and simple, it served more as a way to explore a style and tone for a potential future project. I'm quite satisfied with how it turned out (other than some sound effects problems that I'll fix eventually.)
Any feedback is welcome!

Controls:
Button 1/Z - Jump
Button 2/X - Give Up
I'm not going to explain the arrow keys.
The game is about jumping up a series of pillars in the clouds. Endlessly. The layout of each level of the "tower" is chosen from a set of premade layouts, or randomly generated.
Notes:
-You'll wrap around horizontally when you go off the edge of the screen; you'll also need this to get past certain areas.
-The player only collides with the top part of the pillars. The rest of it doesn't matter.
-Item blocks are special blocks that sometimes appear on level-marking platforms (the ones with the tree), and you'll get a bonus when you collect them.
-So far, only the "time stop" block works; It stops the scrolling temporarily, mostly useful at higher levels with faster scroll speeds. The rest of the don't do anything yet, so just ignore them.
-The collision system is a bit buggy atm.
-Input in the web version is slightly laggy.
Todo:
-Add visual effects for the later levels.
-Add more rooms
-Title screen
-Music
-Possibly other stuff
Updates:
0.2:
-Added 2 new prefab rooms.
-Added random room generator.
-mapupdate() will also now choose whether to use the room generator or one of the prefabs, so you'll get both.
-The player no longer collides with the bottom or sides of the platforms, only the top. that means they're all jump-through platforms now.
-Introducing Item Blocks; see notes above. I might refine this system later, though.
-0.11:
-Fixed a fatal mistake in the jumping system.
08/03/2017: Updated here.

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?

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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