I wrote a little utility to export PNG files to pico8 cartridge map files. I've got plans to automatically eliminate duplicate tiles and allow arbitrarily sized images, but in the meantime, here is my first proof-of-concept to show that I've got the cartridge format correct, and the basic idea works, using the good old red-eyed tree frog seen in all kinds of image processing demos (the pico8 palette is not too kind to it).
Not that this is not a game, it's an automatically generated cartridge. The real magic is in the generator (which I hope to publish when I'm happy with it).

I'm still learning my way around game development, so my progress was too slow to submit something on time. I have decided to continue working on my game that I planned to submit for the first pico-8 jam. This is it's dev log.
The premise of the game is that you are a cloud who is trying to protect a little puppy (Betsy) from the cruel world. Being a cloud kinda limits what you can do to achieve this. The game will be a puzzler with Betsy wondering around various hazards on the screen.
Controls are cursor keys and z to rain.
Update: I've worked out how to add a preview of the game. yay!

Controls:
- right/left to increase/decrease amplitude
- up/down to increase/decrease wavelength
- Z/X to increase/decrease animation speed
- Q to change background
- W to change effect type
I've been toying around with my Pico-8 for the last few days and after a good amount of bashing my head against a wall I finally have something cool and somewhat presentable. It translates horizontal lines on the screen either horizontally or vertically in a sine-wave-like pattern, just like the battle backgrounds in Earthbound and Mother 3.
Thinking of making a short vertical slice of some sort of RPG with a basic battle system that makes use of it.
Here are the relevant code snippets if you'd like to use the effects in your own game:
[hidden]
-- horizontal distortion effect
-- by qbicfeet
--
-- t: time
-- a: amplitude (in pixels)
-- l: wavelength (in pixels)
-- s: speed
-- y1: first horizontal line
-- y2: last horizontal line
-- mode: interlaced y/n
function sine_xshift(t,a,l,s,y1,y2,mode)
for y=y1,y2 do
local off = a * sin((y + flr(t*s + 0.5) + 0.5) / l)
if mode and y%2 < 1 then off *= -1 end
local x = flr(off/2 + 0.5) % 64
local addr = 0x6000+64*y
memcpy(0x4300,addr,64)
memcpy(addr+x,0x4300,64-x)
memcpy(addr,0x4340-x,x)
end
end
|
-- vertical distortion effect
-- by qbicfeet
--
-- t: time
-- a: amplitude (in pixels)
-- l: wavelength (in pixels)
-- s: speed
-- y1: first horizontal line
-- y2: last horizontal line
--
-- note: the difference between
-- y2 and y1 can not be greater
-- than 111 or it will corrupt
-- the draw state ram!
function sine_yshift(t,a,l,s,y1,y2)
local dy = y2-y1+1
memcpy(0x4300,0x6000+64*y1,64*dy)
for y=y1,y2 do
local yy = (y + flr(a * sin((y + flr(t*s + 0.5) + 0.5) / l) + 0.5)) % dy
memcpy(0x6000+64*y,0x4300+64*yy,64)
end
end
|

Control the vehicle with water jets well and rescue mice in the valley.
- Your vehicle can move by thrusting water jets.
- You can refill the tank with rain water.
- Trying to thrust jet when the tank is empty will damage the vehicle’s life support system.
- When you ride on a mouse, the tractor beam will start pulling the mouse automatically.
- Bring mice the teleport device at the starting point.
Controls
- left: move left (thrust water jet right)
- right: move right (thrust water jet left)
- up: fly up (thrust water jet down)

Controls:
Left and right to move
Hold z and use left and right to aim
press x to fire
Shoot down helicopters and dodge their bombs.
This is the third cart I've made for my blog: quidditycode.com
I'm making a game with pico8 every week.
Edit: Fixed Link

My 90% complete jam entry. Inspired by Blade Runner and this gif: http://iwdrm.tumblr.com/post/2433122025
No interaction, just let it play.
I ran out of time and skill for the music, sorry.
(Fully commented, in case it's of use to others.)

Hey guys, I thought PICO-8 could be a fun way to learn programming and do pixel art, so I bought the tool, but can't wrap my mind around Lua yet. What are some other ways to learn the code commands and their possible interactions apart from the Pico Zine? I also tried studying people's games here, but they seem overwhelming for now.
Cheers.

POST-JAM VERSION:
PANPANPANPANPANDIEDIEDIEBOOMS#!TAGAINPANPANPAN (yea it's an explosive bullet hell)
I STRONGLY suggest you put some epic music in the background. Here is the LUFTRAUSERS OST for example.
left and right arrows to move left and right.
up and down to change weapon (when you have several).
z to shoot, x to hold aim.
JAM VERSION:

Tears in rain
My little #p8jam1 game. Inspired by Blade Runner dying replicant Roy Batty:
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears...in...rain. Time to die. |
Controls: Z to start the game & arrows to move the ship
UPDATE:
Players love Bibiki's BSO, so I made a cartridge with the music:
Rain Culture :
Use your divine powers to help nature grow back.
Your main tool is a rain cannon and severall kind of mirrors to redirect water over the plants.
Controls :
C or Z to take control or release the nearest tool
Outside a tool : use arrow keys to move your character
Inside a tool : use arrow keys to rotate the tool


That jam was prety cool, even if I only worked two days on it. I tryed to add another mecanic, where fire could spread from leaves to leaves, but it was too random so I removed it.

Here's my entry for the jam! This is probably as much as I'm going to get done before the deadline, though I think it could be a lot more fun with a few more tweaks... There's hardly any sound, so I recommend playing with Rainy Mood in the background.
Rules:
You work for an umbrella rental service - find clients and take them to their destinations!
- Clients have green circles
- If you run too fast you can lose your client - they'll have a red circle, so be sure to find them - you only have one spare umbrella!
- Don't bump into people, that's rude
- Until you get to know the city, use the compass directions in the title to get around. The Cafe is in the center of town, and the other landmarks are in the corners.

Well still a little WIP due to lack of time :P
POST-COMPO UPDATE
- Added title screen with story and title music
- Added sfx
- Added holes in floor that kills you
- Added black drops that cancels chain score and deducts some points
How to play
- Arrows left/right + action buttons to jump
- Jump from drop to drop to release energy and score points

Hello! I'm Kyle. This is my first PICO-8 game. It's about frogs.
UPDATE: it has all the levels now! Will work on Title and End next.
UPDATE UPDATE: there is now a post-compo version that has a title and ending screen. Next: songs!
UPDATE UPDATE UPDATE: added a song to the ending. Dedicating this game to my wife, Tiffany, because it was her idea and it reminds me of our first date.
To do:
- Another level with a tea kettle -DONE
- Music -DONE
- Memories -NEVER MIND
- Title screen -DONE
- End -DONE
- ????

Hi! This is a racing game thingy I'd started for the jam (though I'm now thinking of expanding it to something else). It uses sprite scaling for everything, and renders the road almost like the Power Drift arcade from SEGA.
For now there's not much to it, I just implemented some of the "driving" stuff, but I'm planning on making it something like an "endless racer" - the road being generated on-the-fly with objects and all, I can see some ways to go along.
One of the ways I'm thinking of doing is something like a time-attack thing with random handicaps, I'll probably be trying this first, gameplay-wise.
Cheers!
Update (0.4.0)
Added a title screen! And fixed a few things with collision (though it's not there yet '^^) including adding a "hit" SFX
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