Pico-Sprint is a tribute to Super Sprint and my Xmas gift to Pico8 users :-)
Up to 4 players can drive like mad to finish first on 16 tracks.
Picked up wrenches can be spent between races to enhance your vehicle.
I tried as much as I could, but there's no music and only a few (ridiculous) sfx.
So if someone is kind enough to provide an epic soundtrack I'll be forever grateful.
As usual, comments and critics are welcome!
Merry Xmas!

Version 1.01 : Tweaked cars' speed.
Version 1.02 : Fixed to work with 0.2.0 (thanks to @Felice)
Old version:
[hidden]

This is the orthodox vertical shooter that compete for the high score.
- It is possible to enhance the ship by obtaining an item.
1.Weapons change (3 types)
2.Weapon enhancement (5 stages)
3.Speed up (5 stages)
4.Pod add (Maximum 2) - The weapons and pod has endurance is set.
- The enemy will appear in random.
- To proceed to the next stage by defeating the boss. Enemy becomes stronger.

Just a "music" cart.
It shouldn't desynch even if the web client lags because the floating text spawns the music.

Note: this cart has been superseded by Pico de Pon: https://www.lexaloffle.com/bbs/?pid=74540#p
v1.02 notes:
- Add more celebration sfx (trumpets) for big chains, depending on chain reaction length
- One-player scoring is scaled by the initial difficulty selection
- No garbage blocks fall in easy mode
- Fixes crashing and correctness bugs (Thanks everyone for testing!)

Here's my Ludum Dare submission, "Moss Covers Everything".
This started out as "Qix in the dungeon" and grew into a thing of its own. LD being what it is I was running out of time and energy around the point I finished the gameplay mechanics so there aren't many levels or things to interact with (and no sounds at all), but I hope you enjoy what's there.
While I didn't actually end up taking much from it, Hyaku Man Ton no Bara Bara / The Million Ton Breakup, a Japan-only PSP game that's like Qix with airships, was a big inspiration. Here's an ad for it.
The music editor in Pico-8 only works in groups of 32 counts. This makes using triplets, or writing in triple time (3/4) very inefficient. If you loop a 3-count pattern, the music editor will loop it up to 32-counts, then restart. The only workaround is to not use loops when composing in multiples of three, but this takes up way to much space. For a future update, maybe the ability to edit the number of counts in the music editor? If I could have changed the counts from 32 to say, 24 or 36, it would have saved lots of work and memory. Does that make sense?
Another quick observation, though I don't think it has an easy fix: Gradual, linear tempo changes are also memory hogs. The title music from ALttP required 2/3 of the music allotment, even though it's only 20 seconds long (https://soundcloud.com/gruber99/sets/the-legend-of-zelda-alttp-pico)
Hope this is helpful!

This is my Pico-8 remake of Hyrule Castle from Zelda ALttP (I recreated the entire soundtrack in Pico-8. https://soundcloud.com/gruber99/sets/the-legend-of-zelda-alttp-pico)
I'm happy to upload any other of the cartridges, just let me know!

For LD#34, a game using the themes "Two button controls" and "Growing", as well as the rain theme I missed here. Because why not have three themes?
The engine and gameplay is done, though the later dance moves don't unlock yet. I'm thinking they'll activate at powerup points or after you grow 20 or so plants, though that's dependent on the still unfinished level designs.
Still to do post-jam: (and hopefully in the next 2-3 days)
- more puzzle designs
- music!
- win condition: grow 100 plants?
I'm a little disappointed that the special behaviors with planting on fires and shining sunlight to grow plants in rain and exorcise piranha plants didn't get into the jam demo, but they are coded and working well. You can debug the extra dance moves with Q for now, if you're interested.
I'm pretty happy with this project, especially how decent the pixel art I did in a couple hours looks. PICO-8 is really a good fit for gamejams.
I want to do a de-make of "Another World", this game is built of many static screens (no scrolling) and the backgrounds are drawn using very creative, data efficient, free-form "polygons".
To increase the number of screens I can have, and match the free-form polygonal art style, it seems better to discard the tile map, and use the map data to store "screens" and each screen would store "polygon info". So it would just be the points for the polygons, or something simpler - maybe just indexes of known shapes and a colour value to apply to them, something like that.
However it's stored - it would be expensive to re-draw the entire thing every frame, so I would have to use the old school technique of;
- draw the background once,
- capture the area behind a sprite,
- draw the sprite,
- then to re-draw, paste the captured area back over it, adjust the sprite x,y and repeat
How do I prevent the normal re-draw, and how do I capture an area of the screen?
Any thoughts on my approach?
Hi, I'm still learning about Pico-8.
Given that there is ONE map (count-em, one!), if a game wants to give the impression of a bigger world, it's going to have to resort to some old school techniques, yes?
A lot like how Mario on the NES was done by making levels out of "chunks" of tiles, eg. one chunk is a set of stairs with a gap in the middle, another is 2 platforms above each other, etc. Thus the level data can just be a serialised list of chunk indexes.
I ask because, for fun, I want to try making "de-makes" of classic games. One might be "Another World". I was coming up with a level storage format which might just be a series of types of shapes, or points, and draw the polygons to create a 2D image, much like the original did, but this would have to be plotted out once, and then I'd have to use old school method of; every frame, capturing the small screen area behind the player, drawing the player, then erasing the player with the stored screen area, apply the movement, and repeat. To avoid re-drawing the background every frame because it might be computationally expensive.

Use the left and right arrows to move, x to shoot and z to shoot a bomb.
you only have two bombs so use them wisely.
colliding with other ships does 3 hearts of damage.
Week 5 of my weekly pico8 game project
You can find my blog here: quidditycode.com
Had very little time for LD34 - made in a hurry :) Theme = growing.
- Navigate with [left]/[right]
- Shoot with action buttons [x] or [z]
The aim is to merge and grow the evil boxes in order to have one left - then it will collapse due to it's unbearable mass! (erm).
Whenever you hit a box it changes direction. The magnetic field is also activited and shown as a circle. When boxes have an active magnetic field and are close to eachother the bigger box will consume the smaller one.







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