hi guys, posting this on newyears eve. so happy 2016!
iv been patching up the love2D port of the pico and i want to try and get some more exposure out to the pico8 games.
id like to publish a game bundle (best of the year maybe?) in its own standalone app on the ios store (free download and no ads or micropay), im curently working on the gui and fixing some bugs.
i would like to ask any devs out here for premision to use your game in this bundle, if you have the time i would realy like a small bio on you and what or how the game came to be.
if you have questions about this project by all means ask

So, for anyone who didn't see on twitter, I recently bought a tiny 128x128 LCD, and got around to using it yesterday. https://twitter.com/NoahRosamilia/status/681585285013045252
When I first started it took around 85 seconds to transfer one full image, but with a bit of optimizing coughstealingotherpeoplescodecough I can now update the screen at ~50 FPS. I remember people talking about reading PICO-8's memory from another program (for networking stuff, I think). I was wondering if anybody had some clues for getting the PICO-8 screen data from a python script.

Eyeboss is designed to be a short, yet well-polished, tough-as-nails bullet hell boss shooter. It features 2 play modes, Survive and Destroy, each of which can be played on Normal or Hard difficulty, and 10 levels to clear. The music and background will become progressively more intense as you proceed through the levels.
In Hard mode, enemies will bungee back and forth while firing their patterns faster than on Normal mode. In Destroy mode, you can fire back at enemies, and have 3 lives to complete the game. In Survive mode, you have one life, and surviving for 15 seconds clears the level.
Thanks for playing! I appreciate any feedback. This is my first game using Pico-8, so if you are running into problems such as performance issues, glitches, etc., please let me know.
anybody know if this could be done in pico8?
https://www.youtube.com/watch?v=jr0DKvInRyI
I was tempted to try but not sure how to implement the rotation.

This is my first submission for PICO-8!
I am trying to make a Christmas musical game but it turn out sync audio and video is a real pain...
right now, the game isn't a game, only a procedural generated map and a single tune. I will work on this title until the end of the year, introducing new old Christmas tunes and gameplay.

I've started doing something in Pico-8, but when i am trying to follow the particle tutorial from Picozine 1 (even if i get the text correct) and run it i get an error like 
This is the code: http://hastebin.com/akaqebefav.lua
Any help?

Just a wee little game I made to take different parts of pico-8 for a spin! Your typical space shooter in which you destroy things with love.
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!






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