I've bought PICO-8 with the thought that it would be a neat way to learn coding and make small pixely games, but so far I can't get used to the language and workflow of Pico. I've tried deciphering other people's cartridges, but some things just make no sense. Is there anything I can do to learn Pico?

Hello! I made this short mini-game as an entry for Crab Zine, an art zine about crabs!
Check it out here: https://gum.co/QYpiZ/crablife
The mysterious crab billionaire, Pedals T. Crab, has offered to share some of his wealth with your crab gang. Press Z to jump. Catch the coins as they float past! Catch as many as you can!
Yellow Coins = 10 point, Red Coins = -50 point, Green Coins = 50 points

Like TRAIN, I started this game with the misguided idea that PICO-8 could do more things than it actually can. In this case, I was sure I'd read somewhere the console could allow text input if you did some weird mode thing. No idea where this idea came from.
In any case, I'd already written some of the room logic by the time I realised, so I figured a very basic exploration thing would be easier to play with just four directions and Z anyway.
Explore this weird building you're in, and try to find a way out. Arrows are North, East, South, West. Z is your action button although the only actions are starting or restarting the game.
Hope you enjoy! (Use this code and make your own adventure games!!!)
This is a first pass at trying to do something like Out of This World (or Another World depending on which side of the pond you land on).
Background is a static, shaded vector image that is rendered once at the beginning of the scene into a temporary buffer and then copied to the screen every frame.
The man is a moving vector animation that is rendered to the screen every frame.
Things aren't really structured for an actual game yet, but at least this shows that the concept could work.

I wanted to try this since a long time:
The scenery polygons are rendered as a list of line segment for every line of the screen. { { x, z, color }, { x, z, color }, ... }
No need to sort anything because polygons are inserted in every line raster with z test (making previous segments moved or deleted inside every lines)
it takes less than 0.3 of the frame to draw this frame rasterized buffer even if it is quite complex.
Then dynamic model polygons are drawn on the top of it with z test.
I'm quite happy with the result, now I need to try more complex models...
This is just a demo yet. (It still has annoying bugs)


Relive the joy of the 80's with some key mashing and marble gobbling. Feed those peckish pachyderms as fast as you can to win.
This is a two to four player, shoulder to shoulder kind of game.
Up Arrow: Red
Down Arrow: Yellow
Left Arrow: Blue
Right Arrow: Green
If anyone feels an urge to replace the music with something better, please be my guest.
--Electric Gryphon

This awesome cartridge allows you to mine for a very long time.
Download the cartridge yourself, and edit the code! Inside are somethings you can edit, for a different charecter, if you want your charecter black, and some other cool configurations.
It's released as finished, but it will get big updates some times.
You can save your game too, so that's another reason to download it.
Download Game: http://adf.ly/1XZKLS
Guide on how to do simple hacks for the game: http://adf.ly/1XZSTd
Guide on how to do complex hacks for the game: http://adf.ly/1XZauL (how to make a block doesn't work)
TIPS:
Coal spawns after 12 meters deep - 10% chance spawning ( 1 in 10 )
Iron spawns after 40 meters deep - 5% chance of spawning ( 1 in 20 )
Gold spawns after 100 meters deep - 2.5% chance of spawning ( 1 in 40 )
Diamond spawns after 300 meters deep - 1.25% chance of spawning ( 1 in 80 )
Coal sells for 5c (c = coins)
Iron sells for 15c
Gold sells for 45c
Diamond sells for 135c
A build of PICO-8 0.1.5 is now available for Raspberry Pi! Check your updates page or look in your Humble library under the Linux downloads section.
It works in fullscreen under either X Windows or directly from the terminal (using directfb). For speed, the default resolution is 280,280; you can set this with the -width and -height switches:
pico8 -width 720 -height 480
Known issues:
- After quitting, keypresses during the session are sometimes dumped to terminal (annoying if you quit by typing shutdown instead of CTRL-Q!)
- Freeze on exit (observed on a zero)
- Some math-heavy cartridges (e.g. /demos/cast.p8) don't run at full speed on first generation models.
There are two builds included in the archive. pico8 is compiled statically (so no need to install SDL2), and pico8_dyn dynamically loads libraries, in case you'd like to supply your own SDL2.
Have fun, and please post pictures if you get pico-8 running on any cute displays!

Hey guys! This is just a little music test that I have been working on, I might make a piano thing or something, I was playing around with audio, got a little sketchy and came up with a few retro drum sounds, (NOTE: These are NOT the original sounds from my test, I accidentally overwrote the file & forgot to get the backup, so I just reprogrammed it, but it works similar enough to my original, so it's good, Enough talk, more compose! Play around with it, and put suggestions below! Also, if you want, remix it! But give credit to me please.
Photosensitivity warning: blinky as all fuck.
This is a hacky little Sierpinksi Carpet fractal implementation, with oscillating zooming and panning and random color changing, with a hacky shot at a Shepard Tone for the soundtrack.
Controls:
- A sense of control over the universe is illusory.

In the last few weeks we made a PICO-8 arcade for the Screenshake 2016 festival.
In our design we wanted to combine the comfort of playing the games using classic arcade controls with the ability for festival visitors to develop games as well. We also printed out some fanzines.
The arcade as shown at the festival:
Butterfly Demo Vine:
The design in SketchUp and the first prototype:

The beginnings of an Arkanoid clone, based on a nice pixel art mockup by @DavitMasia.
Controls:
- left/right: move paddle
- z: start; release ball
- up: SECRET CHEATER LEVEL SKIP
Details:
This first version has the basic game loop -- break tiles with the ball, clearing the board will move to the next level -- but is missing just about everything else so far. No powerups, no enemies, no actual endgame (if you beat the last level, current #7, it just loops back to #1), no proper title screen, etc. Musical bits are dredged up from childhood memory and so are probably not spot on.
I hope to keep cracking away at it, get more of that added, but if anyone wants to have a go at doing so themselves they're welcome to it as well.

Hi folks,
I've been wanting to make a handheld Pico-8 console, powered by a Raspberry Pi. I hadn't realised that the Raspi version wasn't available yet, but I thought I'd see if I could get it working anyway.
A company called Eltechs makes a product called Exagear Desktop which allows you to run x86 binaries on an ARM host - apparently it's about four times as fast as QEMU. I bought a license (which are only about £8 at the moment), but sadly it doesn't work because it seems Exagear Desktop doesn't support SDL :-P
I'll continue tinkering, but I suspect this route is a dead end until Eltechs adds OpenGL support.





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