Version .3 update: Added attacking while jumping, double-jumping, and fixed the scores and glitches. Let me know if you find bugs!
This is still my "first game", it's a full screen, enhanced version of the Lowrezjam submission I made.
Two players versus only at the moment.
Controls are simple. left and right to move your player, up to stab upward, down to block. Buttons to jump and attack.
There's an AI in the works but it's laughably, three-stooges stupid at the moment. Graphics are still being tweaked (clouds are janky). Also, the scoring isn't displayed because I have to recode it for 4 or more characters, but you can still win by knocking the other person off the ledge 7 times.
Challenge a friend, see what you think. I'll finish the AI, recode the scoring, and maybe speed up the combat a little. Add a double-jump maybe.
Under the hood, feel free to peek. The platform collision is all done by one ground_check function. hit detection is done by the sword leaving 'hit bits' on the map. (this led to funny bugs of there being invisible 'mines' around the map when the bits didn't clear properly).
I'm being guarded and cautious. Whatever. Enjoy.

How to play
There are 10 different pieces.
You must place all of them into the frame without overlapping.
X: pick or release a piece
D-pad+Z: rotate or flip
(Please see the instruction at the bottom of window)
Release notes
0.50 (Apr 30, 2016)
- Play music.
- Tune visual of gallery.
0.30 (Apr 25, 2016)
- Initial Release.
(Older versions)
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Hi. I'm trying to learn about collisions using the DOM8VERSE section of zine 3 but I'm getting weird error messages whenever I try and use a foreach.
For example, when I try this:
function _update()
if btnp(5, 0) then
add(objects, bulletconstruct(player1.position.x,player1.position.y))
end
foreach(objects, function(obj)
obj.update(obj)
end
end
.. I get ')' expected ( to close '(' at line 0.0003891 near 'end'
I've tried adding and taking away brackets, as well as 'end' statements but I can't get it to work. Thought it was strange as I'm copy pasting zine 3 code.
Anyone know the solution?

To allow more room for maps in my current project, I'm planning to use many of the sprites flipped to achieve more visual variety. While I can easily do this for sprites representing the player or enemies, I'm not sure how to implement it for the maps. I don't believe I can use the map() function, even with the flexibility of its layer flags option. I could of course store a table representing the map, with additional flags to indicate whether or not a cell should be flipped, and draw each individual sprite instead of using map(), but I'm worried this will be too slow and generally cumbersome.
Is there a good way to go about this or am I stuck using no flipped sprites for maps? Or should I instead be looking at ways to compress the map data so I can use more room for sprites?
Good day, and thank you for looking at this tutorial i put up for the convenience of developers who wish to understand
palt() and how it can be utilized.
the command is used to render colors as transparent when sprites or graphical commands are used. This command also avoids any other edits to the palette that are initiated in the code used.

syntax for palt is simple: first parameter chooses color to render transparent or not, second parameter is boolean and decides for the color to be transparent. palt( x , true ) would make the color x not render.
this should be a useful command when using another color as transparency.
I want to show you how sprite packaging [as i call it] can be utilized in pico8, to provide for bigger sprite space for sprites that containt up to 4 colors.
- Sprite Packaging for 2 color sprites -
The most efficient way i get 4 sprites from one is to stick them together and draw them as if they were different sprites.
-- a should be 1 , 2 , 4 , 8 function sssspr( x , y , w , h , dx , dy , a , c ) for i = 0 , 15 do --remove unverified colors if (i/a)%2 < 1 then palt( i , true ) else palt( i , false ) end -- turn verified colors into c pal( i , flr((i/a)%2)*c ) end sspr( x , y , w , h , dx , dy ) palt() pal() end |

A space-horror mystery game about finding a sneaky shapeshifter amongst your crew - get them before they assimilate everyone - including you! Made in one weekend for Ludum Dare 35.
Figuring out how to identify the shapeshifters is half the fun, so I wont spoil it!
Hard mode makes more shapeshifters at the start.
It still needs a proper aftermath, so I might revisit it if I get some time this week. Posting to cartridges rather than WIP because I might not.
Have Fun!

I just participated in the LowRezJam and since the theme was making a game in 64x64 resolution I though the PICO8 would be perfect for this.
I would like to share the game that I created for the jam with everybody here.
We must play the fox is a simple stealth game about Foxy a cute fox that loves eggs. He has to take as many as he can before being noticed by the chickens.
The map is procedurally generated so every time you play it will be different.
The game has developed by 4 people:
- misato, mapedorr - developers
- robrechtJ - developer and game art
- milesgordon - music and fx
Take in account that it is not finished yet. This is as much as we could develop in the time of the jam. It is playable but there could be bugs and it lacks some functionality that we though about but we didn't have time to implement.
This is our very first time doing something for the PICO8. I hope you enjoy it as much as we enjoyed making it!
ok so finally i'm releasing my game on the bbs. it was previously on itch.io (pay what you want) so if should you want to pay for it, or just want to check out the page, go here: https://catnip.itch.io/pod3x3
pod3x3 is a somewhat unusual take on the RTS genre, with the constraints of the 2 player 8 bit pico-8 console in mind. the result is something more in likeness to a fighting or dogfighting game. a game of zoning and feinting to get the upper hand of your opponent. easy to learn, hard to master. the game can be played 1 vs 1, vs AI or AI vs AI.
but first things first:
how to play pod3x3
in pod3x3, each player give orders to 3 pods each. these pods are somewhat like tanks. you cycle between your pods with button 1. with the up and down buttons, you set the active pod's throttle. with the left and right buttons, you can change the pod's direction. the pod will try to match its rotation and velocity to the selected direction and throttle, even if you cycle to another pod later.
every pod is equipped with a turret that will automatically target and shoot at the nearest enemy. when a pod is selected, you can see the turret's current range as the circle around the pod. the range is bigger the faster you go, but it is also offset so that the turret have a harder time shooting backwards. this is the key to winning the a game of pod3x3.
if you're in a bind, you can hold button 2 to activate a shield. you can only use the shield on the active pod, and the pod cannot shoot while using its shield. however, the pod only takes 1/10 of the usual damage when the shield is up. the shield uses a shared meter that regenerates when not in use.
oh and one last trick — if you press button 1 and 2 at the same time, you e-brake. e-braking resets all your pods throttle to 0.
the arena is the big white circle. if a pod moves outside the circle, the autopilot is engaged and the pod is steered back into the arena. after one minute, the arena will start shrinking, watch out!
controls
title screen
ready player — button 1
activate AI — button 2
in-game
throttle up/down — up/down
change direction — left/right
switch pod — button 1
shield — button 2
e-brake — button 1+2
keyboard
up/down/left/right — p1: arrow buttons p2: e/d/s/f
button 1 — p1: z or n p2: tab
button 2 — p1: x or m p2: q

Submitted to #LOWREZJAM: https://program_ix.itch.io/mslcom64
In MISSLCOM64, you control the missile defence system for a small town that's under attack. Move the cursor with the arrows and send bullets up to destroy the missiles with Z.
Made in about two and a half hours. Hinged on the realisation late the night before submission that I could hack my own sprite function to make PICO-8 effectively 64x64 (by stretching EVERY sprite*2). Unfortunately this meant to stay within the 64x64 grid, I had to do a lot of manual drawing of text and write a custom function to draw numbers based on sprites too. Still, I think it came out pretty well. If I'd come up with a way to do text without drawing it in the spritesheet, I would have had an easier time I think. (And given how quickly I did the numbers rendering function, it would have been well worth the time invested.) But it would've meant either custom sprite sizes for text, or having a lot less text onscreen. So whatever.
For those interested, the function to 'convert' PICO-8 to 64x64 is this:
FUNCTION SPR64(S,X,Y) SSPR((S%16)*8,(S/16)*8,8,8,X*2,Y*2,16,16) END |
This is my entry for ludumdare.
It's rather unfinished but somehow playable. I was too ambitious with the 5x boss thing and was unable to balance them all in time.
The rabbit form lack a special power but his arrow still deal double damage to his nemesis.
--- CONTROLS ---
<z> shoot
<x> jump
<down> swap your spirits
<up> enter teepee
--- GOAL ---
- You must fight all 5 animal spirit to succeed
- If you defeat one of them, you wont be able to use his form for next battles
- Each spirit fears another. Find their weakness

This is a strange ugly puzzle game for ludum dare 35. You can start with any figure and then move it to other one to transform its shape. Each shape has unique movement pattern and it can only takes 3 steps. Goal of the game is to transform/clear as many figures as possible. Levels are randomly generated and the perfect solution is no always avaliable.
Post-compo version:

Here's 0.1.6! You can download it from your updates page while you're logged in, or from your Humble Store Library. Just a reminder, that if you're a Voxatron alpha customer, you also own PICO-8! (it should show up automatically in both places).
By far the biggest change is the addition of SPLORE, a complete bbs and local cartridge explorer. You can run it by typing SPLORE, or start PICO-8 with "pico-8 -splore". If you plug a joystick in and auto-boot into splore, it's possible to navigate everything using only the 6 buttons + menu button.
This version also has a lot of new data storage functionality. Cartridges can cstore() to themselves in order to save extra data, and this is now officially supported on the web, so don't feel like it's a weird hack that's going to break! (actually it might break, but it's supported, so I'll fix it :p). Here's a demo:

This is a demo of the new cartridge storing in 0.1.6. (you'll need to update to 0.1.6 if you load this in PICO-8)
Press O (mapped to Z or C) to save the screen, and X to restore it. The cursor position is not saved.
To save, the screen is copied to the sprite sheet and then stored for clarity -- but it could have just been a straight cstore(0x0, 0x6000, 0x2000), and same again in reverse when restoring.
if (btn(4)) then memcpy(0x0,0x6000,0x2000) cstore() end if (btn(5)) then len = reload() memcpy(0x6000,0x0,0x2000) end |
This should also work in your browser, even if you close it and run the cartridge again. Please let me know if it doesn't!
Note that in 0.1.6 you can also cstore to separate cartridge files, meaning we can have quite large save games, and also saved data shared between carts on the bbs.

Cursor Keys: arrows, move character
Z/N: button 1, interact
X/M: button 2, change "mask"
The Masks We Wear is an exploration of a social shapeshifting, attending a party in this case, where one may change their "mask" and so change their perspective and others' perceptions of themselves, in order to affect their own mood. Socialize with the other guests, check out the snacks and the music, leave when you've had enough.
Made for Ludum Dare 35 compo.
I made this game for Low Rez Jam 2016 where the goal was to make a 64x64 game. I figured that was too many pixels so I made a collection of 20x20 microgames instead! I made one game a day for two weeks, April 1st - 14th. Here's the itch.io page for the game.
Games get harder with each level and unfortunately a lot of them will become impossibly difficult - balancing 14 games is pretty time consuming! I used 6590/8192 tokens and a decent chunk of the spritesheets (though a lot of what's there wasn't used). The screen mode hack found by sta64 forces the resolution from 128x128 to 64x64.






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