Time for another jam! EDIT: The theme is Chain Reaction.
EDIT2:
and... that's time! Thanks everyone who contributed a cartridge! If you submitted something with the p8jam2 tag, you can now rate other p8jam2-tagged carts at the top of the cart's thread.
If you'd like to continue working on your cartridges, feel free -- but please leave the compo version at the top of the p8jam2-tagged threads until voting finishes in one week (June 5, 24:00 PST). Good luck!
Same deal as last time, except with some limited theme voting:
Duration: The Jam will take place from 00:00 PST on Saturday the 21st of May 2016 and will finish at 24:00 PST on Sunday the 29th. So, it spans 2 weekends and 5 weekdays. You can spend as much or little time on your carts as you like. Tiny silly cartridges are more than welcome.
I'm trying to get a enemy ship to shoot several bullets out at once in a spread pattern. The bullets aren't being targeted at any specific object or point (not a homing missile)...I just want them to shoot out at various angles, like 180 45 and 225*
Ideally, I'd like to have a function that lets you pass in a origin x/y, an angle and speed...
--shootBullet(x, y, angle, speed) shootBullet(25,25,45,2) |
...then I could put that as part of the a larger collection of functions for my shooting routines. I just
I felt that I had some of the answer in the bullet trajectory math here, but after trying to change different variables and stuff, I just couldn't get it right. This is what I get for not going beyond Algebra I in school ;P
If anyone has a method or can share the math, I'd appreciate it. Thanks!

I had an idea for a musical game for the Pico, and wanted to verify whether the idea would work within the audio limitations first. Turns out, it wouldn't - but the toy I used to verify that turned to be lots of fun and took on a life of its own, so that's a win, I guess :).
Z - add/erase notes | select options in the menu
X - change instrument
hold X - back to menu
Just put some notes on the grid to get a feel for it. You can save your songs to the cart itself, and I guess also share your crazy creations as cartridges here using that option:). There is also a demo song in there if you want to check out one of mine (disclaimer: not a musician by far, listen at your own risk).
Have fun! All comments, suggestions and ideas much appreciated :).

I discovered Pico-8 because I ordered a PocketCHIP, so in my mind, I'm making games with a handheld in mind...but that's just me, for all I know.
How and where do you most often play Pico-8 games?
On your living room TV with controllers?
On your PC?
Just using the keyboard?
Some custom housing you've made for your Pi with joystick and buttons?
...?
Just wondering so that I might be able to do some testing with alternative devices and setups.
It seems like the Pico-8 will get to other platforms at some point so it's good to think about where people when designing your game.

I just recently got Pico-8 and I'm already a huge fan. I have a few suggestion of things that could hopefully rather easily be implemented into the editors which might help some people, such as myself :)
-
The ability to scroll the map with the arrowkeys. I find it a bit cumbersome to use space and drag around the map, especially since the map window is so small if the sprites are visible at the same time.
-
Be able to switch "sprites" by right-clicking on them. This might be a little more tricky but it's a feauture I really like from Charpad (C64 map and tile-editor). If you right click on a sprite it will swap place with the currently selected sprite and "remap" them on the map. This is just for tidyness - makes it easier to move things around.
-
Make "delete"in the music editor work aswell as backspace, and make one of them step down one step like the editor does when placing notes.
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Make delete in the sprite editor clear the currently selected sprite to the currently selected color.
- Adding keyboard-shortcuts for the draw and fill-tools in the editor.
I'm working on a shmup game and have an enemy that shoots a bullet at the player. I want the bullet to keep moving towards the player's x/y even after the player has moved. So keep the object move towards a single point.
If anyone has a method or math they can share, I'd appreciate it.
I guess this type of thing is great for all sorts of purposes, not just bullets. :)

A port of the original super mario bros onto the pico-8. It's still very much a work in progress and lacks key features such as items, enemy AI, and falling into a pit crashes the game. But the basic engine and collision detection is all there, so feel free to play around with it if you want.
Let me know what you think, and what areas it can be improved upon.

Hey everyone! This weekend, at the Toronto Game Jam, I made a small 0-player game named Nite Fite. It was my first time working in Pico-8 and I had a blast.
Since this is a 0-player game, you don't actually have any controls. The fighters go automatically, and when they die, they pull a property from the fighter that killed them, and randomize another property. This results in a kind of weird shifting metagame that's oddly captivating to watch.
I loooooved working in Pico-8 and will definitely try to put some more stuff out in the future.
Edit: the old version had a horrible invisible bug that completely compromised the inheritance system. This version should work fine now.

(edit: naturally the first time I uploaded this I forgot to take a screenshot. lol)
My first game! It's pretty bad! But ok for the 24 hours or so I took introducing myself to Pico-8
About ~10% or so of this I'd say is probably wholesale lifted from the first tutorial for Squashy over at Picozine, since that was my starting point to all this. Added some more objects/collisions and turned it into a game sorta thing
Features:
- Z/X to adjust paddle speed
- multiple return angles
- scoring (10pts for a successful volley, 25pts for hitting the block)
- high score tracking (saved via cartdata())
- annoying sounds, by me
- working game over/restart screen
- poor logic
- poorer comments
There's the occasional (literal) corner case where the ball doesnt interact with the block correctly, but I think I've gotten it as good as I can get it with the horrible way I logic'd it all out. I've already learned/determined a better method for bounding boxes so whatever I make next WON'T be this bad (hopefully).
Enjoy! Hopefully someone gets 20 seconds of fun out of it (or learns something from it
Controls
- Arrows move you around
- X will start a new level
Development
This is my first game of sorts. I made it for my preschooler and as a way for me to learn some P8 basics. There's not much to it. Presents release food, then collect all the food until you get them all. There's no end, per se, the collection goal just keeps going up. If this ends up being something she enjoys, I'll add things to it but if nothing else this is a great reference for my future projects.
And thanks to everyone here on the forums...I learned a lot about some the nuances of Lua and it came in handy.
I used the animation function from here:
https://www.lexaloffle.com/bbs/?tid=3117
I copied food sprites from here:
https://www.reddit.com/r/pico8/comments/3jhmni/spritesheets_and_tools_for_the_pico8_palette/
I couldn't find the thread where I got the collision function but thank you!
Once nice experience I had with this program was the refactoring. My first dive into this game was just hacking through new commands and learning. Once I got that to a workable state, I refactored it in about 2 hours to be pretty nicely laid out, IMHO. Still learning where to gain efficiencies but hey, it's a start.

Organ is a simple sfx organizer.
When I make music with the pico8 tracker, I usually end up with an unreadable mess of samples that have nothing in common.
This utility lets you switch sfx indexes and update the song data accordingly.
You can either specify a filename in the code (still waiting for a usable ls()), or paste the song data of another cart manually.
The data is saved on the editor itself (even when a filename is specified). To save it to your music cart, you'll need to edit it manually (I'll make a better UI in the future).
I may or may not extend this to make a music compression utility :T
So, I just recently heard about PICO-8 and fell in love with the concept, especially since a lot of my game-related projects recently end up crumbling under their own weight. Thankfully, there is no way to do that to yourself with the constraints of the Pico, so I hope to finish a few small games for it to get my groove back :).
This is my first Pico project. It's just a Minesweeper clone - I wanted to start with a known quantity just to get a feel for Lua and the API. I figured that in the unlikely event that the Pico becomes a hit handheld console, at least all those Minesweeper fans will have an implementation ready to go.
Then I found about the search function in splore and realized that somebody already made one :). Well, I guess there is two to choose from now :).
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