Have you ever thought "Man, I wish I could play a fighting game AND a dating sim AT THE SAME TIME"
Well look no further because Super Combo Lover is exactly what you're looking for!
Score as many points as possible on each of your 5 dates by chaining sick combos!
Watch out, some combos may have negative effects on your date! Pay close attention to her reaction for every combo you make, you wouldn't want to make her mad wouldn't you?

Hi! I just published episode 1 of a podcast about Pico-8, called pico chat. Each episode will be short (10-20 minutes), and you can expect 1-2 episodes per month. I'm looking for a guest to play through all the Pico-8 Jam #2 games for episode 2, send me an e-mail if you'd like to join me ([email protected])!
I'm open to any and all feedback. Tell me what you'd like to hear in future episodes. Thanks!
Hi all
My first step in pico 8 world
I don't understand why i still have a remaining line, i only one the moving style ?
Thanks in advance.

My first Pico-8 game, a classic snake game.
Eat as much pellets as you can without crashing into the wall or yourself.
Use cursor keys for menu selection and to move the snake.
Press X to select menu option and to pause the game.
Level:
The level selects the speed of the game (From 1 - slowest to 10 - fastest) and the amount of points you get per pellet eaten.
Game modes:
Classic - Play the selected level until game over.
Arcade - Level will increase every 10 pellets eaten until level 10 or game over.
Classic/Arcade Pro - As above. Additionally the snake will not pause for a brief period before hitting a wall/snake, but controlling the snake is more direct.
The high score for each level and game mode is saved on the Pico-8.

PICO-8 carts exported to HTML won't work on iOS in web app mode (a.k.a full screen web app).
Add the following meta tag to your .html file:
<meta name="apple-mobile-web-app-capable" content="yes"> |
Open the page in Safari iOS, add it to the homescreen, then launch it from there.
Nothing happens, the execution of PICO-8 doesn't start though it works perfectly well when launched from Safari.
The device I'm testing on, an iPhone 5, is not powerful enough to debug the web page and crashes when I try, so I don't really know what's the problem. I suspect there is a limitation blocking Emscripten somehow, maybe with the eval() function in JavaScript. I know the JIT was (is still?) disabled in webview, but the particularities of the web app mode are not documented.
It's a shame that Apple is doing their best to ruin the HTML5 experience, probably to give the priority to their closed and controlled apps ecosystem.
I'm not an iOS expert, so if you have any idea on how to fix that, please let me know.

Today I was watching Roland Garros on the TV when I figured I would waste less my time playing with PICO-8 and so I did ... another pong.
The code is quite simple and should help beginners starting with PICO-8 programming
It supports different bouncing angles - I store them in a table for each pixel of the paddle (8 pixels high) :
angles={-1.2,-0.8,-0.5,-0.2,0.2,0.5,0.8,1.2}
...
b.dy=angles[flr(b.y-p1y)+1]
|
At first, player2 (p2) was always following the ball and was unbeatable... so I modified it to only follow the ball when it is in the right half of the screen - I found this solution giving a good difficulty level - you can raise it if you increase the area where it "sees" the ball :
-- p2 follows the ball, only if the ball is on the right side of the screen if (b.x>64 and p2y+4>b.y ) p2y-=1 if (b.x>64 and p2y+4<b.y ) p2y+=1 |
Pico8 0.1.6 added coroutines!
coroutines are really handy if you want to trigger an action once and then have it continue to do stuff for a while in the "background".
actions = {}
function press_mysterious_button()
local c = cocreate(function()
for i=1,10 do
launch_special_fx()
yield()
yield()
yield()
yield()
end
end)
add(actions,c)
function _update()
for c in all(actions) do
if costatus(c) then
coresume(c)
else
del(actions,c)
end
end
end
|
the above code when the mysterious button is pressed will create a new coroutine (cocreate) which will launch special fx every 4 frames, 10 times and then it will be completed.
each loop of _update it'll run any actions up to the next "yield" and then return. when the action is complete, we remove the dead actions from the table.
hope that makes sense and is helpful!

Hello everyone, been a while I haven't done some PICO so there it is. It's a reboot of a years old dropped calculator project I wanted to do with a friend : an Epic Coaster demake. It's some sort of theme-park themed Canabalt self-proclamed tribute. Let's see how far you (and the developper :p ) will go! o/
Well, for now, I succesfully nailed (for once) physics and I also did some eyecandy, so everything should follow quite smoothly, like the whole game state, more platforms and stuff.
Instructions : Z to jump.
Changelog:
-0.02
- Added an initial platform
- Added gameover/replay just after
- Fade animation
- 0.01
- Initial version
Older versions:
- Initial version
- 0.01
A pretty stupid mechanical loom that I spent way too long making.
The pattern is programmed using the tags on the punch card sprites, so you have to download it and 'punch the cards' yourself in the sprite editor if you want to change the pattern.
There's a lot of room for improvement, but eventually the futility of making a mechanical loom simulator really set in.

Wanted to throw something together for p8jam2, so did a spin on the forest-fire cellular automata.
Controls
Up/down: adjust probability of new fires
Left/right: adjust probability of tree growth
Button 1: reset probabilities
Button 1+2: reset map
(Warning: you could probably give yourself a seizure by cranking up the probabilities to the max.)
If you're not familiar with forest-fire, the rules are as follows:
1) A burning cell will become an empty cell
2) A tree will start to burn if at least one neighbor is burning
3) A tree ignites with probability f even if no neighbor is burning
4) An empty space fills with a tree with probability [i]p

I found out what was making my game slow down when in the bottom right corner of the map. It has to do with sprites clipping when they are drawn with negative coordinates. Consider the two examples below:
function _draw() cls() spr(0,1000,1000,1,1,false,false) cursor(0,0) print(stat(1)) end |
This gives me 11 % CPU use.
function _draw() cls() spr(0,-1000,-1000,1,1,false,false) cursor(0,0) print(stat(1)) end |
This gives me ~700 % CPU use.
This is bizarre since both obviously are clipped and nothing is ever drawn on the screen. The CPU use has to do with how far in the negative coordinates the sprite is drawn.
CHANGE LOG
- more accurate collision with tail of wire
- transparent balls so you can see through them
- flashing ball when it can't be burst
- flashing of player after respawn is now faster
- added game score stats screen
- added new bubble sprites from Johan Vinet
- fixed some minor visual issues
WHAT IS THIS?
This is my version of Pang!
STORY
I've been obsessed with this game series by Mitchell Corp ever since the 1990 Atari ST version. I'm currently trying to 100% the Nintendo DS version (it's the best version by far!) though I also love the last arcade version which is called Mighty! Pang.
HOW TO PLAY
Move left and right and fire your harpoon wire.
Split the bubbles into smaller sizes that are worth more points.
Burst bubbles of the same type in sequence to increase your score multiplier.
Discover special bubbles and power-ups.
You have three lives.
...go for the Hi Score!
CONTROLS
cursor left & cursor right = move
cursor up or X = fire harpoon
WIP
There's lots done already, I'm pretty happy with it so far.
Gameplay came quickly. Ever since then I've been polishing and adding details.
TODO
I want to add more special bubbles and some collectible power-ups.
Needs music. SFX and GFX are (probably) placeholders.
NOTES
I will write more about the design and my choices sometime before the end of the jam.

As I've gotten older, I've learned to be honest with myself in acknowledging my strengths and interests. There was a time when being a one-man-band was the norm. Graphics? Got it. Music? Sure. Programming? Absolutely. But these days, I have to pick my position and roll with it, delegating the rest to others that are much, much better than me. I've made peace with that but...
The trick is, how do you find and attract those people?
I feel the "make a prototype and then see who wants to help make it nice" method rarely works. I figure most people want to be invested in the game they're working on from the start, not just "hired" like a merc after the fact for their skill...or maybe they do?
For those of us that have ideas for games but may only possess 1 of the 3 hard skills needed to make it a reality, what's the best way to assemble a team of collaborators?
What has worked for you?
What hasn't?

I think this is the first actual game I've ever finished! Made with my partner glip over the past couple weeks, as part of their Flora universe.
I wrote some stuff about the experience making it, and there's a bit more on Floraverse.
I had to strip all the comments to fit under the compressed size limit, but the original cart/source is available.
There's an instruction manual of sorts: cover, part 1, part 2, part 3

This was my second project after buying Pico-8. I had a Millennium Falcon toy as a kid that had a sound-base memory connect four game on it. I used to love the crap out of it, and so I decided to give the game a try in Pico-8.
This game is dedicated to TG. They had been waiting on me for a long time to attempt this project, and it so happens to be their birthday as well (Happy birthday!). You're appreciated, and I hope this makes up for even a little of my ridiculousness when it comes to the Falcon.
=== Instructions ===
Use the arrow keys to select a square, press "Z" to play the associated sound. Attempt to match all of the squares based on the sound that's played.
Version 1.0
Graphics added
Game completed
Win condition and menu created
Sounds finalized
Version 0.1
Initial game concept release






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