I've been looking at a lot of the collision scripts for map tiles and they all make sense and work well...except when I start scrolling the map. I'm trying to make a scrolling side shooter (a la Gradius) but for the life of me can't get the scrolling speeds to match up so that the player doesn't get stuck on the walls.
Collision is working because the player stops but then he can't move up/down or back once he's blocked. I know that moving opposite direction should be doubled (which in this script it's not) but other than that, I just don't have my head around it. Hoping some extra eyeballs can help out.
What I'm trying to achieve is if the player hits a wall, they can at least move any non-blocking direction to avoid getting pushed off the screen.
The scripts I've studied have been great and at least got me this far...I'm just trying to make things move with the camera.

Tried to get this together in a night for #p8jam2 ("chain reaction"), but didn't quite make it. Had a different idea originally, which I ended up putting way more time into before realising it didn't make much sense. Oh well, game jams am I right?
Blow things up, they will blow more things up. Try to shoot the right ones so that you end up taking as few shots as possible.
Arrows: Move
Z: Fire
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I was kinda nnoyed that I didnt get everything finished in time for the jam so I added a few improvements - off competition - just while I am still in the swing of it.
Changes:
- second mighty enemy type "saw robot"
- improved background parallax scrolling
- graphic overhaul, cleaned up the pixly mess a bit
Still missing the actual story point and a bit of an extended level.
How to play
Left/Right - walking
Up - Jumping
X - run/hang/slide down
Y - shoot (if you have collected energy balls)
How to jump really high?
You walk left/right with the cursors.
Up lets you jump (up right/left)
if you press X while walking you will run!
If you jump against a wall running and hold X, you will cling to the wall (slowly sliding down).
From that you can jump again to flip flop up a higher ridge.

ISOHOPES is a puzzle/management/simulation game where you must set up and maintain a chain reaction in a nuclear fission reactor. Try to make as much profit as possible, without having a meltdown.
Fuel rods emit neutrons and heat when struck by slow (white) neutrons, control rods eat neutrons and coolant conducts heat and slows neutrons. Control rods are free, but the rest is going to cost you.
The coolant changes colour as it gains and distributes heat. It will boil away if it gets too hot, so keep an eye on the blue meter to monitor its level. You can check your reactor's highest temperature with the red meter. If that meter maxes out, you will meltdown and lose everything.
You can spark neutrons to ignite your chain reaction using a fuel rod, add or remove coolant with a control rod, and retire when you think you've made all the dosh you can by going to the pump in the top right.
Help and contextual prompts are built in, but music and other levels are not... yet.
Good luck, have fun, and keep splitting those atoms!

Hoping that maybe someone has played with a PocketCHIP at some point even though I know they're not shipped yet...just wondering if an 8x8 sprite shows up too tiny on the PChip's display?
I've been making most of my games with 8x8 as the base for characters but wondering if I should shift my thinking to 16x16 or 8x16 or something bigger to show up better on the Pocket...?
By @AshleyPringle
Spacetank 9000
It is the year 9000
Blow up aliens
Get crate boxes
You are powerful and good
Scorched Earth meets Super Crate Box
There are chain reaction explosions because everything in the game explodes
I plan on adding more weapons and enemies. Enjoy!
UPDATES:
-different control scheme
-more gradual difficulty curve
-made some weapons a bit easier to hit with :)
-fixed some wonky hitboxes
KNOWN BUGS:
-Just straight up totally hard crashes pico 8 for some reason sometimes? I have no idea why, maybe has something to do with sfx?
-Will probably run out of memory if you get too far?
[hidden]

Here's my very first PICO-8 project! There's no end state and no explicit goal, except to make your garden pretty. Here are some things you can try, though:
Flower Island - Make an island covered in flowers.
Greenery - Cover the garden in nothing but flowers and water.
Watch the World Burn - Cover the garden in fire.
Fire Island - Make a small island of fire, with greenery around it.
BEEEES - Grow as many daisies as you can.
I'd love to see screenshots of your lovely gardens!

Big thanks to zep for helping me get the web version working. Full details here.
https://github.com/josefnpat/pico8jam2

This is more of a visual novel than a game.
This is an alternative reality game where the axis win the war.
This game exploits image compression techniques to bring you:
- 13 64x64 character sprites
- 8 128x64 background sprites
The theme of "chain reaction" is metaphorical in the game.
Please enjoy!
https://twitter.com/josefnpat/
https://twitter.com/bytedesigning

always wanted to try out pico-8 and thought p8jam2 would be a good excuse! it was a lot of fun
this is a sequel to an earlier game i made called cure which you can play here: https://ianmart1n.itch.io/cure
it's local multiplayer so find yourself a nearby friend for the full experience

In this experiment, you have to reveal each cell of a grid, by selecting one with the cursor and the Z button, and play with the chain reactions.
Each cell has a particular type : there's arrows, which trigger the pointed cell when revealed, colored arrows, which will reveal the whole line from their cell to the grid border once shown up, red dots that show the next immediate cells, and grey cells that don't do anything !
Each time a cell is revealed during a chain reaction, a combo counter will be incremented and the cell will produce more points.
But attention : selecting a cell with the cursor costs points, and the more cells you manually reveal, the more points you'll lose while showing the first object.
The X key show you the whole grid for a few seconds, allowing you to plan you next moves more efficiently. But be warned that it like the reveal button, it costs more and more points as you use it.
Plus, you can hold it as much as you want to keep the grid revealed, but your score will decrement fast once the reveal timer is up.
I'll be honest, it could be way more polished. But I'm too tired at this moment to keep working on it :) (or write a descent english description .___.)
Thus said, I hope you'll like it. It's been a pleasure to work on this and participate to this jam, and finally be able to send my first cart to the BBS !
Lots of love. <3

I had a little more time for the second jam and made a platformer called Unchain.
Collect all the golden chain segments and make your way to the exit.
Avoid the robotnics at all cost! Maybe you find some blue energeticon balls, to blast them into bits.
Capture the flag to mark a safe point.
Left/Right - walking
Up - Jumping
X - run/hang/slide down
Y - shoot
It takes a bit of practice to master the jump/hang/jump again. Like in the real world!
Really wanted to make something out of the basecode I wrote for fanzine #2.
There is plenty of things to add, better in game music, more types of robots and the cage with the princess (that needs all the chain pieces to abseil her from the ceiling)!
Well, I might get to that at a later point.

I have never used Pico-8before, or made a game, but I really wanted to participate in this event because it sounded so fun. Sadly, my vision for the game was beyond my skill so I haven't been able to finish this game by deadline. I am sharing what I have and will share the final game when I finish it. I hope you like my Croc-O-Chain in progress game!!!!

Hello,
I made a retro style box art for the amazing game Mistigri in the free, open source application GIMP. I wanted to mimic the old school Nintendo black box games. You can view the large faux box art here:
I am considering making a few video tutorials to show other users how to do it. Is any interested?
If so, I could post a few videos in a couple of weeks. I would be curious to see what others design. Maybe someone could make a template, so it is easy for everyone to make consistent covers.


You are searching for gold and glory (and loot!) so you have decided to join a competition to enter a cave and kill aliens. The more aliens killed, the more points you will get.
To do so, you have your powerful lighning gun. It splits in two every time it touches an enemy generating a nice chain reaction (and killing more aliens at one!)
Are you ready for the challenge?
The game was made by a team of 2:
- jayminer : graphics, music, sfx and those nice effects in the start and game over screen
- misato : coding
Unfortunately we didn't have time to add a lot of ideas like the loot, different caves, etc. We also know that difficulty should be better adjusted (it's now easy). However we plan on updating it after the jam ends.
Enjoy it!

So I've been chugging along with my pico8jam2 entry, and one thing that is nice is that there's a -run flag. But because I'm using an external editor and a build script, I need to reload the entire binary every time I make a change. The only thing that takes forever is the intro screen:
I know that it's part of the "fantasy console" but it'd be REALLY nice to have a -skipintro flag just for development, so that I can get my app running as quickly as possible for quick iteration.

Unpolished! Ambitious mechanic! Probably infuriating!
Mash the arrow buttons to transfer "possession" of the blue and pink balls. When a ball is possessed it can break through the silver barriers. Everything else is just chaos. Press X to restart the level.

Ever wondered what being a space weapon engineer feels like?! Wonder no more and be one in Gears of Gear!!!
This isn't a game! It's a toy!! Make cool stuff happen with gears!
Controls are on the title-screen.
The different types of gears modify the behavior of the canon on the bottom half of the screen when they are connected and spinning. Having several gears of the same type does increase their effect.
You can access the trunk by pressing Z at the top of the screen.
This is about 40% of what I originally intended to do for p8jam2. But then life and bad organization happened and I had to improvise to get something somewhat finished.
I wanted to make a shmup and I'm still going to do it (probably) so consider this as a demo or a prototype or something!
[u]Secret feature:






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