Yo! This is the first version of my (first) platform game: Roger's Adventure:
There are few feature yet: walk, jump, and poop! (you have to press O when jumping)
I think there will be some update in the followings day or weeks.
Right now, the poop just explode but doesn't kill the ennemies, and the hotbox aren't perfect, but i will upgrade it when i'll be better in Pico-8
CaptainDrucker -- french noob programmer
Aliens are hungry for Ufo Tofu! Make symbol palindromes on a Bejeweld-like board. Snake your cursor around the field to find mirrored patterns. Be careful, though, as the aliens will eat the first palindrome you show them, even if it's shorter than intended.
Controls:
arrows - move cursor
z - warp to centre
Made for the Sydney NSI Game Jam 10, when I only had access to an Ubuntu machine, so I decided to learn Pico-8 for the first time. This is the result! :)
(Edit: Hurried update correcting X vs O.)

Edit for 2017: The Lair has now been updated with 60 fps support and new pixelart, making it look and feel even better! I also tweaked the combo mechanics so it's easier and more fun to rack up big combos. Have fun!
If you'd like to support me and the game, you can also play and donate at on itch.io!
Controls: Arrow keys - for moving around, O - for stabbing things and controlling menus, X - for blocking things that try to stab you, hold O - for a super-charged attack, double tap direction - for dashing to safety.
So, this is The Lair, a PICO-8 fantasy beat'em up that I've been working on and tweeting about since forever. Try it and let me know what you think!
Ad Astra
A demoscene demo by Ate Bit for the Pico-8 virtual console.
Release date : 13/08/2016
Code & music : 4mat
Graphics : ilkke
Notes:
Please leave audio enabled, demo uses the STAT variables to maintain timing and scenes won't continue otherwise.
Due to the way I merged some _update and _draw code together the demo may go out of sync if you don't have the window focused. This may only affect watching it in pico-8 rather than the web version however.

How do you draw a trail for a moving object?
I see this effect a ton of games but don't know enough about what to look for to find it in the code. Plus y'all seem to minify code into single letter variable names and that makes it even tougher. ;)
Say I shoot a missile or something, what's a good way to draw a trail behind it? But also define how long that trail is and its color, etc.
I mean, it seems like you should just be able to draw a pixel behind the x/y location of the object you want to follow but how do you know what that location is? Especially if the object is changing direction...it's not just x+1 and y+1 or whatever...I think...
Insight, thoughts and snippets are appreciated.

This is a one button dueling game.
Hold to run, let go before passing to attack.
Whoever hits hardest wins.
Rules:
If neither player let go before passing, it's a tie.
If one player let go before passing, that player wins.
If both players let go before passing, the winner is decided by speed. If speeds are the same, it's a tie.
Made for #OneButtonJam.
One of the main things I wanted to try out with this game is an online multiplayer mode using the webplayer + GPIO stuff I experimented with in my PICO-8 twitter feed. You can try that out on the itch.io version of the game, which lets you connect to another player for peer-to-peer matches (using the Peerjs library and a heroku server to broker connections).

Hey everyone!
I just finished my little pokemon-esque jrpg: pico monsters.
In this game there are markers called 'picostops' scattered throughout the map which drop
random items whenever you have defeated a few wild monsters. 'Picostops' also replenish and revive all the monsters in your party. Catch new monsters with picoballs. Due to the save restrictions of pico8 the
team size in this is only 4. Every wild monsters can have up to 4 different moves it's recommended to catch and compare to build your best team. There is also a very small story about professor corks whereabouts...
Let me know if you run into any issues. Thanks for checking it out :)
Controls:
arrow keys: move around
x: open menu to view monsters, items and save
z: interact with people and things
Each monster is associated with an element and some elements have advantages over others.
Advantage of elements:
Earth: none
Air: Water
Water: Fire
Fire: Earth, Air


A recreation of the old arcade classic Depth Charge, not too faithful to the original, just a bit of fun and my first PICO-8 game. Move with left and right, drop charges to port and starboard with the two buttons. Sink subs for points and bonus time!
v1.1 (July 2026): fixed a ten-year-old bug where subs travelling right-to-left never launched mines. It's a bit more dangerous out there now!

Remember That Movie From The 80s
Coming up with the title or this post made me remember that movie Enemy, Mine from the 80s. I think it was starring Dennis Quaid and Lewis Gossit Jr. They were enemies crash landed on a hostile deserted world and had to work together to survive. Then of course they become friends and have a bunch of adventures.
Interesting that they were both starship pilots and I'm working on a space shooter game... cause you know I liked them when I was a kid... in the 80s...
Making Sparks
To copy another element from Cave Berries, because I really like the way the laser sparks when it hits a wall, I added a sparks function/method to the [b]bulletconstruct
Got things mostly working. (but still borked on right walls and cornes) Placeholder camera implemented, want to add dead zone and false boundaries to it eventually.
Taking an official break of sorts while I contemplate robust collision (and probably slopes) offline. I've made some progress on the theme/flavor, but I'm still keeping that to myself while I hammer on the basics.
Strange, editing the post I got the bbs to eat all my previous version. Broken tags below.

This is a Demix of the song "Jungle Dash" by Pogo, Who I am a fan of. I spent a good third of my day just working on this. The track is 32 segments and 16 loops.
Lemme know what you think in the comment thread, and feel free to use this and any of my other songs for your project (credit given is appreciated <3) If you have a song you would like made in pico-8 for your project, let me know and I'll see what I can do. Thanks for listening!
I was wondering if anyone was interested in a Discord server for Pico-8. It's not meant to take away from the official forums but I feel like it would be good for quick questions and general discussion as well as help build a tighter-knit community around Pico-8.
If you're interested, let me know! If not, then no worries!
Thanks all!

My code for sprite rotation:
function sprrot(id,x,y,a,s)
id=flr(id)
function getcol(px,py)
return ((px<1 and py<1)and(px>=0 and py>=0)) and sget((px*8)+((id%16)*8),(py*8)+(flr(id/16)*8)) or -1
end
for py=0,s*13 do --floor(9*sqrt(2))
for px=0,s*13 do
local uv={x=((px/(11*s))-.6),y=((py/(11*s))-.6)}
local col=getcol(((uv.x*cos(a))-(uv.y*sin(a)))+.5,((uv.x*sin(a))+(uv.y*cos(a)))+.5)
if(col>0)then
pset(flr(x+(px-(6.36*s))),flr(y+(py-(6.36*s))),col)
end
end
end
end
|
Any better ones?

Hey folks,
So I bought Pico-8 last weekend and have spent a few nights reacquainting myself with Lua (which I hadn't used much of before anyway) and learning Pico-8's nuances. I figured since I was still learning I would recreate one of my favourite puzzle games of all time - Lumines.
I will warn you, the graphics and (especially) sound are a bit rough. Also, I borrowed the fade code from Zep but re-purposed it to sort of fade in. It sort of works. I'll have to make an effort to learn exactly what that does.
But the gameplay itself is fine I think, adhering to the rules of the original. Scoring is a bit broken due to the integer limit and I haven't really looked into ways to get large integers yet.
If you fancy improving it be my guest! Likewise if you want to use some elements of it elsewhere (as unlikely as that sounds) that's fine too. It isn't really commented as much as it should be (sorry!)

A Hit, A Hit, A Very Palpable Hit
We've got lasers firing and astroids asteroiding, or whatever it is they do, so now we need to be able to actually hit objects with our lasers. And the reverse, to know when an object has been hit by a laser, or another object for that matter.
Since starting this foray into game development I've continually been impressed about how supportive and helpful the Pico-8 community is. The forums have loads of great posts with comments that are usually helpful and questions ask to help someones understanding. Very fun to be a part of it in whatever small way I can.
Updating bullets
As the guide in Pico-8 Zine #3 teaches the bullets (lasers in this case) need to have a hitobx to determine when they collide with something. With the hero laser there are two "beams" so we'll need to add a hitbox for each one. Update the [b]bulletconstruct

Here I have played around a bit with animations. I have combined both sprite animations and particle animations to make it look good. The sprite animations are done with a "config" structure so that I can use the same functions for drawing the animations later. Actors and particles are seperated in there own tables. I think this is best if you want to do collision detection later.
Now I want to improve the code and what some suggestions. I have not used Lua and I am sure you can see that on the code. Currently it use 870 tokens. This must be improved I guess? I guess every token counts in the end when you are creating a complete game. But I think there is a lot of stuff that can be improved.
I do also have some questions. For example I update and delete disabled actors like this, is this safe? or can this result in that some actors are updated multiple times peer loop etc?
for a in all(actors) do if(a.enabled) then a.update(a) else del(actors, a) end end |






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