So I was thinking about making a VST Synth that uses the same wave & effect generators as PICO-8 for chiptuners and other musicians alike. (who want to make songs longer than PICO-8 can support)
So I'm not really that experienced in making any sort of VST synthesizer. I decided to mock it up and here is the result. (Also, I didn't know where to put this so I just put it in Discussion, move it if you need to admins)
So here's how it works:
Choose a wave (the DAW will handle the rest, as this will probably not support standalone, but maybe...) and the automation for effects will automate on certain notes just like PICO-8 does. It should probably have 4-note polyphony. (hence the 4 channels)
This could be sold with PICO-8 (and all existing PICO-8 owners can get it, maybe?) or sold separately. All depends on what zep decides to do with this if he wants to do anything with this.

You are a knight in a castle where some trigger happy ghosts live. You need to find your way out of the castle. The game have 4 levels. Collect keys to open doors to get to the next level. You can also collect coins, 5 coins and you will remain on the same level when you die. Else you will end up in the previous level.
Hello.
Is it possible to play Pico 8 games on my Android device? I have a GPD XD (http://www.gpdxd.com) and it's a great device for playing games.
So I thought it would be really great to play Pico 8 games on this handheld. I can start the games through the browser. But I can't control the games with the gamepad. And I don't find an app who can keymap keyboard buttons including the arrow buttons on the controller buttons.
Is there someone who have a good workaround?
Alternatively: A Pico 8 player for Android include native controller support would be a really dream come true. :D
Just download the .png files, put these on the SD card and open it with a Pico 8 player. ;-)
(Yeah, I know: There is this PocketCHIP thing. But for me it seems very unconfortable. I mean this device even don't have a real digital pad...)

Heyo, this is my first post and I have no idea how anything works. Pardon my ignorance :y
This is something I've been working on for the past couple of days. It has vacuum/gravity physics thus far. I'm trying to get proper collision physics in next but I encountered a weird bug with the distance on the way. Watch the distance meter (white) as you move away from the red circle, you'll see what I mean. A sound plays when the distance is less than or equals 11, but it does it in places it shouldn't. Advice is welcome!
Update: Now that the bug has been squished, time to figure out collision physics. Oh boy, trig :V
Thanks for the help so far, I'm probably going to need more later ^^;
I admit I haven't explored anything with dates/time in Pico8, so just wondering out loud if there's a way to save a timestamp so that you could use it later and have your game behave like it "did something" during the off time.
For example, hatching an egg. You start the game on Monday and quit. Saves the timestamp. You play the cart again on Thursday. The timestamps are compared to determine how many days/hours/whatever have gone by and routines are run against the egg accordingly...on its way to hatch or something.

It was rainy so i made this. I will maybe add features like ennemies but it was just for fun.
Update 0.3: I changed some textures and added enemies. They walk and feel wall collisions, I will add damages to the hero later.
Update 0.2: there is now a small map. So if you want to walk, you can. next mission: ennemies.
PS: Don't care about the old man, he is weird.

I'm playing with the newly-found mouse features and I want to figure out if my mouse sprite is in range of a button sprite (as in if both sprites intersect)
Here's my code so far (checks for exact positioning but I don't know how to check if they intersect, not if they're in the same position)
--mouse support poke(0x5f2d, 1) mode = "none" function _update() if stat(32) == 8 and stat(33) == 0 and stat(34) == 1 then mode = "none" end if stat(32) == 16 and stat(33) == 0 and stat(34) == 1 then mode = "spr" end end |

I've been playing with poking recently and I've found some effects like bit crushing and reverb appearing but when I save the cart it dosen't come back when I load it (after reboot) Is this because all of the bugs is just stored in RAM? If so, is there a way to save the RAM state?
Thanks for any help.
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!






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