EDIT: Now with 2% more less broken! Hurrah for not broken!
REMOVED
EDIT: New! Now with 100% less broken!
REMOVED
EDIT: Here's a more complete version. This has a completed level. No changes to the AI since last time.
EDIT: Here's the first Alpha - this is not currently completable!
You are SHE, deep cover operative. For 16 months you've been chasing HER, across battlefields, across countries, across the globe. Finally you have her close, cornered almost, holed up in this military base. Find her! Your orders are to kill her, but will you? And what about the kittens she's taken hostage, or the all female yellow hornet battle squadron between you and her?
Your ways are enigmatic, and no one but you can predict your actions.
Press X to shoot
Press Z to interact.
Your dot will turn GREEN when over an interactable object
Hold Z to bring up the menu
Press start on the second player pad to begin a two player game.
OLD:
I'm currently working on my first pico-8 game. It's called SHE!
It's a top down stealth action shooter, with couch coop.

Hello Pico8-community!
I recently bought myself a Pocket Chip and just finished making my first game on it.
Now I wanted to upload it to Itch.io (it's for the 1-button-jam), so I exported it as .html, renamed the exported .html-file to index.html and bundled it with the .js-file into a .zip witch I uploaded to Itch.io.
Now my problem is, that despite my game showing up and running on the website, it doesn't recognize any button presses at all. (Even tried it on different machines which normally run other Pico8 games on Ich.io just fine, but had no luck.)
One more thing to note might be that the page scrolls when using the arrow keys?
Is there anything specific I have to watch out for when uploading to Itch.io?
Anyone have an idea what to change in order for the controls to work?

The more projects I start, i've been finding it harder and harder to keep track of all my little copy-paste pico-8 code snippets. I've had a burning desire to use require(), so I could organize and reuse my code in modules, but there's no mechanism in pico-8 that let's you do this.
It's also a bit manual and tedious to browse through and repurpose code in other people's carts since there's several steps involved.
To try and solve these issues, I just published a tool called p8. It manages dependencies and makes it easy to share code across projects. It does so by injecting external dependencies into a cartridge and polyfilling a global require(), which allows you to import these modules from your project's entry point.
Does anyone else have major problems with managing their code as their projects grow? How do you keep track of your snippets? What's your process for using code other people wrote?

Episode 3 of my podcast is up! #3: one chip in my pocket
Your podcasters should update soon, or you can listen/download online. Also, iTunes nuked my feed and I've resubmitted it. You can subscribe without itunes at http://feeds.feedburner.com/picochat
My PocketCHIP arrived! I discuss that & Pixel Art Academy. Then, some new(er) games I love: Pico Monsters, The Slow and the Curious, Monster Hull, and Strung Out in Heaven's High.
If you'd like to join me for a future episode, e-mail me at [email protected]. Thanks for listening!

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--// PicoBoard //--
PicoBoard is an easy to integrate keyboard overlay function which you can use in your projects. It uses the arrow keys to select a character, and is ideal for inputting a character name, a high score, or any other short piece of text. If you are looking at making a project where you input large quantities of text, you might like to look at my other keyboard project, QWERTY Boy, which uses a touch/mouse interface.

Hi all,
I'm at the very end stages of releasing my first experiment with pico8 - the game is playable end to end with a few minor tweaks required. All that is needed is music! I require a single track, and maybe a gameover ditty to finish off in order to be polished for release. If your a fan of contra, gunstar heroes, shmups, ghibli, steampunk being a hero against all odds and can deliver music... then great! maybe we can work together. If anyone knows of any musicians who might fit the bill and be interested, please kindly get in touch.
Many thanks


This is a Tetris(R) clone with smooth controls, multiple graphics styles, catchy music, and a balanced randomization system.
There are 3 modes to play:
- Endless - Play until you lose
- 25 Lines - Play until you clear 25 lines
- Clear - The aim is to clear the bottom line. A lower score is better.
Controls:
Left/Right - Move piece
Down - Make piece fall faster
Up - Drop piece instantly
Button 4 (Z) - Rotate piece counter-clockwise
Button 5 (X) - Rotate piece clockwise
I hope you enjoy!
Changelog:
1.1 - added instant dropping by pressing the up button
- changed the line height for clear mode from 8 to 6
1.0 - first version

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.






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