Hi !
This is a demake/adaptation of the game Sorcery (on Amstrad CPC), yes, a demake of a game from 1984... And I want it to be easier (Sorcery-eaZy).
In this game you are a sorcerer who has to save his apprentices. To do this you have to collect Items (swap items in fact), slay monsters and most of all, find your way.
As stated, it's a work in progress. It's not really playable. So I have still a lot to do :
- Apprentices
- Items (to open doors, and free Apprentices)
- Items (Weapons)
- Game Over
- End Game
- Cauldrons (to restore life)
- Complete the map
- Anything else I forgot
What's working :
- Not so much
- Doors (a big one)
- Moves (Sorcerer and some monsters)
- Monster management (pop and depop)
- Collisions with landscape : Block movements
- Collisions with Monsters : loosing life
If you want sorcery+, you'll have to wait :P
Oh and yes, I have included a Black Mage because I love them ;)

With the help from Gamax92, I found and am making use of exact MEMORY locations that are saved with a PICO-8 cartridge.
I wrote a program in BlitzMAX to convert a single 128x128 pixel B&W image to be stored as the last (4th) page of your custom character set.
As long as you don't overwrite it, you are still welcome to store your custom 192-characters in the first 3-slots and maintain the picture. Could be a logo, instructions, whatever you want. :)
You are also welcome to improve the code. If you do, please let me know how you did as I'm always interested in learning new methods of programming.
Updates:
Made it slower so you can see the screen drawn. In truth, you blink, it's done.
Chose color WHITE to display the image instead of gray.
Just now thinking it's probably better you see the code in the editor than in here.
Click the link above to see how this was done.
Hi, here is my first PICO-8 game ! (And the first game I ever released)
As you may have guessed, it's a remake of Pong.
I chose to do this game to learn the basics of LUA, and because that's one of the easiest game to code.
There are 2 control options :
- One for keyboard
- One for Pocket CHIP/gamepad (since the arrow keys are not at the same position).
That's my first game so the code may not be really optimised.

Can someone modify this please (without making a function) so it does not flicker ?
I'm aware of functions _UPDATE and _DRAW and am trying to avoid them.
I know this can be done as I modified the HELLO program so it did not have any functions and ran just as smoothly as the original with no flicker.
... or am I hitting the top-end of what this language's speed is - trying to update every pixel per frame and it just can't keep up ?

A calculator forum I'm part of (cemetech.net, check 'em out!) was holding a programming contest recently.
The goal was to make a calculator game with the theme "trains".
My initial goal was to make my game in PICO-8 and then port it to the Nspire calculator, which also uses Lua.
I finished the PICO-8 part, but never got it ported :(
You can play the PICO-8 version though :D
There isn't any actual game, it's just a simple train sim.
The controls should be pretty intuitive, you can combine tracks by laying them on top of each other.
EDIT: Updated with smoke!

Hello, I decided to make a post because I have a couple of programming questions on how to execute or fix up particular things. As I mentioned in the thread title, I am a complete novice when it comes to programming so a couple of these questions might be dumb or excessive or a little hard to convey.
Weeks ago, I got a Pocket CHIP, and been currently enjoying trying out all the games, and trying to put a game together of my own for the first time ever. I’m currently putting together a game with my girlfriend as a player character (serving as the showoff motivator), which I do intend to just share the whole thing with her only. Maybe I’ll try the challenge of re-skinning the mechanics to publish to the site, though I thought I might be getting of myself there, haha. The game is a one-stage shooter, trying to fend off enemies as long as possible. Something relatively simple and not too crazy. I got the assets set, got my sound effects, tunes and learned some of the core basics through the Squashy tutorial in fanzine #1, and managed to a few of the basic parts working. The main problems lie with assembling it altogether and it feels so very daunting.
Since the resources for pico-8 is relatively outside of studying the game code (which 98% of is over my head), there’s a few parts I couldn’t find concrete answers to, and hoping you guys will give me a step in the right direction or point out which of the four fanzine’s addresses my problem, which I could’ve overlooked.
Here are the main things I want to resolve:
~Button input at specific moments~
This has been driving me nuts the past few days. So basically, the game will have multiple screens where the layout is essentially titlescreen > excuse plot blurb > main game > game over (then back to titlescreen). I set the titlescreen at the _init function and btn(4) to advance the screen. I used this wikia entry (http://pico-8.wikia.com/wiki/Multiple_States_System) for the multiple screen idea and managed to setup drawing the different screens.
Here lies my problem. Btn(4) is used for multiple things and it seems to be interfere with one another. I want it to be used for both advancing the screen and as the shooting button, but it seems to do one thing only or tries to do all at once. For instance, I played around with the setup where if I btnp(4) it suppose to go to the next screen. I did the if statement twice and used an and indicator to specify which screen btnp(4) goes to depending on mode I’m in. It either skips the second screen and jumps straight to the game while firing a single bullet or does not advance from the second screen.
I haven’t had luck trying to remedy the solution. I wonder if there is some way to assign a button for multi-purpose, depending on what part of the game I’m at, while disabling the other instances of btnp(4) in a function. Maybe it’s something to do with having all the other functions in the _update function screwing around.
~Bullet Limit~
I managed to construct a bullet via the dom8verse tutorial in fanzine #3 so the shooting itself is ok thus far. I didn’t implement the hitbox yet so hopefully that will go ok.
Only minor issue is that if I hold the button while in one place or strafing left to right, it’s a rain of rapid bullets. Makes things potentially too easy. I wonder if there is a way to limit the number of bullets that shows on the screen at once. Say, I want only 3 to appear at the screen at one time. Is there a way to manipulate that?
~Random enemy spawns~
I couldn’t find some info on it that breaks it down, and didn’t attempt it yet. I presume that will be the most challenging aspect. The way I envision it, there are two enemy sprites (with a simple 2 frame animation), and would spawn somewhere around y=128ish axis while their x position is random. What would be a good code to first determine which sprite gets picked then pick out where in the x axis they come from.
For movement, I’ll try to study up and tweak the pong ball movement to mess with walking patterns so hopefully that will turn out ok… I hope. Then there’s figuring out collision detection with moving targets which I did not really look into just yet.
Optional bonus:
~Saving high score and name input~
I thought it would be a neat idea to do that, but do not know how to, well particularly inputting letters in x strings. I’d like to know how to do that, but not really a big deal the parts mentioned above are a much bigger deal.
It’s probably a bit much to ask at once since this seems to be practically building a game. I apologize about it. I just dunno how to tackle all this since I’m an absolute beginner, relying on a few scattered cheat sheets, and can’t seem to find the solutions on my own. The concept seemed relatively simple in my head, but actually attempting it and realizing some of the complexities, guess I went a little over my head with all of this. Thank you very much for your time guys.

This is my first real attempt at making a PICO-8 game :) It's a simple infinite runner that borrows heavily from Spy Hunter. There's a lot more to add (sfx, music, bullets) but I'm happy with what I was able to achieve in half a day.
UPDATE 04/09/2016: Added a bunch of things, bullets, missiles and sfx :D
UPDATE 25/09/2016: Ammo limit, SCREEN SHAKE and moar

Mega Tanks is a Scorched Earth clone for Pico-8, featuring random, deformable terrain generation, rubbish sound effects and turn-based play for 2-4 players.
Controls:
Z to shoot, hold down for increased power.
X to bring up the weapon selection, although right now all weapons are the same.
Left and right to move
Up to use your jets
*Down to move your aiming reticle.
The direction of rotation of the reticle is reversed every time you release the key, to stop players having to wait a whole cycle if they miss the angle they want slightly.
This is naturally unfinished but is mechanically complete. I intend to add more weapons over time :)
Small update: shells now collide with tanks :)

UPDATE
Update:
Well I really thought I was going to just upload this and be done with it, but it turns out there were some low-cost, high-return changes I could make quickly that would immensely improve quality. So I did.
They are:
-Title screen is no longer just a hand written title, but in fact a super fancy title.
-New sound effects
-New ability (hold X) to slow time for a limited time. Collecting debris from asteroids powers up this ability.
-Old "level" system now counts as a score.
-Per @johanp's request, the smaller particles have significantly reduced screen time. This reduces clutter quite a bit
-Ship repair speed and damage resistance slightly increased to offset the fact that they were intended to be upgrade-able.
-Screen is now kept apart from UI with an added border for clarity
-Bullets and ship have little trails that follow them now. Cute.
I was hoping to add more art to the cover, as well as infinity more things, but I need to get started on a new project for September, so I'll probably just leave it here. Thanks for playing!
Old version:

Welcome to the ultimate collab experience, the Pico8-Collab16 Cart!
This is a "game jam" of sorts, to make a pico8 cart with sixteen (16) games in it by multiple developers!
We have a channel on the Pico8 discord for anyone who is looking for help or coordinate. Check out the #pico8-collab16 channel. Here is an invite: https://discord.gg/Dut34b3
[#28617#]
[#28411#]
[#28366#]
[#28145#]
[#28144#]
[#28066#]
[#28003#]
[#28002#]
[#27938#]
[#27932#]
[#27883#]
[#27882#]
[#27877#]
[#27822#]
[#27814#]
[#27758#]

Directions for 9Hole, a golfing-platformer.
Controls:
Arrows to move
Button 3 (C or Z) to jump
Button 4 (X) to swing your club. Hold the button and release for a stronger swing!
When the ball is airborn:
- arrows to influence its movement (VERY important) - arrows have more effect after the ball has bounced off something
- press jump to return control to the player before the ball starts moving
Goal: Get the ball to the flag under par, then get yourself there in one piece!
Hello everyone,
I really, REALLY wanted to wrap this game up, but due to events in my personal life coming up I may not get a chance to finish this anytime soon. I really wanted to share what I have, so here is my first game, 9Hole!
It is heavily a work in progress, and it is missing:
-Sound
-levels
-all sorts of polish
I am really enjoying Pico-8, and it is a testament to the quality of the console that I was able to bang this out in a few free hours (I estimate I've played with Pico-8 about 10 hours total, from downloading to publishing).
One day soon, I hope to finish this. In the meantime, I could use your feedback!
I wanted to make a golf game that didn't involve a timing-based swing mechanic. There is some timing here, but the ball is really controlled well with the arrow keys. It can collect powerups, beat-up turtles, and bounce off springs! I was a little inspired by an old Itchy-and-Scratchy Gameboy game where you platformed and played minigolf. I think the golfing in my game is harder, but the platforming is very simple right now.
Thanks to everyone who has been fooling around here - I have been very inspired by everyone's creations!
-PaloBlanco

Big shout out to jdan for Perspective Toy, on which the guts of the library is based on.
This library takes about ~300 tokens without the demo code. It provides a public line and a point drawing function.
Big thanks to jdan - this library is now under CC0.
Example usage:
function _init()
camera = cameralib.new()
end
function _draw()
camera:point( {0.5,0.5,0.5} )
camera:line( {1,1,1}, {-1,-1,-1} )
end
|
This demo is obviously a bit more complicated :)
Hey All! Pang is definitely my favourite arcade game, and so for my first ever game project, I figured I'd take a shot at replicating it. The result has been surprisingly good! Please check it out and leave feedback :)
The game is marked as WIP as I know of a couple of little bugs, and the 2 player mode has never been properly tested. Will update soon and incorporate any feedback that makes sense!
edit: removed disclaimer about 60fps limitations :)






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