Hello, peoples! This is my first Pico-8 cartridge (as well as my first game project I completed to a point that it could be called 1.0). Yes, it's the PONG-esque tutorial game from Picozine #1, but I added a few things that the tutorial did not cover including:
-3 music tracks
-An intro screen
-A game over message
-random starting angle
-variable angle changes based on where the ball hits the paddle
-speed-up button
-bonus lives awarded every 500 points
This took about 8 hours on and off to code and was completed within 14 hours. What a long day it was! 8(
Enjoy!
-Wackerly


[UPDATE v2.0] Have you ever wondered why Yorgle is afraid of the yellow key, or who exactly is the Evil Magician? I mean whats his deal, has anyone ever even seen him before? Now you can finally go face to face with him and find out! There is one catch,.. you'll first have to locate him and his lair hidden deep within the Kingdom. Are you up to the challenge?
piColossal Adventure
version 2.0
A remake of and tribute to Adventure for the Atari Video Computer System
Code structure, construct definitions, sprite movement, collision, and animation routines copied from and/or very heavily influenced by Dom8verse (by Haunted Tie).
An evil magician has stolen the enchanted chalice and has hidden it somewhere in the Kingdom. The object of the game is to rescue the enchanted chalice and place it inside the golden castle where it belongs. This is no easy task, as the evil magician has created three dragons to hinder you in your quest for the golden chalice. There is Yorgle, the yellow dragon, who is just plain mean; there is Grundle, the green dragon, who is mean and ferocious; and there is Rhindle, the red dragon, who is the most ferocious of all. Rhindle is also the fastest dragon and is the most difficult to out maneuver.
[b][u]Skill Levels:
 (Unl)0000.png)
Simple example showing how to queue tracks to play one after another. For example, you might have some main menu music that you want to seamlessly transition to gameplay music without an awkward pop in rhythm.
Controls
Press either action key to queue up another music track to play after the currently playing one finishes.
Hey everybody, this is my first game in PICO-8. A 2D racer in the vein of Super Off Road or Skidmarks developed in under a week. Your goal is to be fastest you can be. To help you achieve that you have a timer and ghost car racing alongside you.
Accelerate with up. Decelerate/reverse with down. Turn with left and right. That's all there is to it. The moment you drive over the checkerboard, the race starts.
It's got plenty of problems and bugs:
-audio sucks. I can't do audio. it's like programmer's graphics, only worse. fortunately you can turn it off.
-art. my drawing sucks. I also didn't have enough place to create 8 more 16x16 car sprites, so the rotation looks choppy
-if you stay on one lap for too long the game will run out of memory, as it is always recording :D

A mini platform game, which goes alongside my forthcoming 8-bit EP, Home (https://wiaiwya.bandcamp.com/album/home-ep), and is also available with some extra content on a special limited-edition USB drive. Help Emma collect the tapes and records, and get home safely - and look out for John Jervis of label WIAIWYA, who released the Home EP. Features some exceptionally lo-fi versions of the songs from the EP as its soundtrack.
Home was based on Jelpi, by Zep.

This is the game I'm working on right now.
It's a pokemon-like game. You start with one chimera and must convert new chimeras by fighting them.
- Move/Swap your chimeras, talk and grab stuff with arrow keys. Fights are automatics.
- When you defeat a group of chimeras they turn green and you can convert one of them.
- Your starting group size is only one but you can improve it by collecting rods of obedience.
- Your surviving chimeras wont replenish health or mana. You need to find apples to do this.
The map is not really balanced right now but the game is somehow playable. So I would be interested to know at this point how much chimeras you can defeat.
If you can defeat all 160 nothing will happen, because I didnt implement any ending right now.
Have fun !

Would be really cool, then we could create our own cart tools to simplify development (a la scratch) for people who want to make a quick snappy game without much work, or create devtools that include stuff like shaders, etc. (a la game engines)
Example:
save(filename,data) |
Also EDIT: I remember seeing a post that could read all keyboard inputs, but I don't remember exactly where it was or how they did it, it involved peeking and poking though. Would be useful to have functions like KGET() to get a keyboard key for devtools.

Welcome to another useful utility from the lab of dw817. (ME !)
This particular one is a full UPPERCASE and lowercase keyboard. that's right, your strings are indeed saved in lowercase if you select that from the keyboard.
You can use the mouse, touch-screen, or even the arrow keys and (z) (x) to add and remove letters.
What is especially useful about this particular keyboard is that it saves everything prior to being called. And that includes the graphic area it appears at. Any sound effects as it has its own. And even a custom sprite mouse cursor.
All your files are saved in memory first before the keyboard is available (and it's really fast so you won't notice it doing it). :)
In exiting, all your data, screen area, SFX, and sprites are returned back to you.
BY THE WAY !

I had known that there was a curious memory location in PICO that would give you interesting effects.
I now know why it didn't work for me. You must be inside a LOOP to see it. Once your program exits, however, the effect disappears.
Thanks to MineRobber9000 for providing the demo that showed it actually works.
Here is some information I found through experimentation about it:
| POKE(24364,n) 0 .. normal 1 .. double-wide 2 .. double-tall 3 .. double-size 5 .. Normal Plot & Mirror Plot X 6 .. Normal Plot & Mirror Plot Y 7 .. Normal Plot & Mirror Plot X & Y (Good for Kaleidoscope) NO OTHER NUMBERS DO ANYTHING (cannot combine effects) |

Figured I would put this up as WIP for now because I'm not sure if I'm going to put the finishing touches on it. This was intended to be a "quick little game" but it keeps growing and I think I'd rather spend time on a new idea. Anyway...
Fly as far as possible without hitting the walls above/below, and don't get crushed by the spikes behind you. Shooting baddies will build up the floor and ceiling. Enemies that get by you will grow the spikes.
Use Z to shoot. Use X to put on the brakes. Note the limited brake meter at the bottom.
When the brakes are on, bad guys will reduce the walls/spikes when you shoot them.
Collect the little dudes to build up brake time. Collect stars to change weapons.
Given this is a WIP cart, here are things you won't find:
- Sound
- Music
- Alternate color palettes
- A good death transition
- Title screen
- Game over screen
I'll probably come back to this one at some point but might be chill on it for a while...we'll see.
Either way, your feedback is welcomed and thanks for playing.






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