Kick Wizards is a 1-4 player beat 'em up inspired by the old TMNT and X-Men arcade games I pumped a thousand quarters into back in the mid-nineties.
tap (o) to cast punch -- on the web, player 1: z, player 2: tab
tap (x) to cast kick -- on the web, player 1: x, player 2: q
Hold the buttons to charge for a more powerful attack.
Charge a spell near a healing crystal to get some HP back
Players on the web will be limited to 2 players (player 2's arrow keys are sdfe); folks with the real PICO-8 console can play up to 4 at once.
If another player dies, living wizards can charge spells near the gravestone to resurrect the dead wizard.
This game is pretty difficult. Gamepads are strongly recommended.
[i]v 1.2

First of all: I really love the idea of Pico-8. Great piece of interesting and fun software. But the very basic constraints of it are sometimes... well, err, limiting. But, hey, that was the basic idea after all which makes the platform so creative and inspiring.
Nevertheless, like 8-bit machines evolved over time (i.e. the Commodore VIC20 was overtaken by it's younger brother C64), I find the idea of a follow up for Pico-8 very appealing. Still having solid constraints but giving some more freedom on the other hand. What about a Pico-32 with specs like these (basically most of the current specs multiplied by 4):
128 kilobytes memory
512 x 512 screen
512 sprites, size 32x32
64 colors (still fixed - the current colors in 4 shades for example)
8 channel sound (32 would be overkill)
512 x 128 map
8 x 8 font, with the ability to define custom fonts (the current font is very annoying to me)
What do you think?

Hi, i'm working on implementing a pico-8 emulator in javascript (browser) and wanted to share current progress with you.
UPDATES:
It's open source now
https://github.com/burakcan/jsgs
First steps
Sprites / Multiple screens / Crt filter on-off
Inputs / Current status (video)

dear people,
could you please stop renaming action buttons to your own liking?
I know, pico8's input is a pandora's can of worm.
officially the buttons should be named (O)/(X) (in that order) but:
- these are fantasy buttons. only (X) has a physical meaning, on your keyboard or your xbox controller (not on your dualshock).
- you can't expect people at large to know what the button letters/glyphs mean (unless you only use X), especially online (on your itch.io or even right here on the bbs)
- most of you are playing on your keyboard. I have a xbox controller connected at all time, but the dpad is not supported and the left stick if often a PITA with games developed with arrow keys in mind. so I'm on keyboard too, most of the time. no gamepad online anyway.
that's why many of you are referring to [Z]/[X]. which with all due respect is selfishly short-minded, since z is anywhere else on non-qwerty keyboards. of course the fact that pico8 treats [Z] differently on the web and in standalone doesn't help a bit. may god help you if you're on a dvorak ;)

I have decided to make public my "game template" for the PICO-8. This is my starting point when I want to make a game.
It has a state machine, some utility functions (very basic) and an example of metatable usage (objects in Lua) with the Entity metatable. It includes a colision function (rectangles colision) for that Entity but it can be adapted to whatever you need.
I know there is another repository with something similar but I wanted to do my own mostly to learn and because everybody code differently.
You can get my template in this github repository
I hope this is helpful :)

Hi all,
Although i'm a buyer of the full version of pico-8, i bought a PocketCHIP to play this fantastic console during my daily trips to work. I'ts a pity that the latest version on the pkCHIP is only 1.7 ( today for my first time i tried to play a game and splore said to me that my version was too old)
When can we expect an update?
I'm not asking for strict etas but i'm starting to worry on future pocketCHIP updates..

Just came across another nasty little thing about PICO. When referring to an array, it does not round down to the nearest integer when you make a regular array. Try the following:
cls()
a={}
for i=0,7 do
a[i]=i+1
end
for i=0,7,.5 do
print(a[i])
end
|
The results are:
1 NIL 2 NIL 3 NIL 4 NIL 5 NIL 6 NIL 7 NIL 8
Let's try the same thing in BlitzMAX:
Strict Local i#,a[8] ' must be +1 of total (0-7) For i#=0 To 7 a#[i]=i+1 Next For i#=0 To 7 Step .5 Print a#[i] Next |
The # represents that this is a floating point variable.
Results in this case are:
1 1 2 2 3 3 4 4 5 5 6 6 7 7 8
Which is the standard reply from this and many other BASIC programming languages.
Now apparently this does mean that it is possible to have fractional arrays. Something I've never seen until now.

Inspired by @pippinbarr's tweet:
░ ░ ░ ░ GAME IDEA
░ ░ ░
░ ░ YOU ARE AN ELEVATOR
░ ░ ░ JUDGING
░ ░
░ ░ ░ ░ ELEVATOR PITCHES
░ ░ ░
░ ░ BUT NO ONE
░ ░ ░ ASKED FOR YOUR OPINION
Made for The Pippin Barr 'GAME IDEA' Game Jam.

Many programming languages allow you to make direct changes to arrays at a memory level using a command called VARPTR.
https://www.youtube.com/watch?v=sdZahXk-e9Y
What I would like to do is:
a="" for i=0,8191 do a=a.."*" end memcpy(24576,varptr(a),8192) repeat flip() until forever |
Is this possible to do in PICO ?
A mini project done on the side of a bigger one!
This is just a toy for testing interesting movement in a PICO-8 game. I might use it in a later project,
but if you want to use it in your project, feel free to do so! :)
Steer the "feet" with the arrow keys and change foot with X,Y.
It almost feel like real walking! ;)

I don't know. I had the idea for this for forever.
You can press down to go half-speed, left and right to scan through the parts of the chorus.
The audio and graphics go out of sync and I've coded to accomodate for this, but it seems like it's unpredictable. You'll probably hear a glitch as it loops. On my machine the graphics are like .5% slower than the audio. IF YOU REALLY WANTED TO there is this M variable in the code you can tweak.
EDIT: Alternate self-corrupting version.

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.





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