UPDATES:
10-22-16 ... Took out freeze player for standard messages
SIGH This took a lot longer than it needed to. Kept running out of memory all kinds of directions. And - I guess this was a definitely learning experience.
The main thing is, THE GAME IS DONE !
Try it out (preferably with the EXE PICO or Google Chrome as Firefox can stagger).
Instructions ? I don't want to give out too much as curiosity is always rewarded in this game. :)
Use the arrow keys to navigate. Use the lightning to give clues as to where obstacles are. Hit (Z) (O?) to use up a valuable match. You start with 3, you might find more. You have a shield generator at 9.
Your mission, just as you were told, find out what happened to the relatives in Old Man Mildew's manor and report back.
Some things won't activate until you've done the right thing first. While the game is entirely turn-based, you have a relentless clock, and once it hits midnight, you'll have to deal with Mildew's angry and impatient spirit.
High Score and names are kept and recorded for 10-entries, even after rebooting.
As with all games you've played, PLEASE let me know if you find any bugs or outright crashes. I think it's pretty solid at this point. The code ? A little over 5,000 symbols of a possible 8192.
The characters, not so bad, 27870 out of 65536.
But really PICO is a bit of a cheat since right around this area, despite having space, it won't save to PNG with much more code. I would think since it's a fantasy system that only when you EXCEED your symbols or characters maximum space - THEN it can start complaining about not being able to save as a PNG.
Now, is the game too easy, too hard ? Is the clock too slow, too fast ? Let me know what you think !
Last minute changes:
- Sped up clock
- Integered clock (for scoring)
- Removed debug score line

Hi there!!
I just released Pixel Session Vol.1!
If you follow me on Twitter and go on Twitter at all, you probably heard of it but otherwise...
Pixel Session Vol.1 is a collection of 5 extra-polished eye-candy arcadey jam-style games, exploring experimental and minimalist gameplay and graphics!
They're also 5 Pico-8 games and I am selling them!
I think this is the first time someone attempts to sell Pico-8 games and I can assure you this is pretty scary for me too. But the way I see it, Pico-8 is a game engine like any othe... wait no, Pico-8 is a game engine LIKE NO OTHER and I think it really deserves to have premium products. I also hope this will encourage people to make Pico-8 games of higher quality and also put them for sale.

I'll keep this short, since I'm talking more about a potential game than an actual one at this point in my learning, but my end-goal here is to create a platformer that will run in the same vein as some of my favorite games of all time—Bionic Commando. Bionic Commando, but with hulking, mobile, desert tank towers. In my head, I'm thinking these Towers each be a level, as well as it's own boss. So maybe I'm also drawing some inspiration from "Shadow of the Colossus".
That said, the ability to jump is in this very very very early prototype version as a placeholder. It's much less complicated than figuring out how to program a grappling-hook, and I wanted to test my very basic, first attempt at 2d physics and basic ground-collision detection.
I work on this a bit every day, and so far I've made at least notable progress each time. It might take entirely too long, but I am bound and determined to finish at least this one game.
And—please, please, please—if you have any suggestions, tips, tricks, or advice of any sort, I would LOVE to hear from you.
~To-Do~
• Learn a whole bunch of things. Like, virtually everything.
~More Optimistic To-Do~
• Figure out how to get the outline beneath hero's feet to go behind ground sprites when she's standing.
• Increase map size by 3x/4x and learn to program the "camera" to follow the hero around.
• Replace simulated screen-wrapping with hard edges so the hero can't walk off the map.
• Add/animate grapple hook, map to button (not trying to add the actual mechanic yet—baby steps).
• Add/animate a sliding kick/dodge, map to button (once again, just animating—mechanics later).
~New in v003~
• Improved the ground collision detection so that the hero doesn't pop-up through the floor
• Re-colored everything to fit a Gameboy-esque, 4-color palette. For coolness.
• Added some useless sprites to decorate the tank-thing up a little bit.
• Added a sliding-stop effect when direction buttons are released
• Added jumping and falling animations
In more of a attempt to learn Pico 8 simply from the manual I have created a enemy that cases the player.
There is nothing very exciting to this as it is a test of the logic. Essentially the enemy looks to see where the player x and y is. it then minuses or adds 1 to its own location depending on if it is > or < the target location on the x and y.

Work in progress of an 8bit remake of the binding of isaac, a game I hold dear to my heart. This is the first time I've developed any kind of game, so it's a rough first release.
-- Started to work on randomly generated floor tiles via the map() command. Rough look into what it may end up being like. Not even close to making a mini-map yet, or creating doors. I also started writing Diptera Sonata, the main in-game song. Download the cart and you can listen. Left the older version up for comparison v.03 and v.04
--TODO
- Create logic to make a bomb explode
- Learn how to create a randomly generated floor (map)
- Make better music
- Maybe add more enemies + sfx
- Add a "game over" screen properly
- Depending on scope, maybe add actual items, a key part to the Binding of Isaac
- Deal with tear dmg modifier, how to modify it, and update the sprite+dmg accordingly
--COMPLETED
- Fiddle with firing mechanism to make it less buggy and not use btnp() - 10/20/2016
- Implemented both P1 and P2 controllers to actually play like Isaac does. This allows me to add in more controls, though this may get finicky with actual use. However this was a big milestone for myself. I understand this won't play well on handhelds, but this was meant for PC only. - 10/23/2016
- Added menu item to swap controls for people who play the with the keys swapped. - 10/23/2016

Who says that smashing your head against a brick wall for a while doesn't yield results.
So in my attempt to go teh old school I decided to see how well I could implement some hit detection. Using all code with hard coded images.
First issue. The centre point is literal.
Yeah this means that trying to keep the ball in play field will always result in some overhang. Which doesn't look good.
Enter arrays!
and the second issue. They are a twat to work with. In a good kind of way.
I ended up making some markers to make a kind of hit point. Once this point goes past the screen bounds it keeps the ball in the field.
as the markers leave the field it forces the middle of the ball to a neutral area in the field close to the edge. Giving the impression the ball is staying put.
Anyway. Have a play and look at the code. I have tried to annotate as much as possible and left debugging info on the screen.

I'm curious about picking up a Chromebook, but I really want to be able to develop PICO-8 stuff on it ... so I did some testing with CloudReady, which is basically a vanilla version of Chromium OS, with developer mode enabled by default.
Knowing that, I figured if it ran PICO-8, getting a Chromebook may be worth it.
Firstly, the good news:
It works!
I downloaded the 64-bit version, made my home folder executable:
sudo mount -i -o remount,exec /home/user/CRAZY_LONG_HASH_REPRESENTING_USER/ |
Then ran the standard executable pico8, not pico8_dyn.
The only issue is that the keyboard stops working for Chromium OS itself while PICO-8 is running and also after you close it with Ctrl + Q. Logging out and logging back in fixes that. Seems like we could be closer than we thought to having a Chromebook native verison!

Hi @All,
i am new to pico8, and struggeling to remove doublicate entrys in tables.
All hints i found so far, are based on the lua keywords table, witch seems to be obsolete in pico8´s lua implementation.
any tips and tricks for that problem?
regards
Rene

As I've run out of memory with no reply to my query:
https://www.lexaloffle.com/bbs/?tid=27921
I am forced to post this in 2-pieces. I've already written the rest of the game, so that part is complete.
I just can't include two compressed pictures with the amount of code I've written thus far.
So now I am just working on a name entry and keeper of high scores. Once that is complete, I will post part 2. It will be the main entire game minus the logo routine you see above.
(Z) "O" to start game (not here)
(X) "X" to speed up scrolling text

Justifo 0.1 WIP will be built by MAJ build team, Justifo Build Team & Dev Team, + More people. All the information for questions will be down below, unless you ask in the comments.
Whats Justifo?
Justifo is a Multiplayer Warfare game. It consists of two teams, and it rotates between maps that you vote on. Teams are split evenly and you can not choose your team unless you have a premium rank. Premium ranks consist of different perks earned. Based on your PC, you can play with a certain amount of people. A leaderboard will be added in the full version, keeping track of kills and deaths. Kills can buy you premium, plus more separate perks within and without premium.
What maps will there be?
We're currently working on two different maps, plus weapons and veichles earned with kills. Our current maps our: Medieval, Graveyard, Galaxy. Underwater, Inside Computer, Desert, and Ants Life. Medieval, Graveyard, & Galaxy our currently our main focuses for V0.1
What weapons/veichles will there be?
My first PICO-8 thing! Please be gentle as you rip my coding skills to shreds.
Yes, I know it isn't a proper game, that's the "joke" :) For more information on the game's origins, you can see here.






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