written for fishing-jam-2 in about 4 days... with pico-8
in catfisk! you're challenged with collecting as many fish as you can from this delightful aquarium feeding trough you've been left alone with.
- collect the various fish using the arrow keys and z/x buttons
- score points for collecting the various fish
- you'll run out of time
- and then you can choose to collect various more fish.
a @rousrrrr collaboration,
after learning of fishing jam 2, rabblrouser and babyjeans set off to make a couple separate projects, but quickly converged to work on rabblrouser's wonderful idea: catfisk.
for rabblrouser, catfisk was big learning experience in all things programming and it's an introduction and practice run of more things to come.
for babyjeans, it was a chance to exercise some programming muscle, as well as share and teach some knowledge. babyjeans is rabid for all things lua, pico-8 is no exception.
@rabblrouser - Idea / Art / Audio / Code
Final edition of this game, just before Halloween. :)
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This game is also for sale (Worthware) in ITCH.IO. You pay what you think it's worth with a minimal of 99c. However, as you are a member and/or owner of the PICO-8 OS, you get it for free in here - with source.
For those of you who have made high score on the earlier version of this game, it is suggested you RESET your HIGH SCORE holding down (O) and (X) during HIGH SCORE to show considerably comparative and competitive scores.
There are now 4-levels of play.

Recently I've been experimenting with the sfx and music editors and while they are excellent in all their simplicity, there are some areas where I would like to see it improved. I'll try to make myself as brief as possible:
1: Volume
The way volume is handled in PICO-8 is that it increases linearly. The problem with this is that the way humans perceive sound is logarithmic, which means that a jump from volume values 1 to 2 is a lot more noticeable than the jump from 6 to 7. Below is an Audacity recording of a square wave in the tracker going from 1 all the way to 7 displayed in both the linear and logarithmic scale and as you can see the difference in these jumps is quite significant.
Is it possible that the way volume works in PICO-8 could be fixed to ramp exponentially? I'm not sure how many people notice (or even care) but it's something that makes it hard to make natural-sounding ramps up in volume when creating sfx and music, especially on the quieter side.
[b][u]2: Suggestion: Display silent notes (0 volume) in the tracker

I making a spawner that I could place anywere on my map.
The code is looking like this:
for x=0 ,512 do
for y=0,512 do
val = mget(x,y)
-- spawner
if (fget(val, 1)) then
spawnscrubs(x,y,14,2)
end
end
end
|
The code picks up that there is spawners on the map(and the amount), but not the location, all scrubs are spawning at x= 0, y = 0 .
Can not figure out the problem with the code...
Can someone figure it out?
Thanks a lot!
/Sebastian

Explore the lost city. Find the amulet.
The Remains of El Dorado is a roguelike game for PICO-8. You're seeking The Amulet of the Sun which will bring you great fame and fortune... if you survive.
Press C to charge a shot, press a direction while charged to shoot. Press X to enter the potion menu. Select a potion by pressing left and right, and press C to confirm. Aim your throw with the direction keys, and press C to throw the potion. Careful! Potions will explode on contact with a wall.


Make a web, eat some bugs, get a high score! Just a gameplay demo for now.
BUT this is just a demo, so why not play the full game here: https://www.lexaloffle.com/bbs/?pid=41423

Conway's Game of Life is a simulation game with a few simple rules designed to simulate cellular automaton. For each iteration all cells are evaluated by specific criteria and as such either "live" or "die" for the next generation.
I've created this game with 2 of the more common rules.
1) A live cell stays alive if it has 2 or 3 live neighbors.
2) A dead cell comes to life if it has exactly 3 neighbors.
The idea is that a cell will either either die of loneliness if too few neighbors exist or die of overpopulation when too many neighbors exist. Additionally this rule set simulates the unique requirements for reproduction in that a group must have both space (not too many) and resources (not too few) neighbors to generate new cells.
There are several known patterns that produce interesting affects but for this game I am randomly generating a grid for the simulation. I'm really just wanting to demonstrate the simplest version of this simulation I can.
Here is my first Pico-8 game, 'Cosmo Boing!', a fantasy arcade game for one or two players.
The aim is simply to guide your ball to the finish line, without falling into a gap. Levels increase in length and difficulty as you progress. Use of 'direction' tiles is possible (and unavoidable), so use them to aid progress. You have 3 'jumps' (per level/life) which you can use to jump gaps or avoid certain tiles - use these wisely!
Scoring:
Safe tile: 1 point
Direction tile: 2 points
Consecutive direction tiles (combo): 5 points per tile, plus 25 bonus for every 5 tile combo.
Level clear: amount varies depending on level difficulty, reduced by using 'jumps', and zeroed when a life is lost.
Bonus point powerup: amount varies (random).
Bonus lives are awarded at 1000 points, and every 2000 points thereafter.
Power-Ups (green animated icons):
Bonus points
Bonus jump
Bonus life
Super jump
Controls:
Insert Coin = Up
Move left/right = Left / Right
Jump = X or Z (Shift or A for player 2)
Note: when 2 players are active, players are given 5 jumps instead of the usual 3.
This has been a fun project, taken me about 5-6 weeks to write (on and off). This is my first game and first Pico-8 project (wasn't even intended to be a game originally) so the code could be better/tidier.
Hopefully there aren't any bugs, but please let me know if you find any! I'd also be interested to hear how far you can get. Hope you enjoy!

The Next Thing Co forum has a great thread on how to add a VNC(VPN) client to your PocketCHIP, allowing you to connect and control things remotely from your desktop.
https://bbs.nextthing.co/t/solved-question-on-how-to-access-pocketchip-via-vnc/4915/11
I followed the steps in the thread and it works great. I can now run PocketCHIP install Pico8 on my desktop and do everything I need...mouse even works! I'm not a Linux master by any stretch, so whenever something works as listed, I get excited.
So if you're looking to debug your games on the PocketCHIP without having to constantly switch between devices, this is a nifty way to do it. It doesn't solve the problem/annoyance of having to copy files over to the PocketCHIP but I'm guessing a little network share install would solve that - I'm gonna try that next to see.
Especially since the PocketCHIP version of Pico-8 is way back at 0.1.7, it's getting more difficult to ensure our games actually run on the flagship device (which is a bummer).


You can activate a Keyboard Cursor with F10, now you can move around the mouse cursor with the directional keys and have the right mouse button on space.
The question is, where is the left mouse button and how can one set that to other keys?
I would find it rather nice being able to work in Pico8 with just the keyboard. :)
Working on a little well known arcade dungeon crawler port for Pico-8.
Done:
- Draw a dungeon that can wrap if needed
- Draw the player sprites
- Collisions with walls
ToDo:
- Player info overlay
- Keys and doors
- Food
- Potions
- Mobs
- Mob Generators
- Level loading
- (external) Mapeditor that can generate a map text string
- ...
This is my second time doing something larger in Lua, before that i only did small scripts in it for ComputerCraft, stuff under 5 lines and such.
Regarding the drawing mechanism, i can imagine that it is cheaper with Pico-8 to simply draw the game four times than calculating wrapping the camera in Lua for the map and all objects, so for now i go with that. It is cheaper in regards of tokens too. ;)
Any suggestions on what i got so far? :)

I was thinking I might do a pico8 game for proc jam - anyone else doing this jam?
Anyway, I already have an idea, and I'll work on a prototype this weekend. However, gfx is not my strongest point. Is anyone interested in collaborating on a proc jam entry? Primarily looking for an artist but I'd be happy to let someone else make the music as well!





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