Simple "Space Invaders" clone with some wacky special effects.
Left/Right to move, Z to fire.
Version 0.2
Did another stream, added some new features:
- Points system with perfect-wave bonus
- Permanent high score
- Infinite waves of baddies (gets progressively harder, to a certain point)
- Simple starfield background

It's 2 am for an hour. You have time to kill. And your clock basically doesn't make any sense for this 2 am hour. So let's kill time with it!
The only controls are your left and right keys/buttons!
This was made in 0 hour for the 0 Hour Game Jam!
Because the game was made in 0 hour, there really wasn't much time for a complete game but I managed to make this cool little toy and I'm happy with it!
And since the cart is very barebone, you are welcome to download it and make your modifications on it if you like! Then just post your cart here, so I can play it! :D
Also I recorded the making of it all! You can have a here:
[youtube]nB4E7GRMY3M
Just uploading my #0hgame entry, made in exactly 0 hours in the timespan 2am - 2am CET.
Instructions: aim using the left and right arrow keys, wait for the toast to pop up and hit X to launch your blob of butter.
this is very dumb and ugly and i am sorry for wasting your precious time. I might be coming back to it though, I have some ideas on how to make a proper game out of it.

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).







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