This updated version uses an undocumented stat() parameter to detect when the music has stopped and restarts it as needed. I also seeded some of the unused sfxs with some random clicks and buzzes.
This was just a quick experiment to see if stomping on the music and sound effects areas of memory might make for interesting audio.
I played with different types of damage (and repair) to the memory. But I was just treating it as one big chunk of memory. If you started manipulating patterns individually, you could probably get more useful results.
Sometimes it is interesting. Sometimes, not so much. And sometimes it even stops. (If one were sufficiently motivated, he or she could probably ensure that no loops were ever set to "stop".
Would love to hear from anyone else who has done anything similar.

Just a simple physic engine
press left - right - up - left to hit the balls
press c to add new ball
press x to destroy a ball
First original project. Automated runner experiment.
0.1 first animation cycle layering sprites and cycling by frame count
0.11 tweaked animation to separate front/rear legs
0.2 learning a lot! now with wobble, controls, scrolling star animation. Next up is a rainbooowwwww. Included the awesome track by synth_fdr
0.3 Well this is some sloppy code but I was having trouble getting the rainbow to work right. I'll clean it up next time.

There are lot of Battle City clones exist in this world. This one is Pico-8 port, made by me just for fun.
Changelog:
Version 1.0:
- First "stable" release (moved from "work in progress" to "cartridges" as it's almost finished, maybe later i'll add some new features like level constructor, but not sure about it).
- Moved Game Over screen after score calculation, like in original NES version
- Added Hi-Score screen after Game Over screen (if player beat high-score)
- Changed palette, now it uses "secret" Pico-8 palette for bricks. Can be toggled through menu if palette doesn't work for some reason.
Version 0.2:
- Fixed lot of bugs.

While trying to interest my son in PICO-8, I ended up with code that let you fly a little ship around with Lunar Lander-style thruster control. I'm not sure that he's going to take the bait. But I couldn't leave it alone and had to turn it into a little game.
Visiting waypoints is not a very deep game. But I enjoy the mindlessness of it more than I expected.
The code is not consistent. I'm still figuring out what compromises are worth it in that little tiny editor window.
[edit 2016-12-14] added glitchy text effect, cleaned up some code, reversed the up and down buttons

working title
Dim Sum or Die
L or R to rotate table
UP or Down to navigate between
Top (add dimsum)
Guest (1 to 4)
Bottom (remove dimsum)
Idea is to give the guest what they want
Currently the timers will show how long you have and the thought bubble what food they want
The collectable dimsum item will change over time
Eventually the game will use sound and graphics to indicate good, bad moves and atmosphere
This is my first PICO-8 game.
I am a high school teacher, and I'm involved in our "e-Learning" program. I thought PICO-8 would be an interesting way to introduce students to coding.
So this game is something of a "proof of concept" to show that with very limited experience (I'm not an IT teacher and have no formal IT training) you can quickly put together a working game. We're running a "Mission to Mars" inquiry learning project for our Year 9 classes next year, so that gave me the theme.
I wanted to include:
— a title screen
— movement
— animation
— a scoring system
— sound effects
— music
The code is extremely ugly, because I was just trying to make it work as quickly as possible. It's a mess, to be honest. There is a lot going on in _draw that should be in _update, for starters.
This was three evenings, learning everything from scratch. I'm pretty pleased with it, although it's not a game that will hold your attention for long! But it should be enough for me to show my school that PICO-8 is something we should encourage our students to play with.
(I owe a debt to Drop Down, which I used to work out how to create game states, and the basic falling/gravity mechanic.)

Hello, I am hitting token count with my game so often - it is irritating. I feel like I am fighting a war of having clean code vs having less tokens.
(I understand that pico8 is for small games and first step should be cutting features though)
I am not sure if something is wrong or am I expecting too much and trying to use pico8 like modern framework.
In the docs is stated:
One program can have a maximum of 8192 tokens. Each token is a word (e.g. variable name) or operator. Pairs of brackets, and strings count as 1 token. commas, periods, LOCALs, semi-colons, ENDs, and comments are not counted.
Let's look at this code:
(taken from my game, but shortened and altered - don't expect this to work! I am not saying that provided code is greatest piece of clean, descriptive code!)
It draws (on local space - screen) piece of text, npc will say to the player - after delay, with black background to ensure readability.
draw_say=function(this,x,y)
x=this.x-x
y=this.y-y
palt(0,false)
foreach(this.draw_message_queue,function(obj)
local deltatime=gl_app_time.timeelapsed-obj.time
local text_len=#obj.m
local text_size=text_len*2
local text_time=text_len/4.0
local x1=x-text_size-2
local x2=x+text_size+2
local y1=y-12
local y2=y-4
if deltatime<text_time then
rectfill(x1,y1,x2,y2,0)
print(obj.m,x1,y1+2,obj.color)
end
end)
palt()
end,
|

So here is a question I have. There is this common issue in Pico-8 that comes up when you move things on the screen diagonally. If the vertical/horizontal speed is not an integer number the moving object will exhibit a jagged, jittery motion. This is due to the fact that Pico-8 doesn't do sub-pixel rendering. So the coordinates of objects snap to integer positions. In certain cases this leads to a kind of "stair-step" trajectory that can look very jittery.
My question: is there a good workaround to deal with this phenomenon? It is not always possible to use integer values for movement speeds after all.

hi,
i ve already got the pocket-Chip https://getchip.com/pages/pocketchip but its not really funny to play games on it cause of the controls. if you feel the same perhaps you are interested in this new kickerstarter projekt. its a gamining handheld based on a raspbery pi zero, so later you can install pico 8 on it :)
https://www.kickstarter.com/projects/583173617/raspi-boy-retro-handheld-emulation-console-electro
This is just a little demonstration written by my son, currently learning coordinate system at school and uploaded here for a presentation at school - nothing to see here, please move on ;)
-- koordinatenzeichner
-- von noah rottmann
-- koordinaten in einer tabelle
bild={}
bild[1]={4,4}
bild[2]={7,6}
bild[3]={4,8}
bild[4]={4,3}
bild[5]={2,3}
bild[6]={3,1}
bild[7]={7,1}
bild[8]={8,3}
bild[9]={4,3}
groesse=15
-- function zur zeichnung
-- des bildschirms
function _draw()
-- bildschirm loeschen
cls()
-- schleife von 1 bis menge
-- koordinaten -1
for i=1,#bild-1 do
-- linie von punkt i
-- bis punkt i+1
line(bild
Hi,
This is the first game make in pico8.
Instead of doing the tipical pong, decided to make a clone of the first racing game (that I know of) : Space Race from atari (1973).
2 PLAYERS CAN PLAY!
just use up and down arrows and E/D keys (player 1 and 2 respectively)
Please give me your comments
ENJOY!
It, would be convenient to be able to change what games appear on the top of my Favorites list. This what really help when handing someone new a pocketchip and show them pico8 so they can first see the games I think would get them to fall in love with the pocketchip and pico8 like mistigri and the adventures of jelpi
I'm not gonna be another growling at you about pico8 not being open source here aswell but at least fix HTTPS site wide.
No HTTPS on login and password changes is a huge security flaw and I'm stunned lexaloffle hasnt fixed this.
I can't imagine what other huge security holes are in pico8 waiting to be used to exploit pocketchip users.
captcha cat is cute tho. *ヽ(◕ヮ◕ヽ)

Hey All -- PICO-8 0.1.10 builds are now live on Lexaloffle and Humble!
Update: 0.1.10b is up with bugfixes for the html exporter. (Changes)
Update2: 0.1.10c is up with fixed atan2()
Multicart Exporter
The EXPORT command can now be used to create a single .js (and .html) file that contains more than one cart. All of the carts can read, write, and run each other as if they were local files loaded from PICO-8. To do this, add the names of up to 15 extra cartridges you'd like to include in the export: (.p8 format only in 0.1.10)
> LOAD MENU.P8 > EXPORT MEGACART.HTML JELPI.P8 DRIPPY.P8 CAST.P8 |
Inside the program, you can then use RELOAD() to grab data from other carts:
-- GRAB JELPI'S SPRITESHEET RELOAD(0,0,0x2000,"JELPI.P8") |






3 comments
