Hello everybody,
We are two students in game design, I'm Zoé and with my friend Justine we made this game.
This is our first game on PICO-8.
This project is a school project. The theme was to imagine and create a little game within two weeks.
So we decided to made a kind of a maze with time travels.
Play it and enjoy (maybe).

Hey guys, this is my first cartridge. It's a little sine graph visualizator, loaded with rainbow awesomeness ! :3
Gotta say, I'm having a lot of fun with Pico-8 at the moment. Hope you'll like this !
up / down to increase amplitude
left / right to increase the offset
X to clear screen and O to show debug info
While trying to cram as much data in my code as possible, I found that the code compressor sometimes could make better decisions. Here are the two ways in which I believe it could be improved.
First, consider the following string:
--hi-- |
It will be encoded as such by PICO-8:
00 2d 00 2d 14 15 00 2d 00 2d |
But the second “--” could be encoded with a back reference, thus gaining two bytes:
00 2d 00 2d 14 15 3c 04 |
Here 3c04 means “copy 2 chars from position -4”.
It should be easy to change the compressor so that it also emits back references for sequences of length 2 (apparently it only does it for lengths >= 3).
Second, consider the following string:
ababab |
It will be encoded as such:
0d 0e 0d 0e 0d 0e |
However it seems that the following is properly decompressed by PICO-8 and is two bytes shorter:
0d 0e 3c 22 |
Here 3c21 means “copy 4 chars from position -2”. Apparently, even if all those chars haven’t been decoded yet, when the decompressor reaches the 3rd character it does find it. However it’s not a very safe assumption to make without knowing the code.
Just my two cents!
We started this game during the Tuesday night eat n educate programming class at the Melbourne Makerspace in Melbourne Florida on December 13, 2016.
The idea is to eventually have an AI or 2nd player at the top throwing snowballs back down at you. So you have to balance making snowballs (you can't move while making them!) and dodging and throwing snowballs.
We even thought about making a snow fort / wall to hide behind and having a third thing to worry about by having to stop and build up the wall / fort as it gets slowly chipped away by opposing snowballs.
A work in progress!

Arseny don't like New Year's eve. Why? Because he is a perfectionist and hates garlands hanging around with their unequal number of colours. But this year everything will change, because Arseny has got a canon (Where did it come from?!) and came up to set up rights on streets of the city.
Little simple game we made together with my friend Liza for course of Computer Game Industry. Rules are pretty simple: shoot in lamps of different colours to equalise their number. X to shoot, Z to restart level. This game was designed for russian audience, but you still can try to play it.
Seeing all the LD Jam carts has me wondering about the Jam category here in the BBS...should carts related to LD and others get posted there? Or go into the normal Cartridges category?
Ultimately, I guess it doesn't matter - they all show up in the primary list - but just wondering what the intent is between the two sections.

Hello! I am trying to make my sprite stop moving when they hit a wall sprite. I have gotten to the point where I can observe when the sprite is or isn't in the flagged wall sprite, but I can't actually stop the sprite from moving. Still very new to pico-8 and coding in general so any help is much appreciated!
x=16 y=16 dx=0 dy=0 function _init() end function _draw() cls() map(0,0,0,0,16,16) spr(3,x,y) if collide() then spr(5,0,0) end end function _update() x+=dx y+=dy if btn(0) then if collide() then dx=-dx else x-=1 end end if btn(1) then if collide() then dx=-dx else x+=1 end end if btn(2) then if collide() then dy=-dy else y-=1 end end if btn(3) then if collide() then dy=-dy else y+=1 end end end function collide() v = mget(flr(x/8)+1,flr(y/8)+1) return fget(v,0) end |
Kind of on vacation but.. I had an idea for how to make the lines a lot more visually appealing so here you go.
4/3/2018 - This adds support for a 'kanji' mode. Currently it just includes all 79 of the JLPT5 kanji. The way characters are stored has been updated, and should allow for more kanji in the future.
There have also been some graphical updates (mostly just to the title screen and kanji mode, but yeah..
Anyway, hope some people find this useful. I know that just plotting out the characters for this has helped my reading speed a /lot/. Oh and if you notice any mistakes, please let me know!!
Oh yeah, eventually I want to add support for different pronunciations and a Mandarin (han) read mode. A screensaver feature could be cool too, but I'm waiting to convert the kana/gana to the new data format first.

A mini adventure game.
This cartridge extensively abuses Lua memory, lossy zlib compression, data-stored-in-code, and dget to render a 600×252 image with pixel-perfect scrolling. This is more a tech demo but I ended up doing a full mini game for Ludum Dare 37.
I’ll write a postmortem to explain all the hacks.
LD37 entry
Summon enemies to be stronger, and slay the demon.
arrow key : move
z : open items window
x : open summon window
credit: nonsako ( @nonsako) : programming / art
Hi everyone,
I have enhanced the Pico-8 cheat sheet based on the PDF version.
I included more info which I find useful.
This version fits best on a 1080p screen (or closer aspect ratio),
while the pdf version fits best on an A4/letter size paper.
revision: PICO-8 0.1.11g (rev:M)
fixed: shl, shr, for loops, character limit
added: p/enter, folder, mkdir, peek4, poke4, lshr, ceil, shrink code category, coroutine category, indent selection, cartdata category
enhanced: colors for visual clarity, screen coordinate, rearrange layout
removed: dark theme
revision v0.9.7: (PICO-8 version 1.11d)
fix: fullscreen shortcut: alt enter/F11
revision v0.9.6: (PICO-8 version 1.11d)
added: import, export, !=, tostr(), tonum()
modified: sfx(), fullscreen shortcut
enhanced: dark theme, music keyboard layout
revision v0.9.5: (PICO-8 version 1.10c)
ADDED:
Commandline: shutdown, reboot
Sprites: sget, sset

This is "Vault", my LDJAM37 compo entry, created around the theme of "One Room".
You are a police detective, asked to investigate a double homicide.
A millionaire woke up this morning to find two thieves dead in his super secure vault.
Search the crime scene for clues and discover what really happened...
Controls:
Arrow-keys/D-pad: Move around
Z (or N or C): Inspect where you are facing
X (or M or V): Use the currently equipped item.
Enter: Open the Pause/Inventory menu
Inventory:
Up/Down: Select item
Z: Equip or Unequip
X: Close inventory

Heliopause: 2D space exploration and combat for the pico-8!
v1.2.1:
- Revert minified source code
- Create an object class
v1.2:
- Original 2017 Release
You can also find this on github here.
Controls
(change style in options > mouse+music > control mode)
Gamepad
left, right - turn ship
up - thrust forward
down - point in the opposite direction of movement
z - open and close the pause/ship menu (use arrow keys to make selections]
x - fire weapon
Mouse
Ship will rotate to face mouse cursor
right click thrusts forward
left click shoots

Explore a mysterious and exciting dungeon filled with exciting mysteries without ever leaving the same room!
Why would you change rooms when clearly this one has all the danger and excitement and danger that one could possibly need?!
Come to the One Room Dungeon and live the rest of your newly mysterious-and-exciting life there!!!
One Room Dungeon is my entry to Ludum Dare #37, of which the theme was 'One Room'!
It's definitely my most ambitious LD entry so far and I'm very happy with it too! Sadly I had to rush the audio a bit towards the end because time was going faster somehow.
The game is also on Itch.io and of course there's the Ludum Dare submission!






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