Update (1/9/17)
Art cleaned up and edited (a bit).
Update (1/7/17):
Jump support:
-Press either the 'E' key (Player 1) or the Up arrow (Player 2) to jump.
-Jump skips your cycle ahead a few pixels, which is effective when about to run into a hostile or a boundary.
-You gain jumps by scoring.
-Take care! Players share jumps!
Sounds:
-Title music added.
-Jump (and lack of jump) sfx added.
To be added (maybe):
-Clean up art.
-Screen wrap.
-Clear hostile power up at certain score.
-Safeguard against hostiles spawning directly in front of players.
-Selectable 'modes' (single player, expert mode, etc.)
-New obstacles and/or starting board configurations.
first, something old: html + fullscreen
in chrome, when the page is zoomed (ctrl +), and you set a cart fullscreen, the cart frame is zoomed accordingly and cropped top&bottom. this only happens on chrome, firefox & edge work ok. same thing here on the bbs or html export.
second, something I only just noticed, can't try on older versions right now: html + mouse + fullscreen
the mouse stays stuck on (0,0) when on fullscreen.
- this is always the case for html exports on chrome.
- on the bbs it seems to work on chrome only after a while and some tinkering (fullscreen on/off, refresh page...). once it works it's ok even after refreshing the page. if I close the tab and reopen another, back to not working.
- I never got it to work in firefox. bbs nor export, even with 'tinkering'.
- everything works as intended on microsoft edge
(all this on windows10, can't test linux for now)
edit: cart for testing

WARNING : This is not (yet) a game. It's a strange thing (only) for programers.
This cartridge includes i_core and the turtle extension.
It shows how to:
- bind a personal extension (turtle object, turtle binding) to the language core engine,
- initialize the external extension and call its methods (from PICO-I and i_core)
- pass parameters from PICO-8 to i_core (N).
The turtle extension includes the following commands:
- FD forward, 20 FD
- BD backward, 20 BD
- TR turn right, 90 TR
- TL turn left, 90 TL
- CL change color, 1 CL
- PU pen up, PU
- PD pen down, PD
- TO go to, 10 10 TO
- HD head to (0 right, 90 top, 180 left, 270 down), 0 HD
Sample :
':loop 20 fd <a tr 1 - # ?loop ; :side >n 360 <n / >a <n loop ; cls 4 side'
Have fun ;-)

Hi pico-8-enthusiasts!
Here is our first game for the Fantasy console, picomaze, obviously inspired by midimaze, the Atari ST game from the 90s.
How to play:
Kill 3 smileys to win. Hit Reset to start a new game.
Let us know what you think using our blog or our Twitter account!
It can be improved, feel free to contribute on github.

Hey all...Merry Christmas! Or happy holidays, or Festivus, or whatever it is you may celebrate...
I've only been Pico-8-ing since the Spring but it's been so fun learning, making games and playing games...and making friends with everyone in the Pico-8 Community. Good, quality communities can be hard to come by and ours is certainly one of them.
I hope everyone has a fun and safe holiday, and I can't wait to see what we all create heading into 2017. Gonna be good!


I've been seeing a lot of version spam in Splore while browsing, and I'd like to avoid doing that myself if I can avoid it. But I'm not entirely sure how Splore works. Is there some sort of wiki info about it? Or a guide some where? Are there best practices for stuff like versioning/cart data/naming?

Hey there! I'm working on a heavily Super Mario Bros. inspired side-scroller that uses procedural generation for its levels. Despite the appearance, it's not going to be entirely Super Mario, however. There's going to be unrelated characters and monsters, and the player character will use a three point health system instead of power-up tiers.
It's far from finished, obviously. The basic level generation is complete, but it lacks enemies and many stuff. Levels cannot be completed yet, and side areas like bonus rooms and the starting and ending areas for underground and underwater levels are not implemented.
If anyone would like to contribute some code, art, or sounds/music, feel free! At this point, the token count currently stands at 1426.
[b][u]Controls






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