So I've recently got Pico-8 and thought I'd try something simple, a Lunar Lander game where you have to bring your spacecraft to a safe landing on a dangerous terrain.
Very very much a work in progress at the moment. But I'm going to try posting here updates as I go along.
Now with gravity and collision detection and explosions. Landing next.
Really ropey code for landing in place, with flat bits to land on.
Fuel next.

I have the sound muted -- if you want to test with the explosion sound, uncomment line 26.
The magic happens in the MAKE_EXPL function which creates a new explosion in the table (maxed out at 10 explosions). I call EXPLODE() to update all the explosions every frame.
Things I learned from this:
- creating a RN function for a shorthand FLR(RND)
- how to delete the oldest entry in a table
- conditional animations based on count and argument data
- palette cycling
I'm sure there's a better way to create the explosions using a single formula. This is the messy way. Feel free to remix with cleaner code or use this in your project.
Lode 8 is an action puzzle game similar to Lode Runner.
The goal of the game is to collect all the gold bullion.
- Control
Arrow key:Move
Z:Dig a hole left
X:Dig a hole right
- Demo movie

Hi everyone,
Just wanted to quickly share some pico8 tooling for visual studio code I wrote up. It's published at pico8-vscode.
Here's a mini screencast of it in action
Hope you find it useful. I'm looking forward to getting stuck in with more pico8 dev now I've got my tools working nice.

Tron Bikes
Made using the two-part series by Rabidgremlin
https://www.youtube.com/watch?v=ZuaLuMhwcc8
https://www.youtube.com/watch?v=Cjxzjc0NFpw
Here's a toy I have been playing around with. Perhaps somebody can use these functions for fancy shaded 3D rendering or something like that.
I have a few functions that draw "RGB" pixels to the screen using pattern dither that are approximated using the rgb values of the pico8 palette.
color_bayer_plot_8(x,y,r,g,b) -- writes a given r,g,b at the x,y (r,g,b are from 0 to 1) fast_rgb_create() -- pre-renders patterns using a 4X4 bayer dither representing 8 levels of R and B and 16 levels of G. fast_rgb(x,y,r,g,b) -- writes a given r,g,b at the x,y (r,g,b are from 0 to 1) function solid_trifill( x1,y1,x2,y2,x3,y3, r0,g0,b0,r1,g1,b1,r2,g2,b2) Renders a triangle with the three corners colored at rgb and shades smoothly between them. Right now this uses the slower color_bayer_plot_8. |

My Hello World project!
Two points bounce about randomly on the screen, and colorful lines are drawn between them. Whenever one of the points bounces off the wall, one of four sounds will play. Each time you play, a different pattern will get drawn.
So far, there is no interactivity. Maybe in version 2...
This is the most complicated song I've done in pico-8. Taking me 3 and a half hours in total to complete. The song is 34 patterns long using 39 loops. This track uses all 4 channels for the following.
-Vocals/lead
-Drum
-Bass
-Keys (I couldn't fit the whole chords in so I just used the core notes in each of them)
UPDATE: I've used a piano roll visualiser using the code of kittenm4ster. Thank her for the awesome code.
Let me know what you think of this remastering in the comment thread. I hope you enjoy listening to it.
and of course, KEEP ON MEMIN'!!1!






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