This is squashy ball, as we all know it from PicoZine #1. As a first time coder I decided to just see what I could do with the game, so I added everything you see and hear past the ball and paddle movement. Big thanks to Alex Mole for the inspiration.
Stats save in between sessions. There are 9 skins available to chose from. I may add more in the future.

Hello!
If, like me, you got hold of Humble's recent GameDev Software bundle, then you probably have a copy of Pyxel Edit. Because palettes are saved in the .pyxel files that the program produces, I've stuck a couple of them on Google Drive with the correct palette for PICO-8 users.
The resulting spritesheets can be exported as PNG files for importing into PICO-8 - just be sure to use the 128 x 64 version if you're not wanting to overwrite the map area of memory.
128 x 64 version
128 x 128 version
For some reason, when you click the links, Google Drive brings up an unpacked preview of the .pyxel file - just click the "Download" button at the top-right of the window, and they should download just fine.
Full credit for the palette RGB values goes to Roman Zolotarev and his handy-dandy palette page.

Hey fellow PICO 8 users in the dojo,
Started with a breakout like concept, now I can't seem to walk away from this interesting problem..
The ball currently uses a sine function in order to cycle its scale: BALL_R=1+(SIN(FRAME/20)*2)
and I'm trying to adapt collisions to accommodate this type effect (see - multiple uses).
So far it doesn't appear to work without triggering multiple undesired bounces at the border.
So far I've had limited success with a function I made to snap the object scale to whole number
increments, however this has not resolved the problem, which only consistently occurs when the
ball (CIRCFILL) crosses the boundary as its increasing in scale (BALL_DR=+1).
I've also attempted to apply a timer to limit bounces (ball x/y inversion) without much success.
Am I barking up the wrong tree/ are there other collision models which already
deal with these type of situations? -any help would be greatly appreciated

0.30
Press buttons to cycle through 4 levels.
0.25
Fixed the Best Time bug and tweaked the map/colours a little. Also changed the random camera shake to a map nudge to give more weight to the player.
old:
I'm still new at coding/pico8. This "on rails" racing idea was a good chance to try a new method of collision: this time, I test the pixel color in the direction I'm going (using angle instead of usual DX/DY) and if it's NOT the track colour, the collision returns true.
remixing is welcome.
Someone over in Discord asked about some entity drawing code in Hug Arena, so I took a look a stab at explaining it. I realized the code in Hug Arena is similar to a technique I've used quite a bit, so I put together a small example cartridge demonstrating the technique.
The sample is commented code that demonstrates how to draw two types of objects that update the same way each frame, but draw differently.
In "Remains of El Dorado" I used this for most objects drawn in the game, you can check out that cartridge to see how this works on a larger scale.

My entry for the Weekly Hour Game Jam, week 1 2017. The theme was "Happy New Year", so I created a fireworks show. To add a bit of interactivity, you can move a cursor around and draw shapes with X or Y to create different firework effects.
I definitely still had a few things on my TODO list after an hour, so it's missing some polish, but overall I'm happy with what I finished in 60 minutes.
Hi everyone, I'm glad to join PICO-8's community!
I heard about the "fantasy console" for the first time when I became aware of the newest Humble Bundle. Just the idea of a tiny virtual machine on which is possible to create little softwares to play on the same system on which they have been made amazed me. It could make no sense being already limited in game development, but it perfectly agrees with the meaning of "vintage" and "retro".
I come from a childhood during which I used to play many old games through emulators, but I also had the chance to buy a real NES (..obviously my favourite console)! I have been able to study what makes games enjoyable to play thank to my passion for game development, in fact I started learning coding and game design by himself at early age. I did not have many experiences with different programming languages or game engines: I started with GameMaker and kept growing my knowledge in using that great tool.
During 2016 I founded Credici, a development team with which I'm developing a PC game dated to be released at the end of spring. I would like to continue talking about Credici and our game but I feel it would be inappropriate "making advertising" on this forum.
Here are my questions:
- How PICO-8 born? (I didn't find much surfing the net..)
- What "BBS" stands for?
- When you find someone to have a collaboration with, how do you work on the same cartridge at the same time? or how do you merge your jobs?
Thank you in advance for the answers!
I hope to feel comfortable in this community and to have good relations with you other :)

For my first PICO-8 project I decided to make a game similar to Pac-Man Battle Royale, my favorite multiplayer arcade game of the decade. Right now you can play 1-player with an AI opponent, or 2-player battle.
The basic pac-man gameplay is there, but so far the only mechanic I've implemented is players bumping off each other on collision. I still need to add a lot more gameplay and flair, and hopefully find some ways to make it my own (besides the greek labyrinth theme). This is my first PICO-8 project, I'd welcome any feedback!
This is Squashy Ball, based off of the tutorial in Picozine #1. As a fun project I decided to enhance the game and make it more enjoyable and less buggy. This is my first try at coding something in this language and I have very little experience coding at all. Any feedback on the game is very welcome! Also any feedback on how to make my code more efficient/better would be good too. Thanks!
In the menu's, press X to go to the selected item, and Z to go back to the main menu. You can press left and right to choose your skin in the options menu, but I haven't worked out changing the difficulty yet so that is not available. For reference, I think the way the game is now would probably be Hard mode, as it is quite difficult.
One thing I would specifically like to ask is: how can I get rid of the trail that appears behind the ball? Specifically with the Christmas skin it is very noticeable, and I would like this to look nicer.





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