Changelog:
- Death Animation works
- reworked the bullet physics for player and enemies
- new color for enemy bullets
- redone sounds
- fixed spawning in wall (for now)
Hey guys, I just got Pico-8 recently through the Humble Bundle and started coding my first game in it.
It's supposed to be a clone of the old Berzerk game for the Atari 2600

This is a prototype of a game about living on a small island. I don't know yet what the game-play will be. I have a lot of ideas in my head. I want to keep it simple.
UPDATE 0.15:
- gates between levels
- buttons to push
- code stripped of unused features/sprites
- bug fixes
- still no game play
update 0.14:
- message system
- text intro to game
- text in gates
UPDATE 0.11:
- real map in intro background (w/ sfx and gfx effects)
- added sfx for insects
UPDATE 0.11:
- environment sound effects (sea, wind)
UPDATE 0.10:
- second map (4 screens)
- ladders to move between maps
UPDATE 0.09:
- third map (4 screens)
- hearths particle






0.9
Lots of updates. Too many to mention. Alot of changes are untested, hopefully this is all working. Please let me know if you have issues.
0.8.e
fixed end game crash (more missions coming)
player can hold only 3 items/potions
flip enemy and player for direction facing
bloody enemy deaths persistent on map
lots of new sfx added
(known bugs to fix for 0.9 release)
player sprite flipping doesnt pay attention to actions performed on adjacent tiles (such as attacking an enemy)
enemies can traverse through closed doors
draw order can be incorrect when alive enemy is standing on a dead enemy
player sometimes attacks dead enemies when alive enemy is standing on top.


Hey all, I'm generating random Pacman maps for my Tiny TV Jam game. So far, I have what are called "perfect" mazes being generated, using a common algorithm similar to recursive backtracker. The problem is that a "perfect" maze is one with a start, an end, and only 1 path from start to end.
Pacman mazes aren't designed in such a way, as they are what are called "fully braided" mazes - they have zero dead ends, so all corridors are interconnected. I've done a little research into how a fully braided maze might be generated, and unfortunately there don't seem to be any actual algorithms for doing this. I have only found people who have asked about how to do it, but no real clear answers, only hints about how one might go about doing it.
The best suggestion I found was to generate a normal "perfect" maze, as I am doing now, and then making a "walker" that goes through the maze once it's generated, looks for dead ends (an open tile that's only connected to 1 other open tile), and then removes them either by deleting a wall to connect it to another corridor (if possible), or if not possible to connect it to another corridor, PLACE a wall to fill in the dead end. Then have it repeat walking through again until it's covered all open tiles and verifies all the dead ends are removed.
The problem is that this all sounds a little bit over my head. I have no idea how to go about doing this. I know that the game will not be playable if there are dead ends in the map, because the AI will inevitably get you at the dead end, so it would make the game impossible. Here's my map generator (press Z to generate new maps; orange tiles are walls, purple are paths):





Miracle house is an action game.
The object of the game is to beat all enemies with uncs.
Control
Arrow key... move
[Z]... use an unc
Bonus Item
Apple.... adds 5 uncs
Orange... 30 pts.
Banana... 50 pts.
Clock.... all enemies stops
Phial... invincibility
Heart... adds 1 pw
Have fun!

This is a port of my favorite mobile game, which was originally designed by Area/Code Entertainment. Zynga acquired the original version, and they promptly ruined the minimalist experience with a bunch of abrasive and irritating hooks. On top of that, all of the clones I've found have been kind of janky.
Pico8 to the rescue! I'm trying to make the very best totally-free version of Drop7. Your feedback would be greatly appreciated!
INSTRUCTIONS:
Click to drop disks.
A disk is destroyed if its number is equal to the size of the group that contains it. A "group" is a horizontal row or vertical column of adjacent disks (like Connect-4, except with no diagonals).




My contribution to the jam as it stands day 1. The idea was to use the fact that the TV has this cube-like shape and try to play a little bit with rotations and viewing a 3d-object through these dead-on 2d views, in the vein of Fez. I'm pretty happy about how the door transitions ended up! I'd like to add some more doors in the future.
You control the green-shirted protagonist with the arrow keys:
- Left & Right, for movement
- Up, for doors
- Down, for crouching
Kindle the fire!




Here's my submission for #tinyTVjam
// INSTRUCTIONS //
- Move the white cube and stick gems from the borders.
- you can turn with [z] and [x]
- Mix the acid with a gem cluster to remove all gem with the same color.
- Each time you steal a gem from the border, your energy bar is filling up. When it's full you will refill the border with brand new gems as soon as you leave the border zone.
// TODO //
There's no gameover yet, but you can get stuck pretty easily
I just need to find a way to detect stuck situation and end the game











This is Go West. It is a short RPG where the goal is to go west. Here is the comments header with mentions:
-- go west v10
-- by david st-onge
-- November 14 2017
-- base code from collide.p8 by zep
-- wall and actor collisions by zep
-- features added by david st-onge:
-- flip sprite when going left 2017-1-7
-- map sector system 2017-1-7
-- speed multiplier for terrain 2017-1-7
-- added village mode 2017-1-8
-- added title and game state 2017-1-9
-- house scene copied from stroll by parlor interactive
-- moutain scene copied from jelpi 2017-1-8
-- added fade function, code from jelpi by zep 2017-1-9
-- added dialog system 2017-1-10





[FR]
Le jeu a été créer ce jeu a ete creer pour la gamejam 4 de gamecodeur mon but a été de créer plusieurs niveau,
des animations,un hud, un menu ainsi que de me familiariser avec la pico 8.
Les commandes de deplacement sont :
-Touche droite : déplacement à droite
-Touche gauche : déplacement à gauche
-Touche haut : changer de niveau
-Touche x : sauter
-Touche c : attaquer
[EN]
The game has been created for the gamejam4 of gamecodeur, my purpose was to create many level, animations,
hud, menu and to get close with pico_8.
-Right touch : right move
-Left touch : left move
My first game...if you have suggestions on improving the looping and performance, they will be gladly taken
I could not get the collision working, I found a solution and adapted it from this cartridge #23035# - The slow and the Curious 1.2
Press up to jump
Move a bit with left and right
The spawning is not complete, it still spawns unbeatable patterns every now and then.
Got Pico yesterday, and was up all night hacking at it. Wanted to start out by not pushing the limits of pico too hard and working pretty close to the constraints the engine provides.
I wanted to dabble slightly in lighting effects via my little shadow function, though it definitely doesn't scale as is. Also messing with the perspective of the camera and hacking in a tile animation/some more interesting blending on the tile boundaries.
Code is seriously messy, so next step is to clean it up a bit.







Tanks
Move around and shoot enemy tanks!
Arrow keys - Move
(In-game):
Z-Restart (when dead)
X-Shoot
Welp, here it is. My first published Pico-8 game. OUO This was made for Eevee's Games Made Quick game jam over here. Honestly, I don't think I would've had much motivation to do anything with the one moving tank thingy I had beforehand if I hadn't seen this. Plus it meant I could practice my multitasking! :P
The process for creating this game was actually kinda easy.. besides a few mishaps here and there. Thankfully I got some help from Guerragames when I made a few small errors here and there, thanks for pointing those out! c: