
Hey everyone, I've been playing with Pico-8 for a few weeks now and loving it. Now I come with suggestions that I hope get some attention for future updates.
I'd like a tool to move sprites in the map and on the sprite sheet, rather than having to use the stamp/copypaste.
More importantly, I'd also like to preview animation in the view window. In my opinion, animating is kind of a hassle when you have to write a bunch of code just to view it.
Last but not least, a few more colors! Even the Nintendo had 25. Perhaps Pico-8 could retain a 16-color palette, but provide a larger selection that we could swap colors from.
Thanks for you time, everyone!

This is my first game using Pico-8. I focused on making the game with as many features and functionality. I hope to continue to improve on it in the future.
Commands:
Up Button: Hard Drop Tetris
Down Button: Soft Drop Tetris
X Button: Rotate Tetris
O Button: Save Tetris
Features:
- Choose starting speed in title menu (1-8)
- Score tracking
- Score multiplier for multiple lines (Bonus for a Tetris)
- High Score saved on title screen
- T-Spin is posible
- Rotate Tetris to stall fall
- Tetris pieces are color coded
- Upcoming 3 tetris piece color shown on right side of the screen
- Saved Tetris piece color shown on the right of the screen


It's a Tiny Crane!
It's not exactly a game, it's more of a demo. It's a small Tower of Hanoi puzzle solver.
- To turn on/off the screen press the TAB key.
- To change the amount of discs on the initial tower press the UP / DOWN keys.
- To follow each step to solve the puzzle press the LEFT / RIGHT keys.
I know I'm a bit late to the Tiny-TV Jam but I still wanted to share it with you guys. Better late than never I guess. I'm really pleased with how it turned out, this is my first game jam, I hope you guys like it :D
Cheers!
Norberto


I'm trying to animate a bullet going from one place to another. First I get the angle from the source to the destination by doing
local angle = atan2(startx - endx, starty - endy) |
then I move the bullet from the source to the destination by using that angle and incrementing the distance from the source
bulletx = startx + dist * cos(angle) bullety = starty + dist * sin(angle) |
but the angle is all messed up - the bullet goes in completely the wrong direction.
As far as I can tell the units of atan2, sin and cos are the same so I don't think converting between radians and degrees is the problem. I googled getting the angle between two points and getting a position from an angle but every example I found in other languages seemed consistent with what I'm doing...
Can anyone point out what I'm doing wrong?


I posted my first cart onto the BBS yesterday, it played fine on my PC but on my phone I get the following error: " CART FORMAT ERROR 1 " followed by, "STAND BY" and finally "TIMEOUT :(". Any other cart works fine on both so it's just my own at fault, am I missing something in my code or did I just upload it wrong? Thanks in advance for any help
Recently I've worked on 2 little libraries. However, I'm not sure how I feel about the token count in these cases and I'd love to discuss that with the community.
Libraries can provide a piece of functionality that they would have otherwise programmed themselves. Someone creates a library and other people can use it in their games.
But unfortunately I feel like it's simply not worth it to ever use a library with Pico-8. Why? Because of the token count.
In pretty much every instance you're better off writing a piece of code yourself then using someone else's library. You may not need specific features from a library but using this library will still cost you those tokens.
What are your thoughts about this? Would you use a library? Or maybe you have a smart idea of dealing with this limitation.




Hi!
This is my second pico8 game, made for Global Game Jam. This time I had help from proper artist.
It's a silly steamboat simulator. A mix of Hemingway's "Old Man and the See" with "Tony Hawk Pro Skater". Boat rotates with arrow keys and (de)accelerates with X/Z, but only in water. Try to land the gnarliest tricks and score lots of points!

My first game and post on the PICO-8 BBS! And it's a late entry for my first game jam! It might not get judged, but I had fun making this game over the week :)
It's a Space Invaders clone, controls are in-game.
POST MORTEM?:
- When reading ambiguous times, err on the earlier date.
- Plan carefully! The annoying sound bug when rebounding off the left wall was due to an unchecked error earlier on.
- Time management was an issue: I had more things going on this week than I expected, and most time I did have I spent trying to correct the sound bug, working on enemy AI and procrastinating.
I had some other game ideas that didn't pan out, like a puzzle game that relied on rotating the TV to find clues, which I might revisit some other time.




A Japanese calligraphy drawing tool for Tiny TV.
(This is a demake of Shodo.)
(Shodo is a demake of MacCalligraphy.)
Controls
arrows: move brush
z: put brush to paper
x: see entire paper / back to drawing
press the down key and hold when you are seeing entire paper to erase drawing



Swing a wrecking ball! Smash everything!
Thanks to TRASEVOL_DOG for this awesome jam. It was a lot of fun making a game AND designing a TV for it. I might tweak things after the jam is all over.
When the line turns bright blue, you have enough momentum to break bricks. You can get the wrecking ball to do a full 360, too. I thought it was cool so I didn't try to fix it.



