Just your basic, run-of-the-mill movement and collision demo.
Controls
- Move with the LEFT and RIGHT arrows
- Jump with the UP arrow
- Reset the player's position with X
On-screen text can be turned off with the VERBOSE? menu option.
TODO
- Instead of only checking the destination for collisions, check every tile in the path
- Implement actors and actor collisions
Hopefully posting on the BBS will motivate me to keep working on this.
Almost done with this!
Major changes (that I can remember):
-Fixed grapple physics
-Added new turret
-Added boss enemy (Normally inaccessible... unless I left it on the map)
-Added thwomps
-Added a single collectible item that does nothing (It's in the top left of the stage)
-Added more music, areas, etc.
-Added cloud platforms
-Added cloud enemies
-Added particles
-Made death look cooler
Hi,
just want to show my work of the last week /maybe I will start a dev blog here...
I am trying to create a complete super mario bros. remake in pico-8, with all the 32+levels.
Most of the functionality is already implemented:
|
Looking forward to put everything together and show a playable demo soon. Just a few little things for the first world are missing:)
Any feedback or criticism is highly appreciated!
Maybe someone can contributing sound effects/music..
That would be great, because midi to pico8 sounds weird: \
Enjoy this port of Omega Race. Another "let's see if I can make a game in an afternoon" joint.
Instructions:
UP = thrust
LEFT/RIGHT = rotate
FIRE = fire
OTHER FIRE = shield
Kill all enemies to advance to the next level. Use the shield to avoid enemy fire and the rotating lazers. Collect yellow coins for the bonus level.
Edit: Removed sarcasm and changed the game name since now it's pretty good game for a few days of work.

Hi,
Noob here, I am trying to use Pico-8 on my C.H.I.P computer.
Two things. It tends to crash a fair bit, anything that can cause this ?
Secondly, I can't see how to access the code editor, I can only see the sample files. How do I access the editor, I have tried all the keys on the keyboard.
Appreciate your help.
Thanks !

Short demo showing how to do animations with nothing but palette cycling.

On the right is the actual sprite used, with not palette cycling.
On the left is the resulting animation, when cycling through the palette.
A very primitive example of the amazing techniques seen here: http://www.effectgames.com/demos/canvascycle/?sound=0
Disclaimer: I'm not an artist, so it would be great to see an actual pixel artist do something with this. :)
Uses cursor keys only. Jumping one the same colour several times gets you more points. Game over after 60 seconds to when you can't move.
This was a one day effort done entirely on the Pocket Chip. Love LUA and finding the PICO-8 system really usable and quick to dev. Not so fond of the Pocket Chip's touchscreen for GFX editing though.
Use left and right to raise your left and right foot to move forward, up and down to bypass an obstacle and collect items, press Z to play again.
Well... we think pico-8 is cool and we'd like to make a pico-8 game (or jam) for a long time.
Also had many troubles but it's fun, hope the next ones will be much better and better!
Happy Lunar New Year!
When I do this it copies the sprite 0 (the white x) over my grey circle.
cls(8)
circfill(32,32,5)
memcpy(0x6800,0,0x200)
However, I was trying to write my own data into the sprite bank so the other way;
cls(8)
circfill(32,32,5)
memcpy(0,0x6800,0x200)
And nothing happens. (I hit escape into the sprite editor and it is still the same). Why? Hmm.
I was going to populate it dynamically and make spr() and sspr() calls to it.
I thought generating math stuff into the sprite bank could be fun. Is it read only? Thanks

Been working on this prototype and need some fresh eyes to see how it's coming along. This is a very bare-bones prototype, mostly a test to see how well the core mechanics work and feel.
Controls:
Start Moving
On Ground:Jump/Mid-air:Freeze&Aim/Frozen:Airdash
Shoot
Pass through blue platforms/Frozen:Unfreeze and Fall
All assets are simple placeholders and the levels are me working at making some tutorial stages. Please leave comments or fill out my feedback questionnaire. Any feedback would be greatly appreciated!
Go on a byte-sized adventure with Lemonhunter. Find items and gold inside the procedurally generated caves. It's up to you to decide if you want to fight the monsters, or avoid them. If you're lucky you might find the golden lemon of your dreams at the end. Only have a couple minutes left in your break? Don't worry, speedrunners will be rewarded with extra points!
Controls
z/c - jump
x/v - attack
down+x/v - throw a bomb
Version 1.0 Update
Now with music by Gruber
Please play the game in the exe version of Pico-8 if it runs slow in your browser, or try version 0.3 below.
Version 0.3 (30fps)

YO, DAWG.
I HEARD YOU LIKE FANTASY CONSOLES. SO NOW WE PUT A FANTASY CONSOLE IN YOUR FANTASY CONSOLE, SO NOW YOU CAN PLAY YOUR FANTASY CONSOLE IN YOUR FANTASY CONSOLE!!
...and THEN you can put THAT in VOXATRON, TOO!!!
IT'S CONSOLECEPTION!!! XD
For reals, though: I'm astonished at how simplifying constraints EVEN FURTHER has resulted in considerably more games being produced, what looks like considerably more rapidly!!! Just... WOW.
I love you crazy bastards!
PS: So... how long until we integrate this with Splore, to make a game about playing all these games?

Just noticed this:
https://github.com/RamiLego4Game/LIKO-12
Looks pretty cool. The built in functions and sprite sheet definition in the code is different so some work would be required for any existing PICO-8 games.
I started working on a port of a game to LIKO-12 but changed my mind and decided to port it directly to love2d.

Anyone else disappointed by the lack of double (and triple) buffering? It all comes to just having a larger framebuffer for faster graphics operations. A lot of special effects and filters can only be implemented fast and correct using more video ram.
The only other thread I could find on the subject is:
https://www.lexaloffle.com/bbs/?tid=2853
I've used the Lua array method, but it's notably slower than video operations.
I guess this is just a hard limitation so one doesn't sink too much time in chasing these sort of thiings, like having too many colors / channels of sound?

I'm pretty new to Pico-8 (got it as part of recent humble bundle), but have been coding in C++ for a while.
This started out as a little toy - I just wanted to make the "A"s move around. I brought up a web version on my wife's phone on her birthday and she thought it was cool.
Then I started thinking they A's should be able to wrap, and they need to have some sort of goal, so I added the race to the "coin". Of course, it's no fun if there's just 1 person, so I made either player computer-controlled if it hasn't been touched for 5 seconds. I tuned the speed of the computer-driven player(s) to make it really easy to beat them - it's nearly impossible at full speed.
I found myself watching the 2 computer players, and realized they quickly end up exactly on top of each other, so in my last change I set the winner of the coin to a new random position. And the last thing I did was add a sound effect when one of the players reaches the coin.
The scores just go up forever. If I were to add anything else, it might be to put some clouds or rainbows scrolling by in the background, with some cool parallax animations, and maybe some nice music.





0 comments





