Update 07/02-2017:
- Added X as alternative jump button
- Added force skip to dialogues
- Fix minor bugs
Update 04/02-2017: Fixed bugs that were added from fixing other bugs...why
Update 04/02-2017: Fixed minor bugs.
Greetings!
Finally, after a long time i'm done with my first pico8 game. I was in way over my head with this game. Making a huge platformer as a first project = bad idea.
I dedicated this game to my father who's birthday is coming up soon. I also made this game because of my fear of eyes.
Anyway, I hope you enjoy the ride! If you find any bugs, please tell me!
Huge shoutout to ElastiskaLinjen who kept me going with this. I would never have done this without him! Check out his games here on pico, they are pretty darn sweet!

Being a fan of 8bit and 16bit graphical adventure games from back in the day, I've set off on the mission to create one on the Pico. With the understanding on the size limitations of the Pico-8, I'm building a game engine that is utilizing as many reusable components as possible. I'm documenting my efforts on my blog at: http://whiteoutlabs.com/game-development/pico-8-sprite-animation-basics/

EDIT: All articles are now up, see below for links!
So, I've been working on a game again (which now has a name: Dank Tombs), and it includes a really swanky real-time lighting engine. Working on it was a blast and I learned a lot of good stuff when optimizing it, so I decided to clean up the code, share it here and write a series of posts on it so that others can benefit as well :).
Here is part 1,part 2, part 3 and part 4 of the write-up - if you have an hour, you can read them all in one go :).

Galactic Wars is my first entry for the "2017 1GAM" and my first complete game made in Pico8.
It was developed during january 2017 and it's inspired by classics like: Gradius, Galaga or R-type.
Galactic wars is a "10 minutes" hard & frenetic arcade space shooter with different enemies and weapons and a Final Boss battle.

Controls:
Joystick or cursor keys to move
Joy button or Z key to shoot
The game will be updated with more enemies and features in the future, but for now you can play this first version :)
[i]I hope you'll like it, please feel free to contact me and share your thoughs about it!

Animate tiny 8x8 people and things in Tiny Animator! (comes with Pico-8 sprites exporter)
(it should work ok here on the BBS but prefer downloading the cart and loading it in Pico-8, it'll work better)
With this tool you can create your own animations, using the base humanoid model or your own (instructions further below), put an imported skin on it and export the generated sprites, either to a png or to your clipboard as formatted sprites that you can directly paste into your Pico-8 sprite-sheet. And you can also save and load your animations using the clipboard!
EDIT: it seems, the use of the clipboard on the BBS is pretty buggy so if you wanna use the saving, importing and exporting features, please download the cart (right click on "cart" in bottom-left corner of the player and "save link as...").

Here's a small cart I made to teach programming to a friend.
It's far from complete, and I'll post more updates as they make progress.
I restrained myself from using lua tricks like coroutines, metatables, and abusive oop, so the code could be kept as much approachable as possible.
Direction keys to move, C/Z to cycle lifes.

I have lots of different tables for different things.
Adding functions into these tables looks like a good idea, because I can write every update or draw for every type of enemy the same way. Something like this:
for e in all(enemies) do e.update() end |
The only thing I want to know, is how can I address the table within it's function?
For example:
enemy =
{
x=0,y=0,
update = function()
[b]--how to address these x and y variables from this update function?[/b]
x+=1
y+=1
end
}
|
Writing something like e.update(e) seems stupid. Maybe what I'm talking about isn't even possible, I just couldn't find anything on this subject.
Thanks for any help

Hello everyone, I'm currently working on a platformer that is almost complete. The problem I have now is that I'm all out of flags. All the flags I set on different sprites are connected to certain mechanics. Now I need another one, and I'm out of ideas on how to do this. I love flags, I have overused them I feel. Any suggestions would be awesome! Thanks

Just did a small brainstorming with my sons for a small game idea to learn how to code in/for PICO-8.
This will hopefully grow bigger and be a good learning tool. ;)
(Preparing this post most probably took longer than coding the thing! ;) )
Goal:
Get to the (random) flashing exit.
Use Buttons 0-3 to steer and Buttons 5 or 6 to restart when in victory screen.
Features to come:
- Walls! ;)
- Enemies
- Traps
- randomly generated levels
- of increasing difficulty
Professor Blobbins bounces into his first adventure with The Music of Love! Hop along each of the 7 levels, helping (or annoying) the NPCs who each have a short song to sing.
This is my first ever PICO-8 game! If you're interested, my other games are at: http://www.nicholaswalton.net/

My very first PICO-8 game.
In fact, the very first game I ever went through the ordeal of actually making it available in any meaningful way.
Cobbled together in a few hours today, just so I had something to show for January's #1GAM.
The theme was FRIENDS, which I implemented rather loosely.
Gameplay-wise, I tried to make the whole thing playable without sight. Even though they're pretty simple sounds, the audio stuff took by far the most time.
Anyhow. Now it's out and I'm free to procrastinate for another month.
Hooray!

I'm very happy to finally get MATCH3 off my chest! Holy god. Been working on it since about June/July 2015, just coming back to it again and again. Similar to TRAIN. Ugh. But it's now done enough for me to call it a day and call it a #1GAM for January 2017!
Itch page is here.
Controls
Z to advance any screen that's not the actual gameplay. Arrows move the cursor. Z rotates the cursor 90 degrees. (It should 'just work' at the edges.) X swaps the two tiles under the cursor. You have 30 seconds to get as high a score as you can! The more tiles are popped at the same time, the higher your score will be. This game should not require any colour distinctions, although it will probably make it easier if you can distinguish colours. Everything is shaped differently, even the highlight that shows when tiles are popping.
Commentary
This game is something I've been working on for a very long time indeed. On and off over more than 18 months, though it certainly doesn't look it. I'd come back to it, try something, get frustrated, give up for months, and so on.
It's an interesting one. I got the basic mechanics of it working pretty early on. Kept getting a bit lost as to how many types of tile I wanted, how I wanted the end state to work, and persistent bug where matches in the last row or last column wouldn't be caught. (It was not an off-by-one error!)
Still a bug here or there, but I'd say it's pretty playable. Runs on a 30-second timer. Please enjoy!
Hello, I'm kinda new to Pico-8 and programming in general, and I'm trying to make a tetris game from scratch. Everything was going ok, but there's one thing that's bugging me: if I try to change a table that's a copy of another one, the original table also gets changed. I've made a simpler code to test if the problem was with some other function I wrote, but the problem persists. Here's the code:
function _init()
test={1,2,3}
end
function _update()
if btnp(4) then
local t=test
t[1]=0
end
end
function _draw()
cls()
for i=1,count(test) do
print(test[i],40+i*8,60,7)
end
end
|
If I execute this code and press Z, the first element of test changes, even though I only changed the local table t. What am I missing here?

Final Edit: ultrabrite has pointed out that zep's official word on it is
"Multicart exports offer a way to package and distribute what you can already do with local files (e.g. zipping up a group of carts), but isn't supported on the BBS and probably never will be. I think feeling invited to design for single 32k carts is an important aspect of PICO-8, so separating multicarts to the exporter is a way to preserve that to some degree while still broadening the scope of what can be made with PICO-8."
From the 0.1.10 release thread: https://www.lexaloffle.com/bbs/?tid=28168
Original post:
Hey I looking into the idea of using the reload() function in the game I'm working on to possibly store data for extra levels on a separate cart and load them in as you progress. I understand that the HTML5 export explicitly supports multiple carts but I'm not clear on if it's possible to upload multiple carts to the BBS and be able to access data from each other?
Edit: Testing with a simple two-cartridge system I made
.png)
The results are in!
But first, I really want to thank all the participants because all of you made this jam amazing!!! There were 59 entries plus a late one! And they're all so good!! So thank you to all the participants, thank you for making amazing tiny games and amazing tiny TVs, and also, thank you for spreading the word about the jam so more people could get in!
I also want to thank Zep for helping with the judging and the results and also putting a shortcut to the jam's thread at the top of the forum! Also Zep, thank you for Pico-8!!! :D
Without further-a-do, the results!
...
And the winning tiny-game-and-TV is...
...
...
Caves of Izrod by ilkke!

Hi everyone! This is my first pico 8 project :D
Keep the ball in the air!
Hit it off the walls to build up your score!
I made this in under 24 hours following @Pizzamakesgames' awesome tutorial in Picozine#1!
Normally I wouldn't upload something like this, but since it distracted me from working on my 1GAM game, I gotta put it online because now this is my first 2017 1GAM game :P
Can I be a part of this awesome community now?






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