This is my first program for the Pico-8.
It is also my first piece of LUA code.
So far it is not really a game as there is no goal, no score, no nothing.
If you want to play, you can set your goal to reach the 4 corners of the maze (you start from the center).
Once you succeed, relaunch the game for another maze.
It is mostly a programming experiment in maze/labyrinth generation based on the book:
"Mazes for Programmers / Code Your Own Twisty Little Passages by Jamis Buck."
I did not reuse the code or data structure from the book as it is all in Ruby.
Only the algorithme description were reused, but still an interesting entry level programming book.
The game program does the following:
- Create an full of wall 32*32 maze
- Randomly carve a perfect maze without bias with the Aldous Broder algorithm (that is without bias but slow)
- Display the full maze on screen using my sprite based display function
- Wait for the C or X key
- Display a map based maze with a player in the center
- Let you travel the maze with the arrow key, scrolling as necessary the map keeping you in the center when possible
The code is more or less documented and the size of the maze can be modified in the code.
The maze carving algorithm can be switched to the binary tree algorithm.
I would love to have feedback on this to know in witch direction I should go for further evolution of this WIP
David Glaude
PS: This code was initially completely written on a Pocket C.H.I.P. (sometime with the help of a BT keyboard).
CHANGE LOG:
v01 = Initial release without cart image.
v0.1.1 = Updated with a cart image, no known code change.

Dear all,
I have:
- a Pocket C.H.I.P. that came with Pico8.
- a C.H.I.P. Console kit that came with Pico8.
- a copy of Pico8 for Raspberry Pi that came with a #CodeTogether! action.
So all in all, I have 3 legal copies of Pico8, but it is unclear if I have a licence.
And if I have a licence, how can I claim it to download a Mac (or PC) version?
If I don't have a licence or those are system specific licence, then, am I suppose to acquire yet another one to be able to download the Mac/PC version?
Regards


This is the first vaguely playable prototype of a remake/port of the tank mode in Atari Combat. At the moment, it simulates a standard match on "guided missile" setting (ie, you can turn your shots after they've fired).
Left and right rotate the tank, up and down move forward and back, button 1 fires. It is two player.
Still to do:
- playfield
- wall collision
- player collision
- sound
- possibly Tank Pong! mode? (shots bounce off walls)
I can't say it's terribly "fun" yet, but I'm posting it now because it's a good starter project, and because I wanted a backup somewhere. ;)


Press [Z] to start distortion, [X] to increase distortion amount.
A simple screen distortion effect using memcpy, using only 63 tokens.
Easy install, just copy the line below:
distort(amount) |
(replace amount with desired distortion amount) to the bottom of your _draw loop in an if condition to prevent it from being always on. For best effect, use a timer to turn it on and off.
Open the cartridge in editor for more details.
Howdy folks, so after a bunch of hacking and some ruby help from @lemtzas, I have made a twitter bot that takes the body of a tweet, and then renders it as a gif and responds with it!
It's really finicky right now, but you know how quick projects like this are.
Here are some other tweets:
https://twitter.com/showmepico8/status/837863065332887552
https://twitter.com/showmepico8/status/837863424189218817
https://twitter.com/showmepico8/status/837862034058412032
https://twitter.com/showmepico8/status/837857942745534464




hey all, I am looking for sound effects for my mario bros. clone.
So far, I used midi2pico8 for the music and tried my best with the sound effects.. but the results are very mediocore.
The development is approaching the end, but without the right acoustics something is missing.
Of course the name would be mentioned in the credits!
the most important sounds:
http://themushroomkingdom.net/sounds/wav/smb/smb_coin.wav
http://themushroomkingdom.net/sounds/wav/smb/smb_jump-super.wav
http://themushroomkingdom.net/sounds/wav/smb/smb_pipe.wav
http://themushroomkingdom.net/sounds/wav/smb/smb_powerup.wav
http://themushroomkingdom.net/sounds/wav/smb/smb_pause.wav
Thanks!



Demo cartridge for creating 2D terrain. I'm using this for my own project but thought it would be useful for others. If you think you'll find it useful, please use in your projects. :) For more information see here - https://medium.com/@Powersaurus/journey-into-the-hills-part-2-8a209905d3de
Controls:
X - Regenerate landscape
Left/Right - change graphics mode
Up/Down - change amount of randomness


This is a game made by Benjamin Soule and modded by Jordan Kloosterman.
Please check out the original game here:
https://www.lexaloffle.com/bbs/?pid=11093&tid=1867&autoplay=1#pp
Benjamin Soule is @benjaminsoule on twitter:
https://twitter.com/benjamin_soule_
and you can find me Jordan Kloosterman with @Jp_Klooster on twitter:
https://twitter.com/Jp_klooster

Did anyone do that yet?
https://juju2143.ca/streamp8.html
(of course allow your webcam)
That's a nice use of GPIO ports. If anyone can figure out how to stream video faster than 0.9375 FPS, that would be pretty cool.


My second pico8 game. Based on my mobile game available on GooglePlay https://play.google.com/store/apps/details?id=com.zielok.tombofthebrain and AppStore https://itunes.apple.com/us/app/tomb-of-the-brain/id1116417458?mt=8
Hey,
I'm a vim user on linux, and I like to swap caps lock and escape. On ubunutu I used dconf-tools to add the caps:swapescape option to xkb-options.
This works as expected when in command mode or in the editor, as in if I hit the caps lock key on my keyboard it switches between the editor and the command mode.
However when I'm running a game I have to hit the ESC key in order to exit the game and get back to command mode.
Its not a very serious bug, just kind of annoying.


Hello!
First time posting here, and I thought I would show a little tool I made.
pico8Grunt is a gruntfile used to create a build system around concatenating lua code into pico8 carts. This will allow for you to be able to write code in an editor of your choice, write code into multiple files, and have them all loaded back into the cart whenever you save a file!
This has made my experience coding on pico8 a lot better, and I hope it does for you too.
https://github.com/TeamNoComplyGames/pico8Grunt
Thank you!
P.S I am an Atom user, I suggest getting the following packages for nicer syntax support:
https://atom.io/packages/language-pico8
https://atom.io/packages/language-lua
My second entry for "One Game a Month".
I took just the slightest hint from the theme and decided to stay true to my love for puns.
This one is all about ant-(may)hem!
I once again started suuuuuuper-late with my project (that is, <24h ago).
For future projects, I should make sure to prepare certain parts in each week leading up to the end of the month, so as to still have time to fix stuff.
This time, there were a bunch of features that I couldn't implement, starting with collision. The plan was to have a more Snake-like experience with the ant in the front being unable to pass through the "tail" of other ants - without that, there are few challenging mechanics left. Thus, the "game" became more of a zen thingy. Que sera sera!