Background:
You're a monster. you have been eating humans for decades but they rarely come into your cave anymore nowadays.
It is time to get out and feast again!
Unfortunately, your only source of light is an unmovable glowing crystal at the center of your cave. Still you can draw a map of your exploration when you are near it.
But be careful, you're not that intelligent, and you can't remember where all the walls (especially noncontiguous ones) you found were if you venture too long far from the light and update your map.
One last thing, visiting humans -preys- may have left potions in the dark. But what are their effects?
About the game:
Procedural generation of the cave and potions. Size of the cave and size of the tunnels inside the cave depend on difficulty.
You can only update and look at the map when you are near the light. No time limit, no health, no score. Just find the exit !
Insects/small animals are just for fun, no effects on the game (for now).
Made for possible submission to Horror Funhouse Jam 2017.
Instructions:
Arrows: move (cave) / scroll (map)
Z: drink potion (cave)
X: switch potions or check map (near light) or back to cave (map)
Update:
- new crappy artwork. I guess I should ask my 4 years old daughter to design the monster, it would sure be better,
- corrected typos,
- new map colors.
My first game in Pico 8.
PRESS Z to Start! :D
Profesor Rossa was an educational TV Program
in Chile. From the 80's and 90's.
The main chars were
Profesor Rossa
Don Carter
and Guru Guru
They used VHS tapes to see different videos
about animals and wild life.
In this game you have to avoid dangerous lava
and retrieve VHS tapes.
A life every 500 points (and a little faster gameplay)
You can have the source code here :)
https://github.com/NinjasCL/rossa

Art by: 9tk (https://www.lexaloffle.com/bbs/?uid=23566)
Code by: mhughson (https://www.lexaloffle.com/bbs/?uid=15406)
Sound by: gruber music (https://twitter.com/gruber_music)









Update 15.03.2017:
- created itch.io page with gamepad support: https://sascha217.itch.io/smb
Update 12.03.2017:
- added one more level
- added new sound effects(thx to nico gueguen)
Is probably more a demake than a remake.
So far:
- 5 Levels
- all powerups
- 7 different enemy types
- moving platforms
- pipes
- simplified physics, due to token limit
- removed 'running across narrow pits', due to token limit
Do not know if cartridges is the correct category, but since I reached the token limit, this is almost finished.
Compressed code size is ~12kb, so I will probably add 4 more levels and hopefully some missing sound effects.
token limit is annoying, because the whole map memory is free and could be used for intro screens or more levels.
Here is the uncompessed source code:
https://mega.nz/#!fAkDnaYS!R6mrADTTTBr1_0QiZ7Uzg32CG4DnPwwVZhBMs4_fXa0
Can not be stored in pico-8, because it brokes the strings

A game about a blob-thing called "Vic" who wants to climb a tower for some reason. Wrap around the screen the screen and collect powerups as you climb the endless tower. Also, all of the platforms are jump-through.
The powerups:
---Extra Vic: If you fall, the Extra Vic can send you to the top of the screen for a second chance.
---Rocket Shoes: The Rocket Shoes can send you flying really high. Useful for saving throws.
---Stopwatch: Stop the autoscroll for a few seconds.
Vic can only hold one powerup at a time, and collecting another one will replace whatever one he had before. They're activated with [x], and are consumed after use.
-
-
This is an old project of mine from 2005, which I previously submitted under the name Rogue Tower. I worked on it for a while, listening to feedback along the way, but I burned out eventually and lost my enthusiasm for the project. Although I did add to it now and then, I pretty much forgot about the project the rest of the time, focusing on other stuff.

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





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