Here's a game I've been working on for quite a while. I would not consider it to be finished but it seems that I have more or less hit the token limit so I decided to upload it as is while I try to optimize my code and add more content.
Includes :
A massive world built for your enjoyment to explore!
An upgradeable sword, armor and helmet!
3 unique items to aid you through your adventure!
(2 not so unique items that you'll find everywhere)
3 types of ennemies (Or 5 if you include variants!)
Caves!
Dungeons!
Villages!
Missing :
Some music and sound effects.
An end.



I'm trying to export sound but for some reason it doesn't seem to work. I type "export blah.wav" which does nothing but print "blah.wav was exported". I can also type "export junk" which will print "exported junk". What's odd is that I can export pico8 to .html and the spritesheet, just not the sound. The closest I've gotten to exporting the sound is opening the .p8 file to see the hexadecimal code for the sound. I've had both the music editor and the sound editor open while trying to export. Is there something I'm doing wrong?
Do you remember, or at least know about when home computing just began, and you had to pull your games out of a magazine? In the late 1970s, Games on cartridges or floppy disks were very uncommon, so the easiest way to play games at home were to program them yourself. You could order magazines that had pages of code to hand copy. The only downside to this delivery method was that it took a long time to type up depending on the game, and the games themselves had to be restricted in code size so that it wouldn't take longer than an hour to program a game by hand.
In this Jam, I would like to challenge the Pico-8 community to make a functional and entertaining game with the following restrictions:
- Under 100 lines of code
- 10 sprites or less
- 5 or fewer song patterns with less than 10 loops
- If a map is used, it must be 16x16 sprite spaces or less. (A sprite space is 8x8 pixels)
Other Rules:
- You must keep your code clean, that means no more than 2 commands/statements and under 180 characters per line
- comment commands (--comment) should only be used to describe a block of text. Remember that --comments count as lines.
- Just remember, anyone should be able to read the code, type it in manually, create the sprites, and the music in under an hour.
Those are the rules. Submit games on the Jam BBS with the hashtag #MagazineJam in the description or the title somewhere. I'll pick ones that I like and add them to my doc (magazine) of games with the code listed. And yes I will be crediting everyone who entered the jam and got a spot in the "magazine".
Here is the Google Doc (click here) I'm using for the jam.







Here's a demo cart about how the map is built in Spaceman 8. Corner etc. tiles are picked depending on the placement of tiles.
Some words about it: http://kometbomb.net/2017/03/10/how-levels-are-generated-in-spaceman-8/
Here's a demo cart using the algorithm we used in Spaceman 8.
Some words about it: http://kometbomb.net/2017/03/10/how-levels-are-generated-in-spaceman-8/


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










Greetings.
I have been working lately on an arcade-style game where the player controls a dragon who explores randomly-generated mazes that have treasure in the end. However, there are opponents, including a knight, that think that the dragon stole the treasure and pan on stopping. The idea is that, every stage, after the level number helps determine the size of the maze and the number of opponents, the opponents are randomly generated from 6 classes (excluding the knight, which is in every stage) that have their own way of patrolling and hunting the dragon.
I got stuck planning the logic here:
Unfinished Flowchart
More specifically, I don't know how to plan a route or walking plan for each opponent.
The source code is here, complete with not only the code itself, but also any notes that I had on how I plan the game to be run.
GitHub Project


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.
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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 a tiny project I did for school. Is based on Of Mice and Men. Please don't hit me with the copyright stick.
Shout-out to DigitalMonkey, who I couldn't have finished this game without. He helped me start off using Voxtatron.
Also, special thanks to Zep, who made this amazing console, and PICO-8 along with it.
Enjoy!

I've recently gotten a Nintendo Switch Pro Controller, and I connected it to my computer, and it works fairly well with pico-8. However, it's nearly impossible to input any sort of diagonal direction using the analog stick. Is there any way to make the activation area for the directions overlap more?
I can't figure out how to do it.
You know, I made my little raspberry pi and most of the time I would like to not have a keyboard hooked up to it. But how do I get into the pause menu from the joystick?
Thanks a lot!
Update. I built the controllermap program from libsdl but the configuration doesn't seem to be able to detect me pressing the left, and up, directions? So weird. I was hoping I could use that to map the start button to 'P' or something but pretty speculative. Any thoughts is that the right track? Every other button works already in PICO-8. Anyone else able to get into the pause menu with your joysticks how'd you do it? Thanks.
Resolution:
I could never get controllermap (or gamepad tool) to complete, but took its partial output and grafted in "lefty:a1," for the up/down that it would never detect. It comes out this way, works perfect including start = pause menu. Excellent!
[i]030000001008000001e5000010010000,EEEKit USB NES Controller,a:b0,b:b1,back:b8,start:b9,leftstick:a0,leftx:a0,lefty:a1,platform:Linux,




