Made in under seven days for the 7DRL (Seven day Rogue-like) Challenge.
Dungeon Penetrator is a Pico-8 remake of a game I made in 2013. This was made in between 8-12 hours and is my first go and making a Pico-8 game or using Lua.
Those excuse out of the way these are the outstanding issues with the game.
There's no procedural generation
No sound
The NPCs had to be removed because I was getting weird errors.
Therefore there's no way to die
Maps don't reset when you've finished the game.
Code here; https://github.com/GlenMcNamee/pico8/blob/master/dungeon.p8
ZEPTON is a 2d voxel shmup by REZ.
mission
You have to survive as long as possible to an always increasing number of enemies.
« GOOD LUCK »
how to play
on title screen, use Z/X, C/V or N/M to start a new game.
to pause game and access option menu, press P or return.
key control:
→ arrows: move your spaceship (you can invert y-axis in the pause menu)
→ Z/C/N: launch missile (if the target "lock" is red, the missile will go automatically on it)
→ X/V/M: fire bullets (your bullets will hit something if the target is red)

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.

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)









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. ;)






0 comments












