Escape 2099 is a procedurally generated twin stick arena shooter for one or two players.
The year is 2099, and humans have begun settling the stars with the use of generation ships and autonomous robot crews. It seems however your robot crew has other ideas...
Controls:
Standard D-PAD/direction keys to move, and the two buttons to change shooting direction. Hold them both to shoot down, and a single one to shoot left or right. It includes a control screen where you can easily invert the shooting buttons to avoid remapping with SDL on game pads and joysticks.
Survive and escape Deck 5 to win the game.




At last, Nanoman!
Basically, a fan game heavily inspired by the early Mega Man series that I started working on a few months ago. A big thanks to Gruber Music for stepping in during the final stages and providing some great tunes for the 6 different levels!
If you're already a fan of Mega Man, you should feel right at home here. For the un-initiated, here's a breakdown of the controls.
- Arrows: Move (of course)
- Z: Jump - Tap for a small jump, hold for maximum height
- X: Fire / Menu select
- L-SHIFT: Open weapon selection menu. You'll have just one until you defeat some bosses
- If you're sick of a level, you can return to the stage selection screen through the PICO-8 pause menu (ENTER)
You'll often come across life (white glowing orbs) and energy pods. The energy pods will re-fill your special weapons, but you'll need to have the weapon you want to re-fill selected before you pick it up.
Warning:
This game is HARD. Like, Mega Man hard. Expect to die a lot until you start to memorize stage layouts and enemy patterns. The game is indeed beatable; I've run the whole thing myself a few times. It takes about 15-16 minutes if you're in a hurry and don't die. I plan on making a full play-through video soon. There's a handy, built-in timer for you speed-runners out there that'll show up at the end of the game.
Developers:
The code in this cart has been squashed with p8tool's luamin command. This was necessary to get this beast of a thing in under the compressed file size limit. Don't expect anything legible by clicking the code link. I'll see about posting the un-compressed code somewhere.
This is my first full-blown PICO-8 title. Some of the code is rather ugly; partly because early on, I was unsure of how best to save space, and partly because I had to utilize every token-saving strategy under the sun. I've done my best to comment the un-compressed code so you can follow what's going on.
The map data was generated and lightly compressed by external map editing carts (one for each level) and jammed into strings; there are 76 "screens" in all. The last level is also a string, but it's copied from map memory into a string at runtime, because the compressed file limit said I had to do it that way. I hope to do a write-up on just how I handled all of that soon.
That's about all my fried brain can think of at the moment. Enjoy!
Edit: I can't seem to upload anything to my profile here other than images, so I've uploaded the un-compressed cartridge data to github: https://github.com/flimflamboyant/NanoMan/tree/master










Hey guys,
I am new to programming in general and started coding with the Pico-8 a few days ago. I did read/watch a lot of tutorials and got some small "games" already working. I want to take it slowly so that I understand what I am doing. My main goal is to program a simple jump'n'run game.
Now my questions is: Is it possible to add certain things (modules) to my existing code (basic movement with walking animation) or do have to to re-code everything when things get more complicated? I am asking since I did two tutorials. The first one did movement like this (example for left button)
if(btn(0)) player.x-=player.speed |
Then I read another in the fanzine #2 where movement was done in a way I could not follow. The author used different states for walking, jumping and being idle. The whole thing was called "finite state machine".
Now I am unsure about two things: Does the first approach allow jumping, falling, etc or do I have to work with the states? Secondly, I would like to add things like particle effects or shooting bullets to my game. Can these (and other) modules (do not know if that's the correct expression) be simply added without having to re-code everything?
Tl;dr:
-
Can things like jumping, falling etc. be added to the abovementioned example for movement?
- Can modules like shooting bullets, particles, enemy ai etc. be simply added to the existing code or do they need a whole different "frame" each depending on how they work?
I hope my questions are clear and they are not too nooby. Thanks in advance for your answers.



Hi there! Here is my second project. I got a bit burned out on the first one and thought to do something smaller.
No matter the height you're always safe with a haystack somewhere around. So aim for the haystack :) Hope you enjoy.
Also any suggestion how I could make the landscape more interesting? I tried to generate randomly colored circles but it looks kinda weird.

Anissa is an elf girl with a knack for thievery. Upon entering a mysterious castle to claim it's treasures, she finds tough Bison Knight guards galore! Armed with only a grappling hook, Anissa must sneak past the guards by hanging on the castle's many chandeliers to claim her reward.
Use your grappling powers and your pathetic jump to avoid the enemies, and steal the treasure at the end!
Features
- Randomly generated terrain every time you play!
- Collect coins to buy health potions from shops
- Use your grappling hook to grab on to and hang from chandeliers!
Tips:
- Don't let go of your grapple until you're ready to jump down!
- Collect coins for potions!
- Drink potions for extra lives!
- Shops are checkpoints!
- The game gets harder as you get closer to the end!
Dev:
- For the extra bonus point, the code is under MIT, and the art is under CC-BY-3.0!
This game was made in two days for the #linuxgamejam2017.
- Code: Josef Patoprsty https://twitter.com/josefnpat
- Art: Ricky Crespo https://twitter.com/TheRickyWill
This game was made using the Pico-8 fantasy console with version 0.1.10c.
License
- Code is under the MIT
- Art is under CC-BY 3.0 (Ricky Crespo)


I've been looking for a way to keep graphical effects in sync with music. This cart is my attempt to implement a "phase-locked-loop", which keeps time going smoothly forward while making small corrections to adjust for how the music has progressed.
It seems to work well, though it freaks out for a bit if you click outside the window or the framerate changes for any other reason.
First game I've finished ever, first cart submitted for PICO-8 ^_^.
This game was created to be a submission for the #MagazineJam :https://www.lexaloffle.com/bbs/?tid=28950
The final cart has exactly 100 lines of code, 0 sprites, and only uses 5 sound patterns (2 for effects and 3 for music)
Game Details:
-Earn points by surviving longer
-Earn +50 points per second by flying your ship in reverse
-An additional asteroid/rock is added every 600 points
-Max and min speed are capped
Collisions for the asteroids/rocks can get a little buggy because of the way I implemented collision-detection and screen-wrapping. If any asteroids get locked up on each other, just wait for another one to bump into them; that usually shakes 'em loose ;).
Please comment and let me know what you think! Constructive criticism, please ;). I'm open to all feedback and suggestions! I had to adjust my original design of the game, in order to accommodate the constraints of the challenge, so I branched a file off of the main for the MagazineJam submission, and plan to return to the original design and get it fully fleshed out.
Thanks for taking the time to play my game!



Introducing Pico-8 Tunes Volume 1!
A collaboration between myself (@gruber_music) and @krajzeg, who did all the coding and animations.
The idea was to create a cart with music that others can use in their games, so please feel free to do so!
About the music: I wanted to challenge myself and see how much music I could pack into one cart. There are 12 tunes here. Each use only 2 channels, and take up 4-6 SFX slots.
Hope you enjoy!









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I run Pico-8 from console, without using X on any of my Raspberry Pis.
Sometimes I have a second framebuffer device at /dev/fb1 that I want Pico-8 to run on.
Right now it looks like there is no way to get Pico-8 to run on any device other than /dev/fb0.
This would be useful for running Pico-8 on a connected LCD, 2nd monitor, or USB DisplayLink device.



(please note: you can eat the fruits to heal yourself)
Will you enter the dungeon? Will you survive? Will you make fat stacks of $$$? Will you transform Gar's Den into Player's Den???
Here's what's on the dungeon's pamphlet:
-> Enter Gar's lair
-> Destroy his minions
-> meet the shopkeeper
-> plant your garden
-> ???
-> profit
(-> ???
-> kill Gar)
Controls:
[o]/z ~ action + slash
[x]/x ~ inventory navigation (hold, then use arrows)
[arrow keys] ~ move around
This is my entry to 7DRL! Or at least it would be if I actually had done it in 7 days. I took 14 days instead. (a third of them was spent on saving tokens)










More particles in this doodle. It's been a long, rainy winter. I thought I'd celebrate it with a nice little doodle.
Believe it or not, this is almost the same code as doodle #5, just with more particles. I really enjoy watching this hex-a-blob crawl across the screen.
I made the fade out a little nicer by using the darker colors from @krajzeg's lighting tutorial. https://hackernoon.com/pico-8-lighting-part-1-thin-dark-line-8ea15d21fed7
I decided to add a bit of visual variety to the background and added some procedural dithering based on Trasevol_dog's work. I'm hoping to combine this with cellular automata once I've learned how to control that a bit better. Then maybe add some motion so when you slide a tile in a direction, it causes the whole puzzle to lurch to the side and the background cellular automata to change with that movement.
This is an extension of andrew26330's thread here: https://www.lexaloffle.com/bbs/?tid=27675
It's a bit too heavy for the browser, so try it out in the app.
An attempt to create sentries that only chase you while you're in their line of sight, but not through walls or objects.
While the player is within the sentries' angle of vision ( as indicated by the color-changing tiles), they shoot out invisible collectibles that auto wield, auto shoot, then dewield. While the player is wielding the item, the sentries switch to Chase mode. After 3 seconds, the item uses all its ammo and dewields, switching the sentries back to Watching mode until the ammo is filled up again.
One problem is that it takes time for the collectibles to reach the player, so there is lag between the sentries seeing you and the sentries switching to Chase mode. The spread of the collectibles is also unreliable and they tend to clump when being shot at 45 degree angles, often missing the player. There are also some performance issues with firing so many collectibles.
If there is a better way to achieve or optimize this, let me know!
Changelog v0.1:
-shrank and adjusted room
-added Red Alert Music (Credits to Konami. I do not own it.)
-added Cautious state to sentries
Maybe this will eventually be VR Training. We'll see!

https://www.lexaloffle.com/bbs/?cat=7
I can read the site and jump around... run cartridges, download code, etc.
If I post a comment -- the BBS seems to "hang" ... not only that, it seems to "hang" (can't access) from other browsers on the same machine.
Does anyone else experience this? 1 "write" interaction with the BBS and the BBS seems to block your IP for some amount of time (5 minutes? 10 minutes?)
Also, when I post/write -- the "submit" or other action never returns... so the lock goes into effect as soon as the write hits the service.
The system has always been this way for me -- this is not a new behavior.
Scott




