Porting a classic C64 game over to Pico-8. This has been a fun project so far.
Though I barely even have a game, the very basic core elements are there.
Still have to program in all the mini-games, and work on that god-awful layout I have on screen right now.
Is that broken for anybody else?
Oh no, idk what happened to this - I can't find my local copy and my copy here is b0rked too :\

So basically before people critize my blog/bbs name (If there bad, which I assume that they are...,) Ill explain this blog quick as I can and get to this weeks "subject." I don't upload good levels honestly, and Im working on one good level right now, but that is besides the point. I love the game, even if Im not that good a it, and want to the person DigitalMonkey. He is the guy who got me into game in the first place. I MAYBE WILL expand this blog to Pico-8 and Chocolate Castle. Any other games people want in this discussion, just put in the comments. I know not many people will care about this voxatron blog, but I hope people at least consider what I say and think of with these blogs. Now to the point:
I only made this to discuss Lexaloffle games (and maybe other games too,) and I may publish a level along with the posts.
I will read any comments, and Ill eventually run out of ideas, so please put ideas you have in the comments.
Its not assured I will always upload on Wednesdays (Only day I can upload for now) but I may start uploading on Saturdays in the morning or at about 3:00 (This will not feature levels mostly)
So, this blog is about Pico-8. I hope I get feedback on this
[b]Pico-8
Welcome to my first Pico-8 project.
It's based on an idea I had ages ago and have continually failed to finish.
Right now it's basically a super simple gameplay prototype.
Use the arrow keys to move the blue dude around and push the pink "boulders" to crush the green "monsters".
Good luck.
Gonna spend some time giving it a bit of character now. Animations and the like.
v0.1.1
Player and enemies now have animation.
Enemies collide with each other, it's a bit janky right now though.
v0.2.0
Rocks can be pushed multiple times!
Known Issues:
Enemy collision is a bit weird.
Sometimes rocks can spawn where rocks already are and this causes problems.
Framerate seems to take a dive when so many rocks are on screen.

Here's a WIP for the 1-Bit Clicker jam, the HP drop for the rat has been sorted, somehow there's an issue in the attack function where I'm mixing up actors A,B with P(player) and Rat, just when I thought I was sorted :s
Shout out to the guys in this thread and comments below for your help and patience.
To do:
-adding more enemies
-click counter for enemies' hp (with a bar)
-effects and juice
-music/sfx
-more gameplay if time (penalties for player)
-start/gameover screens
Hi there, guys.
"Violence" is a glorious story of an intelligent child, that unfortunately doesn't like animals. Actually, he hates them. They frustrate him from the day one cat has bitten the protagonist's hand. Can you help our little hero thrust all zoo's animals in their foreheads and their lungs, so they'll never bother him again?
Beware of bites - shorter, crippled hand means harder gameplay. Also, be sure to use slowmo if avaible and to check out the mighty shotgun (if you find it).
There's a reward for those who beats the game.
Have fun.

Hi everyone,
I got inspired by the 1-Bit Clicker jam to experiment with a new game and have an issue with a single mouse click being active for a few frames while I would like it to behave just like BTNP where the click stops registering on the next frame until I press it again.
Hope that makes sense :)
Thanks for your help.
K.

Hello everybody! I normally use Gamemaker Studio but my graphics card crapped out on me and I only have a Linux laptop as a backup which Gamemaker Studio doesn't run on. Fortunately, Pico-8 does run on Linux! I've owned Pico-8 for a while but never really used it so I figured this was a better time than any and I'm pretty glad I did now. This program has really made me appreciate the Lua programming language. It's super simple to use and learn. Over the past few days I put together a simple starter project that lets you not worry about the boring stuff and just jump straight into making your game. The only thing I didn't write myself is the insert function which is edited from Adam Scott's "Missing Built-ins" extension.
Features:
-Sprite animations
-Sprite origins
-Automatic depth sorting
-Mouse support
Plans:
-Integrate map editor
-Collision system
-more to come? we'll see.
Hi,
New to Pico 8 and currently simply exploring the pre built cartriges. I notice that I can use keyconfig to set my controls, but when I play a cartrige Pico-8 seems to be taking in input from the numerous flight sim equipment I usually have permanently plugged in. I guess this will not be a problem when I move this over to a Raspberry, and the obvious solution is to unplug my flight sim equipment (joystick, throttle, pedals all seem to be interfering), but since I do often flight sim this is rather a pain.
Is there any software/config fix I can to make it Ignore the joysticks unless I explicitly tell Pico-8 that I am using a controller? Keyconfig matches what I want, but I still get random keys not working (ex, with all three plugged the right key stops working and I think my pedals take over that key, unplug pedals and now my up key stops working etc).
Thanks for your help in helping me find a way to keep both flight simming and Pico-8 together!
This is just a little cart designed to show off platformer character controller logic, testing it for a different project so I can show the proof-of-concept to my team.
It's very stripped down, supposed to just show off the logic and basic movement.
Here is a reference for the Pico-8 API, to help understand any unknown functions
Press the "code" button at the bottom of the game window to view the source code
Edit:
Altered wall-jump physics to make leaping off the wall easier
Added pause menu option to tweak wall slide delay timing

This is just a little cart designed to show off platformer character controller logic, testing it for a different project so I can show the proof-of-concept to my team.
It's very stripped down, supposed to just show off the logic and basic movement.
Here is a reference for the Pico-8 API, to help understand any unknown functions
I made a little tool exploring higher-order Lissajous patterns. Well, I'm not entirely sure they're actually called that, but this name sounds very mathematical :-). Some outputs look like human tongues or crests, some like butterflies, some like atomic mushrooms.
I'm sure everyone knows the principle of the basic Lissajous patterns. You iterate the following through a reasonable range of T and plot the points as you go:
X = sin(T / Rx) Y = cos(T / Ry) |
Rx == Ry gets you a circle, Rx == 2 and Ry == 1 is a paraboloid, and Rx == 1 and Ry == 2 looks like an hourglass. The images generated by my cart extend this a little bit. I sum a few "higher harmonics" before plotting the result:
X = 0 Y = 0 for I = 1 to speficied_order: X += sin(T * I / Rx) * R Y += cos(T * I / Ry) * R R *= 0.75 |

Early test of some Shoot 'em Up stuff I've been tinkering with.
System has following features:
- Space partitioning collision detection, with pixel accurate thanks to https://www.lexaloffle.com/bbs/?tid=2179
- Cardinal spline interpolation for enemy flight paths.
- Timers
- Simple object system
- Simple game state machine
Done at "Grawitacja 8-bit Gamejam" - 7-9.04.2017, Kraków, Poland
Future updates:
- proper titlescreen/ending
- major code refactor
- more sprites and moving paths
- additional bonuses
- actual levels
- HUD improvements
- bug fixes
- special edition for Yerzmyey/H-PRG
I would like to hear any opinion about this little piece of crap, any other suggestion or just a bug report
Keep in mind that was my first PICO-8 code, and I've seen the Pico for the first time less than a hour before gamejam.
PS: Don't put me in jail, even if this PICO-8 copy was unlicensed. Is that cartridge a "bootleg" now? :D





3 comments


