An old school particle demo I threw together over a few nights, a throwback to the days of the Amiga and C64 demo scene.
The demo features a randomly generated and animated star field, message marque with a custom sprite based font and a sound track made in the pico-8 tracker.
If you're interested in how the demo was made, I did a write up on my development blog: http://whiteoutlabs.com/pico-8/pico-8-particle-animation-with-sprite-font/
I hope you enjoy it!
In a freak space ship accident a lonely frog crashlands on a mysterious planet. Can you help him back into space?
This is a lunar-landing type of game mixed with some mining a la minecraft. You need to control your ship while gathering ores to maintain fuel,shield and to go to next level!
-Controls-
- Move with arrow keys
- Gather ores with Z
- Smash rocks with X
I had some help from my friend Karl Nilhén(KSne), he created the music and the sounds!
Stay Awesome!
Updates
1.1 Added some more sounds!
/Elastiskalinjen

CyberJack was the first game I ever made. I created it in Unity during a Cyberpunk style game jam simply called CyberPunkJam. At the time I had no idea what I was doing in Unity, my art was simplistic, and my sounds and music were loud and repetitive.
Although this version of CyberJack doesn't fix any of that it did help me practice some basic code skills and some design flow options with the limited space that Pico-8 provides while also giving the game a better, less complex, platform to run on and removing a lot of bugs. The other reason for the update was that the Unity player no longer works in most browsers and the download copy of the game was not stable.
There's no real point to his game. Connect to a computer, open folders and mail for cash, disconnect before time runs out, rinse and repeat until bored or "caught".
Please feel free to enjoy.
Cheers,
4KbShort
Drawing is now optimised in two ways:
1) Center of hexagone are pre-computed once, drawing use that.
2) No wall is ever redraw a second time
Comments and suggestions are welcome.
This is a random maze generator, but the maze have hexagone "cell".
There is no game, no goal, it is just a demo.
To make it a bit more interesting, I provide an interface to modify the size and "shape" of the grid. By shape I mean non perfect hexagone that are taller in one or two directions.
Everything is draw with line and no sprite are used.
There is a lot of math to find the best scale and compute what lines to draw.
It is also unperfect because of the rounding, maybe I should work out to only work with integer to avoid the rounding side effect.
Once optimised I will need to see if it would be workable to draw the map in 30 fps to use that in game.
Please test and give me your comment.
Or better, also check the code and give me your comment.
So you have seven friends over and are in a hurry to make a 32x24 pixel artwork?
Before this cart it was not obvious how to handle the situation. Now it's easy. The eight of you can work together in Multi Paint!
This came to be because I'm working on a GalCon clone, and I wasn't happy with the controls. So I started making a cursor, but then I thought it would be cool with a "mouse pointer" for each player when playing multi player. When that was working I wanted to make something simple with it, so it became this rudimentary pixel art cart. The only fancy part is that you can use a foreground color with the first button, and then a background color with the second button, just like Deluxe Paint on the Amiga.
The green pipe is about to flood! Better connect it to the red drain pipe before releasing the waters.
Try to build a continuous pipe without any uncapped ends. If the water reaches the end without spilling, you win!
todo:
- nicer border art and upcoming tiles area
- score system to reward speed and punish unattached tiles
- should tile types be weighted?
- should capped tiles be more clear?
- rework some sounds
- music?

Robo-Carnie's ship crashed en route to the Intergalactic Ferris Wheel Convention! After the smoke and dust cleared, Robo-Carnie recognized the planet as QUACK-83, a charted-but-unsettled planet inhabited only by ducks! Luckily, the ship's money-generating carnival bell survived the fall, but it'll take a lot of hard work to raise the money for a new ship. So hop to it! And watch out for those ducks ... they're helpful enough, but they bite!

Hello,
The PICO-8 icon was on my desktop for quite some time, without me trying anything more than playing but yesterday I decided to try and do something with it.
Here is the result :
It is a simple sandbox game for the moment. No real gameplay : you can place pipes and then see the water flowing through the circuit.
It could become a classical plumber game or maybe something slightly more complicated, I am still thinking about it .
It is my first PICO-8 game and Lua project so don't hesitate to comment and criticise.
Oh and let me know if you see any "game breaking" bugs, I could not test it thoroughly yet.

There's already a tweetjam thread, but how about a movie focused tweetjam thread? That's twice the fun :
- viewers have fun guessing the movies
- coders have fun figuring how to suggest a movie in a 140 chars max program
Besides the 140 chars limit, the only other obvious restriction is that it must be about movies, or TV series, cartoons, animes, etc. To make it short: if you can find it on imdb, there it goes. Beyond that, you are absolutely free to do what you want. Making something animated or not. Give clues or not. Hide the answer, give a link to the imdb page for people to check their guess without spoiling the title, or even clearly give the name if you don't want people to guess. You can make something new or an already submitted movie. Anything.
When putting then on Twitter we should use both #movie and #tweetjam tags. Currently, used at once they return no results, so we can make the pair our own while still being part of the global #tweetjam.
One last note:
I decided to take an old puzzle I grabbed at a garage sale or thrift store some years ago into a cart. Still a WIP, but the core mechanics of fiddling with the puzzle are all there.
The far-left and far-right columns can shift one space up and one space down from their starting positions and all pieces can be slide all the way left or right. The currently selected column (L/R) is displayed at the top of the screen.
Controls:
-Left: Toggles column if currently on "R", If column is "L" then shifts all pieces as far left as they'll go.
-Right: Toggles column if currently on "L", If column is "R" then shifts all pieces as far right as they'll go.
-Up/Down: Shifts the currently selected column, if it can be shifted in that direction.
-Z: Scrolls through the side-menu options.
-X: Selects the highlighted side-menu option.
Planned Features:
-Fully fleshed-out UI
-Start Screen
-Win Screen
Stretch Goals:
-Music/Effects
-Solver
Please comment and let me know what you think ^_^
This is the second cart I've posted and I'm always open for feedback.
-5/12/17-
Added side-menu and implemented Scramble and Restart functionality.
-5/14/17-
Modified sprites for pieces to reduce the amount of color-sharing between pieces.
Modified spacing of rows, in an effort to make the nuances of the puzzle more intuitive.
Older Versions:






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