V: 0.3 changes
- Code now is organized
- Better collision system
- Fixed a bug where player die in 0,0 without enemies
- Now the game show "Score"
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V: 0.2 changes
-Fixed a bug where player and enemy can't go up
This is my first experience with game development.
I tried to build a funcional game, but i will improve more details, like enemys animation, difficulty , scenarios and optimize the code and the collision system (wich actually, is a total mess at the atual state).
Feel free to comment
This is a weird (ocd) question, but, is there any way to make pico 8 normalize everything as spaces? I noticed I can select some text and hit tab and shift tab as in many modern editors. However sometimes I use spaces to line other things up as I'd like. When I open my p8 file in another text editor then I have a mess of some tabs, some spaces. I was just curious if there's a flag for config.txt to make all tabs into spaces perhaps.

Hey there!
It's been a while since the last PICOZINE came out, and I noticed people posting tutorials and examples on here. The problem is that it's so easy for that great content to get lost among all the activity.
So, to fill the hole and provide a place for people to learn about the PICO-8 and other fantasy consoles (LIKO-12, TIC-80, PV8, etc), in a more searchable, focused way, I've created a sort of digital blogzine for everyone to contribute to and post this stuff.
Check it out here! Infinite Limit
If you have something you'd like to share. write up a small article and send it to [email protected], or message me via twitter @InfiniteLimitZn!
I hope this is something the whole community can get behind!
Thanks :)


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.