Fly and shoot your way through 10 mega asteroids! Can you reach the treasure at the centre of the 10th? Fearsome monsters await, lurking in the rocks and vegetation of fantastic planets! Shoot monsters to collect bombs, use bombs to mine for diamonds, collect 10 diamonds to open each portal. Look out for treasure chests and powerups!
The controls are explained at the beginning:
left / right - rotate your ship, or strafe
z - hold to switch from rotate to strafe
x - fire
up - thrust
down - reverse
d - release bomb
left-shift - long-range scanner: the beacon marks the portal
This is a large game: it almost fills a cart, there are just a few spare tokens. It runs at 60 fps and can animate several hundred monsters at once. It uses a gridded map to keep collision detection practical, and drops AI frequency further from the ship to try to hit the frame target. The asteroids are all random and have a range of landscape features, including growing vegetation.
I always wanted to make a virtual fish tank with agents to keep at the corner of my screen while I worked.
This cart is the result of some procastination this week. Just look at the fish swim, and relax.
Suggestions of things to add to the fish tank are welcome! Sprites are even more welcome! I'm a shoddy sprite artist.
Also, on linux it seems that Pico-8 gets super slow when its window is not on focus. Does anyone know a workaround?
EDIT: New version, with sharks and octopus.

~ Story: ~
Oh no! Zaks the evil wizard has once again captured Dizzy's girlfriend, Daisy! And the other yolkfolk need help too, looks like another adventure for Dizzy!
~
~ Controls: ~
[ Left ]/[ Right ] - Move
[ Z ] - Jump
[ Down ] - Drop from ledge
[ Up ] - Cycle through inventory
[ X ] - Interact/pick up item/drop item
~
~ Music: ~
Huge thanks to @gruber_music for making a brilliant pico-8 version of the Amiga Magicland Dizzy theme :D
~
~ About: ~
I wanted there to be a Dizzy game for Pico-8, so now there is! Heads up though; I've tried to be faithful to the classic Dizzy games - that means limited lives, rubbish platforming, cheesy dialogue and a kidnapped damsel.
I don't want it to clutter my desktop. Saving to the folder where carts reside in would be fine. And if zep is worried static screenshots could mistakenly show up in splore or whatever, due to Pico-8's palette they could be saved as static, single-frame GIFs.
If there's way to customize the location, then sorry but I don't know it.
It'd be a native, free app that would be basically a pico-8 that boots directly to the splore and has devtools disabled. IMO it'd be better if done natively, because HTML5 performance isn't that great to begin with and many android phones are very underpowered and have troubles with running html5 content other than simple videos. As for interface, it'd be quite like regular Android emulators such as e.g. Nesoid.

Basic, easy to use sound/music support is nice, but I'd love access to sound "hardware". Think of it like playing music/sound on your C64 using a mod player vs. writing a program to drive SID directly. This would give us many awesome possibilities that are either impossible or very hard to achieve with the sound system that is in Pico-8. I mean, we can access rendering hardware directly, so why not do the same for sounds?
All it would take is to add following command (name may be different, but gist about the same)
asnd waveform,freq,vol,channel |
(asnd from advanced sound). It'll play waveform with specific frequency and volume (if either set to 0, it'd just stop playing it) on channel until another "regular" sound is played on that channel, either via music player or via sound command) or another asnd command is issued with that channel name. If channel is omitted, it'll play on first unused channel (with nothing playing on it).
As for waveforms, they're pretty much the same you can set in the sound editor.

From Bennett Enterprises, Inc., this is Funky Pong. I started making it back in this class for a few months. All the pieces in this game are made, upon code-function, on my latest filename: Amy Bennett/PICO8. Both players and all the obstacles move and make faces in this oddly-set game every time the ball gets hit. Would you like to start playing my game of FUNKY PONG, if at all possible?
The jam would run from May 27th to May 28th (standard weekend jam fare)
The only rules are:
-Include PicoDragonJam in title and tags of your entry thread. If you don't want to spam the forum, a reply to this thread is fine as well.
-The game has to have dragons of any kind in it in an important role (i.e. game where there is a NPC that happens to be a dragon doesn't count unless said NPC wouldn't work just as well if it was of any other species), player character preferred.
The winners will be decided in a vote that will be held on Monday through Wednesday in a public poll.
Any takers?

Haven't used P-8 since 0.1.8 and would like to know what are current limits regarding code size, what counts as a token, etc. If you know of similar fantasy consoles that can be worked with now and not in the planning phase I'd be interested too (though not Pico-8 clones such as PicoLove or Voxatron which I can't afford).
Also, I think the FAQ is outdated:
| When will PICO-8 be finished? What will it look like? PICO-8 1.0 will be out sometime in 2016. It will look similar to the alpha versions with the addition of online score submissions and binary exporters. |
- It's 2017 now and there's no 1.0 yet.

Adding for 0.4
- Title screen
- Multiplayer
- sound fix
Need to add:
- Rocks
- Score
- Link beetween the puyo of the same color
Not much with this update but i've got a title screen now !
Adding for 0.2 :
- Sound effects
- Game over and restart
- New "annimations" and new design for the puyo
- Use of btnp for the better control -thx mccolgst-
- Next duo of puyo on the top right of the gametable appears
Need to add:
- Multiplayer
- Music -it will be horrible, hue-
- So need a button to mute the music
- Rocks
- Score
- Maybe add a link beetween the puyo of the same color
Hope you'll enjoy my game. Still have work to do.

This quirk exists in Pico8 0.1.10C, and possibly other versions. Try this code out, and you'll see the results for i>=16 are the same:
for i=1,20 do print(i .. ' ' .. 1.11^i) end |
1.11 raised to the 20th power (equal to ~8.062) is still well within the overflow limits of pico8, but currently pico8 limits the possible exponent to 16 (resulting in ~5.309).
Here's a workaround for raising to higher power (if y is a positive power), that takes advantage of the property x^m * x^n = x^(m+n):
function pow(x,y) local r=1 while y>0 do r*=x^min(y,16) y-=16 end return r end |
Using this you can get the correct results. Just wondering, is this limitation intentional? It makes sense for integers, because 2^15-1 is the greatest positive integer you can express, and occasionally you might want to do 2^16 (if you're careful about the sign bit), but for fractions it seems a little strange. It's kind of uncommon to do this kind of math in pico8, so I could maybe live with it being a quirk of pico-8 though. If this behaviour isn't changed, could this limitation be documented in the manual?






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