In short, it's quite similar to Pico, but enhanced (for example, you can set custom palettes or even "chase the beam", similarly to what you could do on machines like Atari ST or Amiga, which, if done properly can mean breaking out of 16 colors limit. Also sound capabilities seems to be enhanced to what Pico offers, since you can edit waveforms. It has also panoramic screen and slightly higher resolution, both vertically and horizontally (240x136).
It too uses Lua (and Moonscript if you prefer it) and api is quite similar, though not an exact match.
I hope zep doesn't mind me posting there.
Link: https://tic.computer
Thanks to dddaaannn for letting me know about this stuff.
And as additional discussion seed, have any 3D wizards such as electric gryphon considered porting their stuff to Tic-80? It should be easier to since it has a native trifill function. Also with enhanced graphic capabilities it could look even better.










This is not normal arkanoid, this is HYPER ARKANOID

This was a mini-project just for this weekend! Wanted to make a game with no sprites or map usage. I also wanted to use simple PCG to generate endless amounts of levels!
Added some rules to Arkanoid make it faster. At any time you can add a ball, but doing so at the expense of your Hp. Each broken brick generate ammo for you to use, so shooting will be your secondary weapon to destroy bricks.
Have fun and stay awesome!
Controls
- Arrow keys to move
- Shoot bullets with Z
- Shoot balls with X
/@Elastiskalinjen


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've been trying to make a nice sound for my game 'StarBase' for when the ship is flying around but I can't seem to get it right. The sounds are always played too far apart so that there is a gap or overlap so that it 'crackles'.
I've tried playing the sound every 4 frames (for example) and changing the speed of the sfx itself as well as how many notes are in the sfx but still no luck.
Any ideas on how to get a nice sounding sfx loop?



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.







Nothing too fancy, just rendering map as flat, tilted plane (think original Mario Kart and the GBA one), ability to render sprites at certain x/y/z as billboards and collisions (sphere/distance based collisions are fine). Working on a port of my fav game of all time and I kinda need it and I suck at math enough to not be able to do it myself.
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?