Kept wanting to do different things this month, just like every month. Ended up working on this but couldn't think of any further gameplay that didn't kind of ruin the peacefulness. So I just left it like this, and I quite enjoy it. Perhaps you will too. Or not.
Controls
Z to start. Arrows move the gull back and forth, up and down, but otherwise players do not affect the game.
Objective
No objective. Just hang out above the fields and roads.
itch.io page: here (If something really bothers you about this and you want to ensure I read your message, post it there. Lexaloffle forums sadly don't notify me of replies.)
1GAM May 2017
Some rubbish.
First started a half-assed attempt at the Butterscotch Shenanijam last weekend.
The theme I rolled was "Squeaky Elk", so this is "A Game about a Squeaky Elk".
Then, somewhere in the middle, I made PICO-8 crash and lost a lot of the code and stopped working out of frustration.
I still wanted to do something for May's #1GAM, so I tried to redo some of what I lost in the crash.
It's not that much fun and I even left out any beginning/menu/end, but it's still playable.
You move the elk, trying to get the screen squeaky clean. Scrub that dirt. Reset the screen at any point by pressing any of the action buttons.
Well, that ought to do it, i guess.

Wire up your robot pals using sensors and logic gates to solve the puzzles and maybe even reunite with an old friend.
The original development thread is here.
I've put it up on itch.io as well.

-Fixed a bug where the color/part selector information would not always show when it should
-Improved / new sfx and sfx logic
-Some physics improvements (potentially highest max speed without a stroboscopic effect causing it to appear super slow.)
Z / X (o and x) - Spin left/right
Up / Down - Select Part
Left / Right - Change part color
So based on feedback, this new version mucks with the physics a bit so that the inertia is more realistic.
..It also adds a spin counter and color customization.
Orange, Light-Grey and Black are available at the start. New colors are unlocked every 100 spins.

Just started learning Pico-8 today. What an awesome software. This game will evolve, stay tuned!
OMEGA Enforcer X
Fight through endless waves of aliens (+ asteroids), and become first on the leaderboard!
Controls:
X - action/fire
UP, DOWN, LEFT, RIGHT - to move around
Update 1.1:
- Added music, made by awesome Gruber
- Updated main menu:
- Credits tab
- Smooth animations
- Fixed boss particles
- Fixed leaderboard bug
[b]Older versions:

I'm simply curious to know whether midi input will be added natively to Pico-8. I enjoy composing in FamiTracker using my KORG nanoKEY2 (tiny piano keyboard for entering midi notes), and I really wish I could do the same in Pico-8. I guess there are workarounds for this, but, I'm still hoping this will be added in the future; it'd really push this product over the edge for me enjoyability wise.

VIRUSH was a Tron inspired idea for an infinite runner. Although there are no enemies or obstacles there's still a score, a reason to run, and some things that can hurt you.
The game auto-runs, jump with X.
Launch a useless (no enemies) disc with Z for cool sound effects!
I mostly used this for practice with infinite backgrounds and spawn different objects with variables in order to get a little bit of practice in generating random, procedural, or prefab maps. I also used it to practice on having multiple screens available to players (title, info, and game) and rearranging my interface to be more user friendly.
In the future I may add more to this with monsters or additional platforms, but for now it was a good practice run!
These are variations of the rnd() function, but these return integers. You can either give just a maximum value or an arbitrary minimum and maximum value. You can also choose whether you want the maximum value to be exclusive or inclusive.
--random int between 0,h function rand(h) --exclusive return flr(rnd(h)) end function randi(h) --inclusive return flr(rnd(h+1)) end --random int between l,h function randb(l,h) --exclusive return flr(rnd(h-l))+l end function randbi(l,h) --inclusive return flr(rnd(h+1-l))+l end |

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 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.





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