Controls
Z to start. Arrows move the ship left and right. X boosts, using fuel at increased rate to cover more distance
Objective
Cover as much distance as you can in as low a time as you can. Collect additional fuel to keep your ship running longer. Dodge the obstacles.
Commentary
This came together nicely, at a nice pace, over about the last five days of the month. I didn't feel desperately under pressure, although I came right up against the deadline. Nor did I feel like I left out tons of stuff and/or released a worse product for time constraints. I actually managed to squeeze in loads of features I wanted, including probably my favourite PICO-8 music I've done. Top PICO-8 tip: you can set different music patterns to have different speeds but have them play in the same 'song'. Huge missing link moment for me realising that.
I'm very proud of this game and how it worked out. In particular I think
the battery HUD element
the little shadow under the ship
the cliffs flying past on either side
all felt pretty neat in implementation and look good in practice.
Anyway, hope you enjoy! If you feel like commenting, please note the Lexaloffle board doesn't notify me of new replies. Find me on Twitter if you need me @PROGRAM_IX

A simple POC of a shoot them up. No much to be proud of, except that everything is modeled via actors, including the background and the texts.
The startfield change color depending on the plane speed.
Not enough enemies, not enough time and will to go on.
What's missing? Music! Bosses, and other stuff.

(AUDIO IS AN ESSENTIAL PART OF THIS GAME)
Aliens have taken over a space station on the moon!
Don your Scoober space suit and take down as many as you can!
CONTROLS:
Move Player: Arrow Keys
Move Crosshair: Arrow Keys while Z/C is held down
Shoot: Press X/V when Z/C is held down
TIPS:
Rooms will only open from the inside if no alien activity is detected
Aliens take two hits to take down
Aliens can't see very well, but they'll sniff you out if you get too close
Standing over downed aliens will cover your scent
Your trusty Scoober Scope can only take aim for so long at once, earn extra points by taking down multiple aliens on a single charge
Earn a nice bonus by clearing a room without losing any health
OTHER:
Hey! So this is a remake of my first ever game: Project: Scoober. I plan on maybe adding a little bit more to it, but I want at least a little feedback first. Let me know your thoughts and suggestions (And your high scores of course)!

(See WIP thread here: https://www.lexaloffle.com/bbs/?tid=29464)
Well, it's done. I can already see ways to improve it, but the idea was more "can I make an invaders clone?", and I think I've shown that yes, yes I can.
I've learned a lot here. How to fling a million sprites around at once. Sound effects. Using tables in tables in tables to create level layouts. I used shortcuts (asset reuse) of course, but ultimately I've made a playable, if pretty simple, game.
Oh, and there's a Super Secret (not really - look at the code) cheat mode that gives you an extra life and reduces the fire rate of the catvaders. You might need it because the game is a bit hard. Too hard for me, anyway!
Howdy folks! This is a "Shinkaisen Game" or "Deep Sea Game", based on the classic Japanese 10 yen "Shinkansen Game". Here's a video of that:
The basic idea is to reach the bottom while avoiding the red zones. When the ball is in a blue zone, hold Z to charge and release to shoot the ball! You can nudge the machine too, though that's cheating ;)
It's not super polished, but it is beatable. The physics are taken from Micro Murder by Kometbomb & iLKKe.
Enjoy!
I'm not surprised that I'm hitting the "out of memory" error when I put a big table of coordinates into the global scope...I'm figuring out how to deal with that right now. My question is why does it take up so much memory in the first place?
I created a table with indexes for x/y coordinates, which in turn correspond to objects in the game.
My map is made up of 16x16 tiles, so 8 per screen. When I have a 7x7 map, that's 3136 slots in the table containing tile information. That's a lot, I know. Each table element has attributes for the tile. When there are 8 attributes in the object, Pico8 shows memory at 70% - adding just one more key-value pair takes me over the limit.
How does adding a single pair take up 30% more memory?
level_grid={}
map=7
for x=1,map*8 do
level_grid[x]={}
for y=1,map*8 do
level_grid[x][y]={
tx=x,ty=y,n=0,f=0,g=0,h=0,p=0,status=0,
o=0, -- This pair puts me out of memory. Remove it and we're under.
}
end
end
|

Just a silly lil' thing I made to shake off some rust after being away from pico-8 for so long.
Never been used to lua, so I wanted to practice working with tables... weee.
Still could be better optimized [ for one thing, I should be counting the ball table and printing the amount every draw call ], but this isn't really meant to be taken all that seriously :)
| [ also, if you look through the code and see anything that could be done better, please, by all means, let me know. I'd love to learn how to improve! ] |
In my opinion, taking snippets of code/music/gfx from Pico-8 games with permission from the author to put in your own games is great as it helps build the community up and help beginners.
What I don't like is when people keep on taking other peoples games, changing some sprites, then re-posting the game as a "Hack". All this does to the community is make people appreciate the author of the "Edit" (that spent 10 minutes on the game) rather than the original creator that spent hours of their life creating these games.
On top of this, it fills up the BBS with duplicate games (that a worse versions than the original) rather than new, interesting content.
If you're going to make a "Hack" then at least make it a worth while change and credit the author with A LINK TO THE ORIGINAL GAME.
However, this is just my own opinion so feel free to comment your thoughts and ideas on the subject below.

While working on my 3d engine I've written a function that I think would be generally useful and I haven't seen it done before. It draws horizontal dithered lines such that odd and even rows have an alternating checkerboard pattern. Code is obviously in the cart but I post below as well.
The code runs just as fast the native LINE function but with the bonus of optional dithered-e-ness
function dither(sx,ex,y,draw_colour,shade_colour) if (sx<0 and ex<0) or (sx>127 and ex>127) then return end sx = max(0,min(sx,127)) ex = max(0,min(ex,127)) if ex < sx then sx,ex = ex,sx end local sos = sx % 2 local eos = ex % 2 local yind = y*64+0x6000 local ctu = -1 if y%2 == 0 then ctu = draw_colour else ctu = shade_colour end if sos == 1 then sx -= 1 poke(yind+sx/2, bor(band(peek(yind+sx/2),0x0f), band(0xf0,ctu))) sx += 2 end if eos == 0 then poke(yind+flr(ex/2), bor(band(peek(yind+ex/2),0xf0),band(0x0f, ctu))) ex -= 1 end memset(yind +sx/2,ctu, (ex/2-sx/2)+1) end |





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