

This is my first Pico-8 cartridge, hope you enjoy it! Took me approximately 24 hours effective time to make.
Title screen artwork was created by @jellocube (Matthew Shelley), much appreciated!
Picopolis is a SimCity demake / idle game in which you place roads, residental/industrial/commercial zoning, schools, police departments, hospitals, and various other things. The city will grow depending on housing, jobs, pollution, and crime ratings, and the bigger it gets the more money you make.
Cheers!
// Jens
Changes in 1.1:
- Fixed placing large buildings outside of the map
- Added "Established" date to the victory statue, kind of like a highscore
- Made large commercial zones develop just a tiny bit faster










so, I modify my sprites and export the cart as html. works ok in firefox, edge etc. but not in chrome: the exported cart is stuck with a four-days-old version of the spritesheet!
long story short, this can actually happen on ANY html-export of any cart:
the js file starts with
var _cartname=['whatever.p8']; |
now if I change this for
var _cartname=['breakout.p8']; |
then the cart pulls old data from thin air! the data that was in "breakout.p8" FOUR DAYS AGO! I don't even have any file featuring the outdated data.
so:
- four days ago the data from "breakout.p8" got cached "somewhere" for some reason.
- the cart finds some cached data labeled "breakout.p8", and loads it instead of the data in the js file.
- gfx & sfx as far as I can tell, but code is ok.
- tried other carts names, no problem. something special happened with "breakout.p8".
- only in chrome. cleared the cache etc. no luck.
- seems related to the multicart system?
solved the problem by renaming my project file, but it's gotta come and bite me again...
semi-related question: where do the html exports save their cartdata?



Here's a game that appeared to me in a dream a few days ago. In the dream, it made me rich and famous and I'm confident since I made the game play exactly how it did in the dream, I'll start to see some pretty substantial paychecks roll in.
This is a game all about patience, rather than skill. Try to beat your high scores and challenge your friends to beat your record!
~Planned features for next major version~
- High score board
- Dialogue
- Soundtrack
- Horse customization
v0.1.1 updates
- Fixed scoring bug by completely changing the scoring system
- Made it a little jucier




"Ahh, this is the life." Sipping on a frosted glass of bug juice, Minimalizard sat back in his tiny lawn chair, soaking up some much-deserved rays of sunlight. He'd spent the whole morning obsessively tidying his minimalistic home ... sweeping up dirt, throwing out trash, and generally cleansing his life of excess.
But suddenly, a shadow fell over his yard. Minimalizard removed his sunglasses in disbelief. "What the ..."
Hundreds of brightly-colored crates loomed in the sky above, plummeting toward his house. They'd almost certainly rearrange his decor - and not a good way.
"Not if I have anything to do with it!" Minimalizard gulped down the rest of his drink and hopped nimbly from his chair. It wasn't going to be easy, but if he had to punch, stomp and shoot every crate from the sky himself, he'd do it.
"Because I ... am ... MINIMALIZARD!"

My second game - my version of Missile Command. I learned a fair bit doing this one so I hope you like it :D
Much like nuclear war, there is no win state, you just survive as long as you can whilst things get progressively more difficult.
The aim is to keep your cities safe from ICBM attack. You have a limited number of ABM missiles. As long as one city survives each wave, you can continue. Destruction of ABM launch silos means you cannot use it although they are more hardened than cities against a direct impact. Bonuses are awarded for each surviving city.
Controls:
Z to start game
X to fire ABM missiles
This is so much fun, on to the next project!


Made for the 114th one hour game jam, themed "The Midas Touch": http://onehourgamejam.com/
So here is "Midas Dog", my 1st game jam ever. 1 hour is short... but probably longer than your playing time :)


I learned about L-systems the other day, so here's my first shot at making one. It generates a plant whenever you hit the main action button.
L-System Parameters:
axiom="a" rules={} rules["a"]={"b{c}b","c{b}c"} rules["b"]={"a{a.}","a(bb.)"} rules["c"]={"(ab.)","(b)"} |
Constants are any characters that don't appear as a rule index - all rules for a given variable have an equal chance of being chosen. The generator runs five iterations for each plant.
A means "go forward," B and C mean "turn and go forward," {} and () mean "start a new branch and turn afterward," and . means "draw a circle."
All animation comes from the rendering portion - the L-system only runs to initially create the plant.


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

