NOTE: Not playable here due to cartridge swapping.
Only the menu is here due to level data on other carts.
10 carts in use with this alpha release.
A fully-playable HTML export is on my itch.io page here:
https://juanitogan.itch.io/landing-party-of-legend

Landing Party of Legend
"Dead people are going to die."
Are you an awesome enough starship captain to direct your landing parties through the perils of nine mysterious worlds?
Welcome to Landing Party of Legend, a strategy adventure game of campy, red-shirt-style attrition. You and several other famous and notorious people from history have escaped your captors and are trying to make it back to Earth (without too many casualties) so that the world may know your tale.



I've been using PICO-8 to prototype a potential game for the Commodore 64. It's mostly testing out the graphics and exporting the tiles, map and sprites to asm source code. In the end having the wrong palette made things too confusing for me.
So I bring you PICO-64:

It is just PICO-8 with the palette changed into that of the VIC-II, the graphics chip of the Commodore 64.
On OS X the palette that PICO-8 is using is in the binary PICO-8.app/Contents/MacOS/pico8.dat file. Just search and replace to change. I used macvim and the Tools/Convert to HEX and Convert Back.
These colors:
1d2b53 7e2553 008751 ab5236 5f574f c2c3c7 fff1e8 ff004d ffa300 ffec27 00e436 29adff 83769c ff77a8 ffccaa |
Needs to be changed into these (Pepto's VIC-II palette):
ffffff 68372b 70a4b2 6f3d86 588d43 352879 b8c76f 6f4f25 433900 9a6759 444444 6c6c6c 9ad284 6c5eb5 959595 |
To overcome the small screen I have been using PICO-8's mouse feature to scroll around a 320x200 pixel screen. Not optimal, but still usable.
If you try this out and start hacking binary files, don't blame me if something breaks!










Working on a game for LOWREZJAM 2017 and I'm running into some issues with getting the background to scroll up to simulate movement while still maintaining the player's position.
Here is the current issue I'm encountering:
My issue is arising from the camera moving up along the drawn map and snapping back to the bottom when it reaches a certain y value. That works fine for the background but I'm not sure how to get the player to maintain their y position when the map snaps back to the bottom.
The code I've written is as follows:
function _init() --renders game at 64x64 poke(0x5f2c,3) cls() --creates variable t to store timer info later in code t=0 --establishes boundaries of the level level={ w=64, h=250, cy=0 } cam_x=0 cam_y=0 player = { sp=1, x=28, y=50, h=100, t=0, imm=false } end function _update() --autoscrolling code --moves both the level/background and the player at the same speed, to simulate movement if level.cy<level.h-64 then level.cy-=2 player.y-=2 end --statement that will trigger invincibility frames --inactive atm if player.imm then player.t += 1 if player.t >30 then player.imm = false player.t = 0 end end --timer and statement that flickers back and forth between sprites to simulate movement t=t+1 if(t%8<3) then player.sp=1 else player.sp=2 end --basic movement code if btn(0) then player.x-=1 end if btn(1) then player.x+=1 end if btn(2) then player.y-=1 end if btn(3) then player.y+=1 end end function _draw() cls() --camera that follows level's movement --also keeps player on screen camera(0,level.cy) if level.cy<-80 then level.cy=0 player.y=50 end --draws map, extended to -100 to allow for longer stretch of road map(0,0,0,-100,12,63) --draws player car spr(player.sp,player.x,player.y,.75,2) end |


I thought people might be interested. https://itch.io/jam/lowrezjam2017
It started a few days ago but it's running until the 17th so you haven't lost too much time yet. Lowrezjam games are 64x64 but you can get this in Pico-8 by doing a poke(0x5f2c,3).
I'm working on a pirate sailing adventure. I've got sailing around working ok, working on disembarking so you can walk around islands to look for treasure. Here's my progress so far:

Anyone else want to share?





The += operator seems to be implemented using some sort of string search and replace preprocessing. But there is a bug in there that eats the character just after the statement. Here is an example:
a=0 a+=(1)ba=42 print(a)print(ba) |
I would expect this to print 1 and 42 but it actually prints 42 nil. I believe this is because the b from ba=42 is removed, thus replacing the next statement with a=42.
Edit: here are some more problems with the += operator.
This code will print 1 despite the syntax error (trailing comma):
a=0 a+=1, print(a) |
And if we add a space before the comma, this code will print 0 (the increment isn’t actually done):
a=0 a+=1 , print(a) |
This will print 1 and nil for incomprehensible reasons:
a=0 b=0 a, b+=1 print(a) print(b) |
Edit: yet another problem; syntax validation seems to be restricted to the first line, so this will not work:
-- This will not work a += b + c -- But this will work: a += b + c |
Edit: the above problem will silently create bugs, for instance:





my turn to be that whiner guy I guess but here we go:
is there really a point to limiting compressed code size in html exports?
in my understanding exporting to html is a one-way street anyway, so why not just have the same limits as the exe? (of course I'm only asking this because I'm finding it really annoying and unfunny right now)






The world is running out of power. Some energy crisis or another, I don't know. Anyhow, an old lightning rod atop Mount Olympus runs straight into the power grid; the only way to save everyone is to channel the heavens' fury atop the mountain.
In other words, send a guy up to disrespect Zeus: the one, the only.
- Journey through a secret mountain complex full of traps, because climbing is just too hard for our intrepid hero!
- Press buttons to open doors!
- Totally come back alive from this well-planned mission!
- Shout profanities at a god!
CONTROLS:
- Arrow Keys: Move
- Z/C: Jump/Walljump
- X/V: Use
TIPS:
- When hanging off a wall, move into it to slow down. Don't move if you just want to fall!
- Don't give up!
- There are 5 levels.
Made solo in 72hrs for the Ludum Dare 39 Jam event.

Hi all,
I'm considering using Pico-8 to make a music video. I do have coding experience. Just a couple questions before I decide to pony up the $15.
-
Is Pico-8 appropriate for short videos, as opposed to games? Have you seen this?
-
Is there a demo version I can try before paying? I looked around but couldn't find one.
-
Is there a way to trigger a Pico-8 program concurrently with a separate (i.e. non-8-bit) audio track?
- My video is based on the periodic table, and I don't think I can quite fit the whole thing width-wise with 128 pixels. I understand the 128x128 is a hard limit. Does anyone know of something similar that's a bit (no pun intended) bigger? 256x256 would definitely be enough, even 192x192.
Thanks very much,
Xave





You're the main operator at the Powarvester, one of our spaceships spread over the universe to gather power from local resources. Collect at least 1 gigawatt before moving to next area. The Powarvester has different modes that all need power, so use them wisely!
Use arrow to move target, C to fire Powarvester and X to change Powarvester mode. You can restart or skip area with the Enter menu.
Hints:

New, shiny, playable version:
Old Ludum Dare version that's unplayable:
Game for Ludum Dare 39. Collisions and physics are broken. There's tons of dirty code. We will upload a fixed and clean version once the jam is over. Tons of dirty code.
Ludum Dare link: https://ldjam.com/events/ludum-dare/39/subreach


Thrown together in a few hours but really came out well I think.
Z: Start game/cycle things to move (eyes, nose)
S: Randomise whole face
D: Change eye type
F: Change face type
X: Cycle blep amount
itch.io page: here
#1GAM July 2017
This is my entry for the Ludum Dare 39 jam. It is a real time strategy game that is played with mouse.
Story:
You play an artificial intelligence which is in command of a factory complex.
And you have a problem. The generator blew up, and without it you only have limited power left.
So you need to gather fission batteries with the help of robots. But beware you have lost connection to the robots outside. They are now hostile.
Controls:
pan screen with cursor keys or move the mouse to the sides of the screen
[i]you could also hold < x > and hold < leftclick > to drag the camera with the mouse, but that doesn't really work that well
My first ever entry for a game jam! This is an entry for Ludum Dare 39 with the theme of Running out of Power.
Help test out this awesome Mecha for its combat potential!
Power runs out over time!
Entry Link: https://ldjam.com/events/ludum-dare/39/mecha-testing-ground
Up+Down+Left+Right = Movement
Z = Shoot
A de/re-make of the Pyoro minigame from WarioWare Inc. for the GBA
Left/right arrow keys to move
X to lick
Don't get hit by the falling beans! The beans will break the ground if they touch it, blocking your path! Lick them out of the sky - the higher they are, the more points they're worth! Eating white beans will fix the ground


Theme: Running out of power
Entry for the ludum dare 39.
https://ldjam.com/events/ludum-dare/39/space-power
This is my first game jam, and the objective was finish a game on 48 hours or less.
Basically the game is a clone of the classic Space Invaders, with a decreasing power bar. You must control the ship and shoot the aliens to recover a bit of power and make the best score of the universe.
To control the ship use left / right arrows and action or Z key to shoot.


Made for Ludum Dare #39, theme: Running Out of Power. [view on ldjam]
It’s happened, the last solar panel on your gem factory roof finally carked it and you’re down to just battery power. Make as many gems as you can with the power you have left!
At first you’ll only be able to afford hulking, inefficient machines, but as you sell your fine gems you’ll get the cash you need to buy sleeker, shinier, more efficient (and more complicated) devices to make good use of that battery charge.
Controls:
- Use the mouse or the dpad to move the cursor.
- Press Z to place a belt, pusher or building.
- Hold down X to show the toolbelt, which you can navigate with the dpad. Left and right choose the tool, up and down select the building to place when you’re in the building menu.
Tips:
- Check the power usage of the buildings you’re placing. More expensive buildings tend to be more complicated to operate, but will use less power!
- Pushers will push every second gem that passes them onto the next belt over.
- Try to have the most $ when the ⚡️ reaches zero!
NB: I haven't yet tweaked the buildings and recipes to make sense and provide an interesting puzzle, but the engine's about where I want it to be :)

My entry for Ludum Dare 39 compo. Theme is "running out of power", so in Cellephant you play a robot elephant who has to collect batteries (aka cells) to keep going and reach the exit. Your current battery charge is shown at the bottom, and that's how many steps you need to take to reach the next battery (fail to reach a battery = die, reach a battery too soon also = you die, because your charging circuit can't handle it or something...)





Poor Harry! He was taking a nap when the ice broke from under him! Help him climb out of the caves, and make sure he gets enough mushrooms to eat before he starves!
To play:
Arrow keys - move
Z - jump
Down - dig a hole
Up - climb most surfaces
I can't believe I finished this in time. It is pretty bare bones, but I am happy with it. I wish I had the time to add in enemies, but there you go.
Here is the link on Ludum Dare's site: https://ldjam.com/events/ludum-dare/39/hungry-harrys-climb
Congrats to everyone who finished LD39!
-PBG
--edit Aug 1:
I've tried to clear up some confusion for LD39 participants. It is now hopefully clearer that the first level is actually a level that can be beaten. Also, i added a super-jump (hold up and jump) that should help with some of the trickier levels. The super-jump burns food though, so don't go crazy.
--second edit:
I removed the super-jump. This felt against the spirit of ludum dare, in that i was adding an ability after the competition ended. However, i DID fix the level generator so that all levels can be beaten - i feel that this was a bug fix.
-- edit 3
People keep digging through the floor, so I had to hardcode that to be impossible. Fix made for LD participants


