(Updated March 2025)
[box=ccffcc]You are Pat Blastrock, down on your luck space hero. After a particularly ill-fated adventure, you stumble into Space Tavern Station with only 500 credits to your name and a busted up escape pod. (It was a very ill-fated adventure.)
Luckily, if there's one thing Space Tavern Station has an endless supply of, besides surprisingly vile synth-ale, it's suckers. You're going take the only option you have left and gamble your way back to fame and fortune.
The poker played here at Space Tavern Station is not a fancy tournament. Here, they play tavern-style. You can leave the table at any time, but you can't go "all in". If you get raised out, you have to fold, so make sure you bring enough cash to play a grownup's game.
Some of your opponents might be desperate enough to bet the keys to their ship. Don't feel any remorse in taking that bet. It's not your problem how they're going to get home.
If you're light on cash, you can go to your inventory and sell something.

This update finalizes version 0.4. I changed what version 0.4 would include, I moved coin collection to the next release and introduced a camera overhaul to the current release. The camera overhaul is a very close match to the camera from Super Mario World. I still haven't implemented the platform snapping and free movement in the y direction when Mario/Luigi jump at max height (Equivalent to jumping with a full P-meter from Super Mario Bros. 3). I also temporarily confined the game space so you will no longer fall off the edges of the map, this is going to be obsolete once I change how we load the map data.
Thanks for checking this out, I appreciate any feedback anyone has.
Little Mario Bros.
This is meant to be a clone of the original Super Mario Bros. with PICO-8 size limitations. I'm aiming for 1:1 physics, and level design. Not sure on how many levels, I'm hoping to make the game up to the first castle.
Features by version
- 0.1 - Collision, movement, and ability to jump.
- 0.2 - Finer tuned movement, additional animations (jumping, skidding, etc.)
- 0.3 - Jump Buffering, near 1:1 physics (Missing water physics and enemy bounce)
- 0.4 - UI, minor death conditions, running animation based on speed and camera overhaul.
- 0.5 - Map overhaul to store maps as data to load on the fly.
- 0.6 - Block animations and coin collection
- 0.7 - Continue with either enemies or powerups (dreading the pixel art for big Mario/Luigi)
- 0.8 - To be continued...

Built on top of the Collide demo, Hrozgo's Helltruffles started life as a Zelda-like adventure game engine for my class to use and build upon. It has since ballooned in scope and complexity a bit into its own thing worth finishing. I am posting it here in a not very well commented state because it is almost a pretty solid framework that others could use to tell little stories.
Ask if you have any questions about what is going on in the code! Note that collisions are currently turned off but are there and can be made to work if you want them to...
It's practically entirely coded and put together on a pocketCHIP.

This is my lowrezjam 2017 entry. I wanted to recreate the lost woods type of maze in the zelda series. There are things I am happy with, and things I am not. I am going to write up an article about what I gained from doing this jam, even though I didn't submit the actual entry in time. It's a journey not the destination kind of thing when you are learning.
So, make your way through a week as a ghost trying to find your way around a strange place. If you like memorizing long strings of four possible directions then this is for you. You have one maze per day to figure your way out and each day the length increases. Its a Monday through Sunday grind.
It's not much, but enjoy it for a few minutes.
Hi,
I'm in the progress of cloning the Atari game "Fall Down" (https://atariage.com/software_page.php?SoftwareLabelID=2722) written by Aaron Curtis. It's a simple but very addictive game where the down falling players gain points by passing lines. A player will die when he reaches the top of the screen. It is already playable but the following needs to be implemented:
- AI for single player games
- adding power ups for e.g. creating gaps in lines or becoming faster
- title screen with game mode selection
- end screen
- sound
- acceleration of platfoprms/lines
Player one is controlled via cursor left/right, player two via "s" and "f"
Cheers,
odie
This is my first thing I've made with Pico-8. Press Z/click to add a circle, and press X to clear.
How it works:
For every time you draw a circle it adds the X and Y of it to a table. Then, in the draw function, all circles in the table are rendered. I thought it was interesting how this rendered the circles so I published it for everyone to see.

Take aim, fire and score! It's Desert Lead 3D!
Spread the desert with the dented and shattered remains of bottles and cans. It's like recycling, but more destructive.
For use with the Pico Light Gun, Desert Lead 3D is also compatible with the Pico Mouse.
(Pico Light Gun is only available in selected dimensions.)
Click at the bottom of the screen to reload.
Old version
[hidden]

A little demo of Polya's Urn's somewhat counter-intuitive dynamics...
The single rule is: draw a marble at random then put it back and add a second marble of the same colour. Although there is an obvious positive feedback involved ("rich becomes richer"), it turns out that a strongly uneven distribution is not particularly likely!
My second contribution to the One Hour Gamejam which, as you guessed, about making a game in 1 hour. Wish I had more time for some levels, those here are a bit random and the game could get a bit more interesting with well thought timings. Not enough time neither for a playable random generation. Well, you ain't do much in 1 hour. But this one has sounds, yay!
http://onehourgamejam.com/
Edit: corrected a bug crashing the game when accessing last level.
Hi all!
I've completed a very basic implementation of Pong.
I would like to make it nicer adding a classic mode that looks and plays as close to the original as possible.
To do so I'd need, for starters, to increase my paddles speed but when I do so the paddles end out of the screen.
I cannot understand why, this is the code causing the issue, it is very simple:
-- check if pad goes out of the upper part of the screen if button_up and pad.y > game.upper_bound then pad.y-=1 elseif button_up and pad.y <= game.upper_bound then pad.y=game.upper_bound end -- check if paddle goes out of the bottom parte of the screen if button_down and pad.y + pad.h < game.lower_bound then pad.y+=1 elseif button_down and pad.y + pad.h > game.lower_bound then pad.y=game.lower_bound end |
If instead of using 1 I use 2 or more the paddles get out of bounds (or start shaking).
In case you want to check the complete code you can find it here:
https://www.lexaloffle.com/bbs/?tid=29815






0 comments





