Phantasos is a fairly traditional tiled roguelike, heavily inspired by Powder. The game is by no means complete, but I've gotten it to the point where it's fun and stable enough for now. Fighting the token limit has been more fun than I expected, so I'll probably keep cramming in extra features until it's exactly at the limit and I can't find anything else to optimize.


They stop when you stop! Rush through the maze in Pellet Time!
4 modes:
Super Kid Pellet: Pellet Time with speed & timing progression
Super Hot Pellet: Pellet Time at full speed
Super Mr Pellet: Classic muncher with speed & timing progression
Super Ms Pellet: Speed-hacked classic muncher!
Also playable on itch.io, Game Jolt, Newgrounds, [u]Kongregate










I've been threatening to do it for ages! And I finally did. I made a cart with mouse controls. It is a very simple game: click until you can click no more. That is approx. 32,000 clicks. If you're really bored and want to skip to the end, hold X and click.
That's it! I had fun making the number sprites and especially the cursor sprites. Just threw this together in an hour because it's been a very scattered month as usual.
itch.io page: here
1GAM August 2017



Hi all!
I would like to build walls for a shoot'em'up and I know I can obtain the result with map.
What I do not understand is how to make the drawing dynamic.
For example I have the sprite 0 that contains my wall and I would like PICO-8 to draw walls on the side programmatically.
What would be the best approach to do so?
Thanks for your time and patience.





Hi all!
I have this collision function:
function are_colliding(entity_a,entity_b) -- are entities hitting each others boundary and not the same type? return entity_b.x < entity_a.x + entity_a.w and entity_a.x < entity_b.x + entity_b.w and entity_b.y < entity_a.y + entity_a.h and entity_a.y < entity_b.y + entity_b.h end |
It works almost fine but it is not pixel perfect.
I would like to use it in my games and make it as flexible as possible...
For example an issue I am facing is that in my pong game I can have a round ball or squared ball, depending on theme "classic" or "modern".
This moves the "x" and "y" coordinates of the object I take into account and ruins the collision (here's the game in case it helps problem comprehension - collision is still done there "manually"):
https://www.lexaloffle.com/bbs/?pid=43786#p43786
Do you have a suggestion on how to make it as general as possible?
Thanks for your time and patience :)


Hey, Zep, I know there's a built-in OS, but I think it would be cool if people cool make their own to use and share like carts.
But what would be great is if you could put in code that will allow you to run cart from the carts from the forum like the default OS
Appreciated if you at least read this post

I'd like to get in to the demoscene and decided to learn how to do some well-known effects. This is a basic demoscene plasma effect.
http://lodev.org/cgtutor/plasma.html
this webpage helped alot!

I'm going to talk about how to do this on Mac OS, sorry PC users
in order to do this, you will need to plug your PS4 DuelShock© controller into your computer
Then you will have to purchase Joystick Mapper
Then open joystick Mapper and make a new preset
Then config the preset to Pico-8 controls
Tip: press scan to easily pick the button/joystick you want to use
When done, exit the window and press the box in front of the preset to activate it
then use the controller test i supplied below to test it, change the settings if needed
Viola!







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I made this for my college art museum; they were looking for writers but I'm not really, so I said I would make a video game "poem" of sorts instead, and they indulged me :)
It was in response to an exhibit that included some "lost works" — pieces that are listed as being in the museum's collection, but cannot be located; instead we just had the label information of the missing work of art.
This game is inspired by that label information; I knew nothing about the painting other than what is there on the title page.
It's not much of a game; not much to do but walk and read. Thank you for your indulgence and time, if anyone plays it! It's short, maybe 5 or 6 minutes long.
Many thanks to oli414 for his dialogue text box lib which i keep using.
And to Robby Duguay for the song "Melancholy" from his "9 Songs in Pico-8".
And morgan3d for introducing me to PICO-8, and zep for making it (also I think I have bits of code in this from both of you.)
Changelog:
1.02 yeah I f**ked up on 1.01 it's all better now :S
1.01 Adjusted "GAME OVER" sequence at very end
1.0 Original release





Faerie Hitball is more or less an exercise in making a game entirely on a pocket C.H.I.P. There are many like it, but this one is mine. You play a glowing butterfly-winged creature with a racquet. Follow the ball and hit it with that racquet, see if you can break the high score of buffer overflow!
Controls: arrows (move) + button 0 (swing dat racquet)
I saw a couple of articles earlier about the Fizzlefade effect from Wolfenstein 3D. It's a transition effect that draws over random pixels, but never draws over the same pixel twice.
I thought this was a cool trick, and I wanted to try it out and see it in action, so I implemented the Feistel network technique from antirez's article. Posting here in case anyone likes the effect and wants to recycle the code.









Hello you guys !
I'm a new user for a few days now, and I'm having a really strange issue. For whatever reason, btn(0) doesn't work anymore. Not only on my own tries, but also any game from SPLORE. I tried like everything :
- simple reboot
- try with success my keyboard on any other app (even carts from the web player of PICO-8 that DO work !)
- uninstall / reinstall PICO-8
- try the zip version without installing...
- assign another key to "LEFT"...
nothing works. It's just not possible anymore to use the btn(0). I'm running the windows version, using windows 7.
Can someone help me with this ?
Thanks a lot !


Hi there,
I wrote a script which helps to write lua code in an external editor. The script listens to changes in the .lua file and re-integrates the lua code back into the .p8 cartridge. Each time you save.
So you can happily change lua files and edit assets in Pico-8 and everything gets merged back as soon as you save. Write some code in your editor, switch to Pico-8 and press ctrl-R to reload. It's quick :)
Works great for me in Intelij Idea, where I have syntax highlighting, code analysis and code completion. When trying to call a function, the IDE even shows the function parameters and lua-doc. What more can you ask for?
Some other things the script can do for you
- include library code (#include library)
- remove debug code on release (#define debug, #if debug, #end debug)
- strip comments if you hit the size limit (please consider that comments are helpful for the Pico-8 community ;))
- convert pico-8 specific statements like += to plain .lua. Some IDEs might work better with plain lua.
That's it, hope you like it. Download it here:
https://github.com/sulai/p8lua
Have a look in the python file, there is more detailled und up to date instructions on the features.
PS: one down side though: the script works for Linux only at the moment, since it uses pyinotify for getting notified about file changes. I'm happy to accept pull requests if you want to port it to windows, maybe doing polling on the .lua files.


