This is a remake of part of one of my favourite c64 demos: Incoherent Nightmare by Arsenic. Endless brussels sprouts drawn into 6 framebuffers at 60fps.



Hi. I am hoping to add animated water to my game by just using a few tiles that loop. I can't seem to find any good resources for animated background elements though. I mostly just find animations for characters or interactive objects.
EDIT: I greatly appreciate all of these responses. I guess what I'm asking is how do I animate an object? Most of what I find is how to animate a player so it's generally based off of "if btn(0) then..." But I just want a standalone animated object that's constantly in loop throughout the game.





My kids learn Scratch at a large school. But are bored of it.
They asked the IT crew if they had heard of PICO-8. But no.
Some thoughts after a few weeks messing around (owner a TRS-80 in the mid 80s, an Amiga in the early 90s, and coded Wingz hyperscript on NeXT for a global bank - look that one up!).
It has huge potential for educational use (and doesn't need to be open source). Clearly the ideal is for it to be a console with its constrictions, but perhaps there could be a school-kid version. A few things might help take-up.
- Can just the font/text have better resolution (as per TRS-80, unrelated to the pixels) ?
- Some keyboard interaction (INPUT, INKEY$) would be huge for kids to get feedback into their code.
- A half-bright mode (for the 16 colours) would add a tremendous amount to the brilliant 3d and vector cartridges I’ve seen here).
- A sixth screen/panel for debug. On break it simply lists variables and values and tables (which seem to be the key to LUA but are not immediately intuitive).
[I plan to edit this Blog, is there a way to stop it coming up on the forum updates ?]




Hi, I'm planning out my next game, and I was thinking about sharing the code between carts:
For example, there is cart a:
function a() cls() end |
And b:
-- load doesn't work so, it loads a cart a() -- somehow |
Any way to do that? Reload shouldn't help with code... Zep, maybe you could include this in 0.1.11?
Thanks!





Game about avoiding obstacles. You can only move right or left. Go to the right side to advance to the next level, but watch out for moving arrows!
TODO:
- add menu
- show level number
- show message, when advancing to the next level
- tweak difficulty
- add game ending and "start again" option
- add music and sound effects
Simple game, where you need to avoid cars coming your way. Using arrows move left or right, up/down to increase/decrease speed. You earn points according to your current speed when you avoid incoming car.
TODO:
- add menu
- add additional cars graphics
- add additional backgrounds graphics
- add instructions in game
- add music and sound effects (hard)
Graphics (red cars and bushes) made by Elerdor

The company I work for has tried unsuccessfully to contact zep via email about licensing, so I figured I'd post here in hopes that he sees it. Basically we're trying to obtain a license for multiple developers in our company to work with PICO-8 and use the work on various websites we build for our clients. The company likes to make sure everything is 100% legal and needs some questions answered (the last thing they want is for us, or worse yet our clients, to be sued for breaching something). Right now they're talking about just using something else, and we all know I love PICO-8, so zep, please let us know how we can reach you.



Hello, everyone! I'm making a zine for an upcoming PICO-8 workshop I'm doing with Portland Indie Game Squad (PIGSquad). It's a fairly large zine (72 pages) and I have a few open pages where I wanted to include screenshots and art from some of the amazing things you all have created.
Do you have something you'd like to contribute?
If so, feel free to either post it as a reply on this thread, reply to this post on Twitter, or DM it to me on Twitter. (I have open DMs, so no need to follow me to DM me.)
The zine will printed in color for all workshop attendees, but will also be available on itch.io in PDF form once it is completed. (After the workshop, I may do a second printing at-cost via Kickstarter if there's enough interest from the community.)
Thanks in advance. The work you all do in PICO-8 is so incredibly inspiring to me, so I'd love to include some of it in this zine and inspire others who read it.











Hi, I find myself doing lots of OOP in pico-8 just as I find it a bit more manageable in my head even if it isn't token efficient. I used to create objects with the following method. As a slightly aside point what does cls in the setmetatable call stand for or do? I never worked it out.
setmetatable(actors, { __call = function (cls, ...) local self = setmetatable({}, cls) self:_init(...) return self end, }) function actors:_init(type,x,y,xoffset,yoffset,xoffset2,yoffset2,health) --actors initilization function sets all of it's parameters return self end add(actorTable,actors(--parameters)) |
Recently however I have been creating them with the following method.
function createenemy(x,y,path) local enem = {} --Enemy variables and methods are initialized enem.update = function(this) end enem.hit = function(this) end enem.draw = function(this) spr(this.sprite,this.x,this.y) end add(enemy,enem) add(objects,enem) end |



So apparently I'm an idiot...or at least never read this in the manual (never thought to)
When saving in .png format, the compressed size of the code must be less than 15360 bytes. To find out the current size of your code, use the INFO command. The compressed size limit is not enforced for .p8 format. In most cases you don't need to worry about the compressed size, as the token limit (8192) will be reached first. |
Given you can upload carts to the BBS by pasting in code, and exporting to HTML is also a separate process...you can ignore/avoid the compression limit entirely unless you want to pass around the PNG cartridge.
Dammit.
Here I spent a ton of time getting my game under that compress limit when I didn't need to. I was within token/character limits just fine. Arg!
Well...lesson learned...and maybe this call out can help someone else avoid the headache.




Dylan Burke is finishing the job his father failed to complete on LV-426. He must be stopped. Explore planets and collect 12 alien eggs before Burke can get to them. |
Sound and headphones are recommended for the best experience
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
Player manual. Complete with hints and tips!
https://morningtoast.com/pico8/manuals/alien_harvest_manual.pdf
Browser gamepad support is available through Itch.io:
http://morningtoast.itch.io/alien-harvest
Keyboard controls
- Arrows, Move character
- Z, Map / Continue
- X, Use weapon









