The in thing is to rail against premature Christmas preparations, but I love Christmas, so I've given Jumping Pumpkins a reskin for the holidays.
My preschooler daughter is obsessed with pumpkins; she pets them, kisses them, ascribes emotion to them, and imagines them jumping about. So this is kind of her first... game? Preschoolers have low standards, let me tell you.
Arrows to move (up to jump).



I have been working on this on and off for the past year. I've lost steam on it and if anything I'll revisit it as something to make a racing game in, since the basic feature of it is that the walls can stretch on "forever", procedurally.
Right now you can walk around in it. There are cute animal characters... that you can clip right through. You can move with the arrow keys and strafe with the action buttons. If you mash both action buttons at once a few times you can see some debug info and also clip through walls. You can teleport through "doors" which are the black squares on the walls. You can sprint by double tapping forward. There's also a couple of other areas you can't teleport to at the moment, but you can get to them by setting AREA to -3 and -5 in the code.










Wow! I finally made a finished version of my LD39 game. Overall, I am fairly satisfied with this game, if not super enthused. I had to make many concessions to fit it into the token count. However, it is a surprisingly fully-featured procedural platformer, and it is something I am proud of.
Help Harry escape the procedurally generated caves!
How to play:
Walk and climb - arrow keys
Burp (attack) - X
Jump - Z or C
Dig - down arrow
Tips:
- Harry will starve if you don't eat mushrooms along the way. Make sure to grab them!
- the caves are randomly generated every game. If you get a tough set of caves, don't be afraid to try again!
- If you get enough mushrooms, a powerup will appear above harry. GRAB THESE! they are they key to running faster, jumping higher, and burping harder!
PRO tips:
- when harry digs on flat ground, he will pile up the ground behind him. Use this to build platforms to help you climb higher.
- the escape for each level is at the top, in the middle. If you find a way to break the ceiling, however, you can use that too!
- Your hunger will occur at a faster rate each level. Mushrooms are almost always worth a detour.
- You can jump for quite a while after walking off a ledge. Use this to your advantage!











my 3cJam submission, and my 1st PICO-8 release ^-^
- 3D shmup (ie space harrier, starfox, etc)
- 10 distinct enemy types. Can you find them all??
- Deep scoring system :^0
plz tweet @ me your highscores!
@taeckerwyss
Aaron Taecker-Wyss



After several days of trial-and-error and testing with help of Twitter friends, it seems playing Pico-8 games on your smartphone is very do-able and comfortable, with only minor trade-offs.
I've put 3 of my games up for mobile play. Please give them a try on your phone and see what you think.
NOTE: You need to visit these links on your phone. Visiting them on your desktop will just load the game as normal.
- Invader Overload: http://www.morningtoast.com/games/invaders
- BuzzKill: http://www.morningtoast.com/games/buzzkill/
- Bustin: http://www.morningtoast.com/games/bustin
I used this template from Dennis Treder as a starting point for the actual web controls that interact with Pico-8. I then customized it a bit to add more control layouts and make it into a "web app" of sorts for phones. On phones you can choose to have a web page behave as a "standalone" app, which basically means it runs in the web browser but hides the back button and all that type of stuff...so it looks like a native app. I'm still cleaning up my modified code but once I have it nice, I'll share it as well.











Skulldude doesn't remember much, he just feels a deep soul-burning hatred towards the slimes. Help him unleash his wrath as he storms the slimes' dungeon increasing his fiery power as he goes.
Controls:
- <z> - shoot fire, hold to auto-fire and move slow
- <x> - dash forward/become invulnerable for a little bit
- arrow keys/d-pad - move around
Tips:
- Dashing can go through enemies and their bullets. Learn to use it well, it's critical during boss fights.










Created over two weekends for #3cjam.
Play a frantic scramble to knock bats from the sky and collect their stunned bodies to distract your enemy, Vlad Pitt, the most feared vampire of all Pico-8 games. Don't fall, watch out for bats, and never lose sight of the deadly Count.
Press Z to jump.
Press X to throw a bone.
Use Left and Right Arrows to move.
Press the Down Arrow to hop down off platforms at your own risk.
Game Play:
Avoid bats and Vlad Pitt while trying to hit them with your bones.
Hitting the bats with a bone will stun them until they are picked up. If you pick them up, you increase the amount of damage you do to the Count. If the Count picks them up he will gain some health back.
If you are embraced by Vlad you will lose one life and also all the bats you have collected.
You have 3 lives. Can you beat the horrifying Vlad Pitt??!
Happy Halloween!!!
10/31 Update:
Made the jump a little more forgiving.
Varied the bats speed, and spawning.
Stunned bat bodies now blink giving a bit more feedback.



Hello,
Another noob question.
I see Aseprite has a pico-8 palette option and is quite cool for pixelling/animating. Is there a method to get the gfx data from Aseprite to Pico-8 cleanly?
I'm doing a port of a C64 game called Spaceman Splorf: Planet of Doom and would like to be able to not HAVE to do the animation natively.
Cheers,
Roy



Has anyone achieved accurate sprite to sprite collision with Pico-8? I know I can use the overlapping bounding box method, but I'd like to be able to check on a pixel perfect level to see if a sprite touches another sprite.
Is this doable, without getting too convoluted? Or should I just stick with bounds (maybe multiple bounds for extra resolution) ??
Oh, I'm new to Pico-8, so bear with me. I usually tinker with C64 retro coding (which has hardware sprite collision detection).


For some reason the Gates of Hell are wide open in a cemetary nearby! Send the demons back to where they belong by spelling out loud their true name!
A Halloween Guess'Em Up, using Zep's 7500 words dictionary
...
This game should have been released a year ago! I exhumed it this year, hoping I could polish it for good. but it seems I'm falling short once again! I'm not putting it back six feet under though, so here it is, in its (appropriate) semi-zombified state, in time for Halloween!
so, still a work in progress, but fully playable though. mostly the sound effects need some work...
Happy Halloween!

Boo Is Missing!
Your friend Boo was accidentally eaten by the great skeleton king. Can you bring him home in time for his deathday celebration?
Up is jump. You can wall jump if you're in the air close to a wall, and you can wall slide by pressing a direction key towards the wall.
Z is to return to the latest checkpoint that you activated
You can also check out my game on the itch page here:
https://mccolgst.itch.io/boo-is-missing
If you like my stuff consider giving me a follow on twitter, I mostly do pico8 stuff and chiptune stuff:
https://twitter.com/mccolgst


