This is a remake of the old fishing minigame from Legend of Zelda: Links Awakening, it's not precise in any way. I've used nothing but my naked eyes recreating this; along with some nostalgia. Growing up, this was probably one of my favorites for the Game Boy Pocket.
Code by me (@MakkesProjects).
Thanks to @gruber_music for the beautiful music and sfx!
Special thanks to @kometbomb for the simple fade tool!
Nintendo owns all the original sprites and music, this is merely a recreation.
Enjoy.








Has anyone successfully changed the app icon for Windows binary exports?
By default, the cartridge label is used as an icon. To specificy an icon from the sprite sheet, use -i and optionally -s to control the size. For example, to use a 2x2 sprite starting at index 32 in the spritesheet: |
I tried those flags as documented but it doesn't seem to change. Even without trying to use something from the spritesheet, the icon doesn't use the label or anything - it's just the Pico-8 logo.
Not end of the world if it's not working...just trying it out. Maybe a .11 bug? Dunno...



I really adore the code tabs in 1.1.11!
My biggest project limiter in Pico8 has generally not been token limit, but how much code I can have in the editor before I start getting really lost (plus I have polish ADD- I can't scroll past old code without wanting to clean it more!)
I also feel much more free to copy in polished systems from other projects, like a really detailed / powerful / optimized Vector2 set I was working on, or a clean animation system that lets me really shrink the size of player code.
However, I've found the ctrl+tab hotkey to cycle through code tabs inefficient with my workflow (fingers on homerow, I use my pinkey for both the ctrl and tab key; and also you can only cycle forward)
Would it be possible to get an additional hotkey for CTRL+ALT+LEFT/RIGHT (or, if that's implausible, something like CTRL+[ and CTRL+] ) to cycle through code tabs? It's a minor polish thing, and I'd add it myself if there were custom in editor hotkeys, but it would be super helpful.
I've just finished my FC jam #2 game, The bindings of Isaac demake.
Because pico-8 bbs, doesn't support multi-carting, you will have to check it out here.
I've learned a lot about procgen, first time faced the token limit, and I plan to write devlog about it soon.
It's not a complete, balanced, full of content game, because of pico-8 token limit and time limit.
It's still a pretty fun game with 7 bosses.
Controls
X - Use active item
Z/C - Fire a tear
Tab - Toggle stats display
Q - Place a bomb

EDIT: God of Pets: Kitten Evolution is out now! Play for free at this link!
Hi! Me and a buddy are making a free Pico-8 game where you're a god trying to help a kitty out of a tree by drawing clouds inbetween branches of different trees to make sure the kitty stays alive! We started yesterday, and are planning to release it Monday the 6th of November! Although we're both relatively experienced programmers, we are new to pico-8 & are loving it.
DAY 1 OF GOD OF PETS: KITTEN EVOLUTION
We started the day off by making two totally adorable kitten sprites, and figuring out how to draw them to the screen.

After finishing that, we spent the rest of the day creating some environmental sprites and more importantly, making our kitty even cuter by animating it and giving the kitten its movement! We also made a preliminary map, and programmed the kitten's collision and gravity. We then did some up-front work for the cloud drawing mechanic by making a visual cursor follow the mouse position.

Something I've been working on for the past couple days, inspired by a spooky game I've played recently. Hoping to add music and actually have some interesting talking points a la the topics the original game has in the next few days, possibly some opportunities to pick a response, but for now, here's my progress. Happy Halloween!
Button 1 speeds through text and progresses dialogues, and button 2 makes the dialogue box background not display while held. In case you want to watch all of Monika. For some reason.
P.S. There might be a bug or two still dangling around, pay them no mind...




im an illustrator trying to get more into game design so i picked this up.
made in 1 day with no knowledge of coding outside of HTML & CSS.
liberally copied from zep's collision and mason lindroth's exercise, hence the 42 non-existent stars. (i dont know what i did.)
features:
-walk!
-make mourning ghosts cry!
-possibly see a spectre whos bustin out!
please help me.

PICO-8 0.1.11b
The new editor tabs are really handy for keeping code organized, but currently there's no way to rearrange the tabs to influence how a cart's source code is assembled.
Currently, the code is assembled with [TAB0] first, then [TAB1], etc.
For example, if i have . . .
[TAB0]
function fn0() -- end |
[TAB1]
function fn1() -- end |
. . . that seems to get assembled as . . .
function fn0() -- end function fn1() -- end |
That means something like this won't work
[TAB0]
my_update=start_screen_update my_draw=start_screen_draw function _update() my_update() end function _draw() my_draw() end |
[TAB1]
function start_screen_update() -- end function start_screen_draw() cls() print("start_screen_draw") end |




Controls:
Z to start. Arrows move left/right. Z activates 'burn'.
Commentary:
This game was sitting untouched for a bit before I came back to finish it, but it's now 'decent' so worthy of putting up. Spooky timing as well.
Simply put you play as a giant, terrifying pumpkin which is guarding the neighbourhood from an influx of ghasts and protecting the kids.
Use your candle to burn these ghasts with Z. But beware burning the kids! Burning ghasts returns some candle power, but burning kids takes it away.
itch.io page: here.
1GAM October 2017
This is my WIP cart for Wandering Magic, a little ys-like action rpg I was working on for #3cjam.
I ran out of time for the Jam deadline, but I tried to submit a playable work-in-progress. It will sort of abruptly end once you complete a specific quest, but the game up to that point should be playable.
O (Z on keyboard) = opens the menu
X (X on keyboard) = use magic attack (if you have it)
The Great Fiend has returned, and you need to stop them before it's too late. Along the way, you fight monsters, meet various people who will help you on your travels.
Walk into enemies to use your melee attack.
Defeating enemies gives you money to buy new items.
If you defeat enough enemies you will level up, which also restores your HP and gradually gives you small stat boosts.
Buy items to increase your attack and defense.
Be ready to use cure potions during battles and save often.
This is a bit more of an RPG than an action game, so evading attacks while important isn't the only key to survival. Boosting your attack/defense and healing is required to progress.
Anyway, I hope to release a more complete version some day, I just ran out of time for this jam. Hope you enjoy!






My entry to the 3-Color Jam (#3CJam), where you had to create a "spooky" game that used no more than 3 colours (and yes, Black is a colour!). It is an attempt to make a short adventure game, based heavily on the movie "Halloween" by John Carpenter.
I created it using my SCUMM-8 point & click adventure game engine (GitHub link)
[box=8888a2]However, due to the BBS web player not hiding mouse cursor and right-clicks,



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.









