EDIT: This is now postponed while baby is incoming. I'll try my hardest to pick this up in the future but it's not likely to be until at least late 2018. I'm aware that @enargy and @pingo had games in progress, bringing the total potentially to 9. There were also a few others who expressed interest, and I'll probably do one or two more eventually.
If you've already posted a game, thanks for your contribution, and please feel free to withdraw your game if you don't fancy waiting.
Old post begins here:
Let's make a cart of minigames!
Games finished: 6 of 17
Discord: https://discord.gg/rncwcsR
Twitter hashtag is #17in1jam
Resources being used: https://www.dropbox.com/s/oca0s4bsr7pe6dp/17-in-1%20memory%20usage.xlsx?dl=0
Help with reducing tokens: https://github.com/seleb/PICO-8-Token-Optimizations
Help with reducing characters: https://pastebin.com/MVhr16td
Totally been done before (see @josefnpat's carts here). But we should try 16 minigames plus an over-arching "meta" game to tie them all together, give the player a "final score" etc.









I know you've has problems with this before, so thought I'd post.
Inside _init() if I have the following code:
function _init(x) if(x)then ::g:: cls() if(not btnp(5)) goto g end end _init(2) function _draw() print("working") end |
(Yes this is horrible code, but there's a char limit reason for doing it in the game I'm working on!)
Anyway, it works in this standalone situation - when you press X the game prints "working". But if I move the _init() code to my game it stops working. If I change btnp() to btn(), it works fine.
I don't know how else to help identify the problem, I used identical code in both situations, the only differences are that in my game there's a ton of other code in the file, and the init function is being called to re-initialise the game, from inside some other function (the argument for X is used to determine how to initialise the game), rather than being called globally as above.
Is there a limitation on _init() in terms of not being able to guarantee loops or other gameplay logic will work?
I know I'm using undocumented code here, could this be it?
EDIT: I tried it with documented code and the same thing happens:
if(x)then while not btnp(5) do --nothing end end |


Gnimmel
The final game shall be like a reversed lemmings where you try to kill your lemmings (/gnimmel) instead of saving them. You will have a limited amount of chances to kill them before they escape through an exit. These chances are traps which will be activated by gnimmel that are controlled by players giving them tasks. This tasks that the gnimmel will be possible to do are like they are in lemmings (basher, digger...) so you have to command a Gnimmel the correct task in the correct time to kill him.
Controls
Left mouse button - Select Gnimmel
Right mouse button - Deselect Gnimmel
Button [0] - Task 1
Button [3] - Task 2
Battlebone is an arcade stab-em-up, with a vector graphics style.
You are stuck in a dank chamber. Survive as long as you can against the skeleton hordes.
KEYS:
U/D arrow - move forward and backward
L/R arrow - rotate left and right
Z or X - stab
TIPS:
Use your map in the top left corner to get your bearings.
Picking up the giant gold doubloons to increase your health and get a point boost.
Skeletons take 3 stabs to kill.



Ahoy there
Has anyone else had issue connecting to BBS while browsing in Splore?
It seems that clicking 'update' just times out in any section, but clicking on a game in the list, that i have not clicked on before, seems to download the cart and work.
I am using the latest build on a Raspberry Pi Zero, it seemed to work ok over christmas

I made this the other day when just playing around with making an ellipse function for PICO-8 https://twitter.com/eggboycolor/status/949173853045043200 -- but I've decided to post on the BBS.
The core of the effect is a scanline-based ellipse drawing function, based on an algorithm that uses Bresenham style error calculation. The code for the ellipse function is described in a paper called "A Fast Bresenham Algorithm for Drawing Ellipses" by John Kennedy, and I've ported the pseudo-code to work with pico8.
Here's the ellipse function code:
-- based on: -- "a fast bresenham type -- algorithm for drawing -- ellipses" by john kennedy function ellipse( cx,cy,xr,yr,c,hlinefunc ) xr=flr(xr) yr=flr(yr) hlinefunc=hlinefunc or rectfill local xrsq=shr(xr*xr,16) local yrsq=shr(yr*yr,16) local a=2*xrsq local b=2*yrsq local x=xr local y=0 local xc=yrsq*(1-2*xr) local yc=xrsq local err=0 local ex=b*xr local ey=0 while ex>=ey do local dy=cy-y hlinefunc(cx-x,cy-y,cx+x,dy,c) dy+=y*2 hlinefunc(cx-x,dy,cx+x,dy,c) y+=1 ey+=a err+=yc yc+=a if 2*err+xc>0 then x-=1 ex-=b err+=xc xc+=b end end x=0 y=yr xc=yrsq yc=xrsq*(1-2*yr) err=0 ex=0 ey=a*yr while ex<=ey do local dy=cy-y hlinefunc(cx-x,cy-y,cx+x,dy,c) dy+=y*2 hlinefunc(cx-x,dy,cx+x,dy,c) x+=1 ex+=b err+=xc xc+=b if 2*err+yc>0 then y-=1 ey-=a err+=yc yc+=a end end end |

Golf Toy
My take on mini golf. Featuring simultaneous 4 player gameplay across 4 course of 8 stages. Definitely my most polished, complete work to date.
Controls
Directional Keys: Move your target.
Z: Hit the ball towards the target.
X: Outline your ball.
The farther the target is from your ball, the faster the ball will move towards it.
1.1 Update
This update adds modifiers to gameplay, on top of some polish and minor additions.
Standard: Target and shoot as normal. Classic style.
Sliders: Adds sliders to shooting. For those who want a challenge.
Roll: Instead of targeting and shooting, use the directional keys to roll the ball. A unique way to play.
Sparkle: Your ball will have a sparkly trail when moving. Flashy.
In this version, the game now stores your high score and course completion between courses.
And some other stuff.
[b] WIP Versions



Hi there,
Someone posted somewhere (here, the Slack channel, Twitter - who knows!) a single animated gif showing PICO-8 or PICO-8-like graphics demonstrating how to code jump and bounce physics. It covered speed and acceleration, the jump "arc", and as the ball moved showed the real values of variables.
I didn't dream this, did I?
Anyone have a copy or a link to it? I don't seem to be able to find the key search terms to get something useful from Google!
...would you please add a slight tint to the links in a post? I just included a link to wikipedia, and I could barely distinguish it from the text around it when it was posted.
Here's a quick before/after to illustrate the issue and my suggestion:
![]() |
Not a big deal, but it'd be a nice quality-of-life tweak in return for what I assume/hope is one css edit.





------ Beta Breakout (v1.2) is a "Breakout Clone". ------
With...
- 19 levels with 9 random preset stages each
- 10 powerups
- A "Normal" and "Hard" Mode
- A secret 20th level "boss"
- a somewhat evil combo system
- tears. many tears.
- ...and the occasional bug.
What's the point of Hard mode? Well... you can figure that out.
------ Controls ------
Left/Right Arrow to move pad
Press X to launch ball (If moving, will go at a low angle)
Hold X to destroy ball (If you have the Bomb Powerup, will detonate bomb)
------ Intentions ------
This game was a project for myself to get involved with Pico-8. It will likely remain in its current state with a few updates-here-and-there (certain glitches may be cleaned up at some point).Feel free to tinker around with it.
Credit to Krystman from the TeamworkCast for providing source code for his project, at https://pastebin.com/48rgwneq I modified a good portion of his code for the basis of my game.
Feel free to ask questions or point out some glitches.(No guarantee that I will fix them any time soon.)

Lyner is my first attempt to dive deeper into pico-8.
I am not a coder, so I'm working within my limitations
and trying to learn Lua, amongst other things.
Improvisation is a great teacher, as are the Picozines :)
This is a rough version, in any aspect, but it should
deliver the idea. I figured getting it out now helps more
than later. Next stop: fix bugs and optimize gameplay.
Appreciate your hints for improvement.
Cheers
Patrick


Inspired by Wild Guns, Operation Wolf, Duck Hunt etc.
The Bear's picnic has been invaded by the evil minions of the Kuma clan. It's time to bear arms and break out the legendary Bear Arms. Destroy the Kuma minions and their Shinobi before they destroy the Picnic.
Features:
-
Beartual Reality Vision!
-
The latest in 8-bit Third Person Shooting Action!
-
Score Attack. No Lives, no game over. Play all the levels, try and get the highest score!
-
Amazing procedural 8-bit sound effects!
-
A colossal 2 colours per sprite!
- An amazing, full screen resolution of 128x128! At a rock solid 30FPS! PCMasterRace eat your heart out!
Enjoy!
[i]You can download and play this game on your PICO-8 Fantasy Games Console. This game is not Open Source or otherwise. It is copyright but free to distribute.
If you wish to include this in a paid for compilation or for any other arrangement that involves money, please contact me for licensing fees.

