The second game in my undergraduate capstone project, Picohistory, in which I remake very old games for PICO-8 with my own tweaks. In this one, I heard of Spacewar!, and rebuilt it in PICO-8 having never played it, based on the Wikipedia page describing it.
I think it turned out quite well.
Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 . I'm thinking this one is pretty stable, but it's still got room to change if critique/playtesting points that way.
So, this is the first thing I've done in PICO-8, and part one of four of my undergraduate capstone project which I'm calling Picohistory. It's a series of very old games remade in PICO-8, with various tweaks. In this case, Pong with full 2D movement, and your horizontal position affects the ball speed.
Uses some engine code from eevee's Under Construction. I know it's not a good fit here, but I was coming into this pretty much clueless and well behind-schedule due to personal and bureaucratic issues.
Official project landing page is https://qwertystop.github.io/gamedev/picohistory/ ; official feedback form for the games in the project is https://goo.gl/forms/S9iV9UQGe6da58Bv2 . I'm thinking this one is pretty stable, but it's still got room to change if critique/playtesting points that way.


Hi folks,
I'm trying to implement the sketch from this video in
pico-8.
but I'm confused by some of the magic included in the Processing API.
Does anyone have any tips or resources on creating the triangle strip mesh and rotating the whole scene on the X axis, or have a cart doing something similar.
Thanks

Adapting a solution found ca. pages 179-180 of this white paper:
support.amd.com/TechDocs/25112.PDF (archived)
Apparently it's commonly called "popcount" or "popcnt", after an asm instruction on some CPUs. Basically, it's the population-of-1's count. I think I assumed it would be called "bitcount".
I finagled it into this PICO-8-specific form, which counts every bit (including fractional bits) in constant and pretty-brief time, with just 2 muls, 2 adds, 3 shifts, and 5 bitwise ops:
function popcount(v) v-=v>>>1&0x5555.5555 v=(v&0x3333.3333)+(v>>>2&0x3333.3333) return (v*0x1.1&0x0f0f.0f0f)*0x0101.0101<<8&0xff end |
It's a bit uglier than it would be in C/C++, but it's mostly the same operations, with a minor adaptation for the 16-bit shifts inherent in 16.16 fixed-point multiplies. PICO-8 also benefits from being able to do a fast multiply by a fixed-point value like 0x1.1 in the third line of the function, which would have required a shift and an add otherwise.



Randomly generated turn based tactics arena.
All units have 10 AP. Moving costs 1 AP and shooting costs 2 AP. Shooting does 1 DMG if it hits. All units start with 5 HP.
Thin lines are half walls. They cost one extra ap to crawl over. They block shots 50% of the time.
Thick lines are full walls. They are impassible. They block 100% of shots.
Hold X to hide UI while menu is up.
Updated with new ai, old ai is called "AI simple". Plus a few little improvements.
Future updates?
-Even better AI!
-Even more general polish.

"Low Nibble Overflow", by Pingo, 2018.
Original Amiga Pro-Tracker Module by GOTO80/HT, April, 1997.
My first take on covering GOTO80's stuff on the PICO-8. I've done some similar stuff on the BeepBox.co before, but this was actually a bit more difficult. :) Anyway - not the whole song, but at least it kind of works.
/ Pingo



Screenshots/gifs
https://imgur.com/a/bWMw3

== Old Screens ==


Souls-like, Bloodborne style game for the PICO-8. Navigate your way through insanity as you unlock your mind and free yourself.
Save your mind from the grasp of great insanity. Gather your treasured memories to increase your stamina and keep yourself moving while you expand and unlock your twisted mind.
Discover the 2 different endings...if you can survive your own psyche and make it out alive!
Explore the procedurally-generated maze that changes around you, every minute. Destroy you inner demons, only to see them reborn along with the maze. Luckily the exit, items and treasures stay put...as do your enemies corpses, scarring your soul.
For fans of Rogue-like and Souls-like games, with a fair but challenging difficulty, requiring skill and timing.
[u]Tips:


Cathode Ray Sunshine
Note: If you get a game over, hit the reset button to try again.
This is a short horror game that I developed for Fantasy Console Game Jam #3 using the Pico-8 fantasy console. This game is not suited for children or those who are easily disturbed.
Controls:
-
Directional keys: move around
- Z: progress through menus
Objective:
The objective of this game is to move around a desolated town and touch certain magic pillars. When you touch the pillars (it's a little finicky, so try to move around them a bit), a streetlight will come on near a lighthouse to signify your progress. You must light all six streetlights, at which point the lighthouse will light up. Touch the light of the lighthouse to complete the game.
Controls
Z to start. Arrows move the bear.
Commentary
I got tangled in a dirty web of vector rotation when I was working on this month's game, and it so distracted me that I never actually worked on the other parts of the game...so instead, I threw this together in two days! Just like I always seem to do.
Nonetheless I think it's pretty good. You play as a bear who's just woken up from hibernation to a snowy landscape with no grass! Have to clear that up so grass can grow and spring can really begin.
There's no real fail state in this game, but it happens in moves - you'll continue in a straight line as long as you're moving over unbroken snow. But it's fun to try and complete levels in the shortest time possible. To be fair, I wasn't able to create as many or as clever levels as I had hoped, but if you're interested you should be able to add some easily by editing the file. If not, just enjoy the 7 levels already there!
itch.io: here

Now updated with High Score table.
I also realised that I had left a debug setting switched on in 0.9 that made the player run unrealistically quickly!! This is much tougher to win now...
Old School button smasher!
Still need to get the high score table working properly, but it's not far off.
Any suggestions gratefully received!




This is a port of a html canvas experiment i made, which you can see here:
https://fireworks.100yen.co.uk
Full code is on Github here:
If you are interested in adding orbits and gravity to your projects, here is a simple bare bones cart that might help. For a full explanation, check out my post here: http://gamedev.docrobs.co.uk/orbital-motion-in-pico-8
It's just a demo of the concept, so reboot the cart to see a different orbit.


Welcome to Virtual_Computer!
This is a little game with 4 levels were you have to crack 4 firewall with tiny puzzle.
To play this game you need a keyboard and a mouse! You can't play this with a gamepad.
This is a game create for the 3rd Fantasy Console Game Jam with the theme One Minute (that while you have 60 seconds to finish every levels). I use PICO-8 to create this but I don't have enought time so this is a very tiny game.
You can't play this online because the Web export of PICO-8 cause lot of bug with the keyboard support, so if you want to play it, download it on Itch or save the cardrige!
Update:
All rightey. Missing music and some sounds but I'm good calling this finished.
Original post:
Still need to add gamey things like life, combo level, money and a store. I'm quite positive I won't actually finish this! But it was fun to procrastinate doing this instead of working.
I might make the game a little easier by removing the lower set of holes. Right now, even with a very low spawn rate I find it very hard to coordinate myself.
My "inspiration" (not to call it blatant ripoff) is not directly from plain whack-a-mole but from another game called Tontie by Eyemaze. It's a 2004 game from that era where flash games were all the rage. You can still play it online here. I really like this one. I owe my numeric keypad dexterity entirely to this game lol.





I'm trying to get P8 to run in a window on my Linux Windows install on my Raspberry Pi, so I can have it and my editor up on the same desktop (like I do in real Windows). But by default, P8 runs fullscreen. I've tried launching it from terminal with the flags outlined in the docs and even by editing the config file, but none of that is working, it's still going fullscreen.
Anyone else tried to run it windowed on Linux (RPi)? ..and got it working? Or is all that windowed stuff for "real" Windows only.






