Controls:
Left/Right - Move Lil' King
Z - Jump
Push ladders from the side, but don't get poked by them from beneath!
Jump on knights' heads to knock them off the wall.
Grab powerups!
The Story:
Once there was a Lil' King. He was small in stature, but also small-minded. He believed that everyone in his kingdom was making fun of him behind his back. While this was definitely true, Lil' King had no way of knowing that. But one day, he was fed up. So he banished every last nobleman and peasant from his kingdom. Finally he could live in peace. But, a neighboring kingdom caught wind of his utter aloneness. That very knight, a siege began...
me on twitter:
@brintown

This is my first PICO-8 prototype, a port of one of my few LÖVE prototypes, an Asteroids-like space shooter.
The game just starts immediately and resets itself whenever you destroy all the rocks or you hit one of the rocks; win or lose, the result is the same. There's no sound, but it's OK because it's space so it's more realistic.
Controls
z to shoot
left/right to turn
forward to thrust
At the time of the initial version I was trying to get my head around Metatables and figure out a sensible way to do useful inheritance in Lua, so you may find the code either interesting/useful or unnecessarily over-engineered, depending on your disposition.
I'm really enjoying the PICO-8 so far and feel like I could actually finish something for it thanks to its tight constraints, but this probably won't be it. Posting as a sort of hello to the BBS :)
New in this Version
- Every Level replaced. Should be much more balanced now.
- Some Bugfixes.
What's missing until V1.0?
- Background-Graphics.
- Music!
- Final Level.
- More "Eye-Candy" (more Animations)
- Some sort of Intro and Outro
- Better Mainmenu (Eye-Candy)
Hello there,
Just presenting my other game here^^. "Spikes and Jumps" is a Platformer. Your Goal: Reach the end of every level and avoid everything that hurts.
It's some kind of a Standard-0-8-15-Jump'n Run. The Player doesn't have any special abilities, he can only walk and jump. You have infinite Lives, and you're walking from the left to the right^^.
[b]Controls

Hey! I am looking for somebody to help me on my first game, NEST. The game is practically finished, except that there is no music nor sound. I have tried many times, watching many tutorials online, but I realised that I am not musically inclined enough for the job. So, if anyone would like to give a helping hand on 3-5 sfx, I would really appreciate it.
Thank you all in advance!

Beebold! is a cute, simple game about collecting bees.
In Beebold!, you're a kobold who's collecting bees for her beehive. Unfortunately, there's a Critter wandering the field, and Critters love bees. If the Critter catches you, it'll eat all the bees you're carrying, so you have to be careful.
Critters love cookies more than they love bees, though, and as luck would have it, you're carrying a couple. If you get in trouble, you can distract the Critter so you can get away safely with your bees.
Beware, though - the more bees you have in your hive, the more desperate the Critter will get...
Music and sound effects by the lovely maple syrup!
I wanted to let folks know that I'll be streaming a beginner-friendly introduction to PICO-8 this week and beyond! You can find the schedule on my Twitch: https://www.twitch.tv/bridgs_dev/events
The plan is to make a game together, touching all the features of PICO-8 in the process. If you'd like to learn how to make PICO-8 games, you can join the stream or watch the recordings, which'll be posted on YouTube: https://www.youtube.com/channel/UC2Ea8uwt3r2NOttXY8gcOSw/videos
Hooray!
Updated with some interface improvements suggested by aaaidan:
-
When hovering with the selection cursor over a city, the two other cities with which it is paired (those with which it "exchanges" traffic) are "highlighted", i.e. they are drawn with a white number on a black background (negative image). This function is disabled while holding "z" down (e.g. when planning a new line).
- When the cost of a planned line exceeds the current budget, the additional (unaffordable) segments are drawn as a dashed (not continuous) line.
For the previous update (V1.2), see: https://www.lexaloffle.com/bbs/?tid=30979
For the "complete" manual, please refer to the original post: https://www.lexaloffle.com/bbs/?tid=30916

Just a small platforming game released under CC-BY for assets and MIT for code. Made by 72 Pin Connector for Pixel Weekend Jam #3: https://itch.io/jam/pixel-weekend-jam-3

Do anyone know how constant is the duration of a frame in PICO-8?
I am considering making samething that will use rhythm and decided to use the frames as a time basis. First thing I implemented was a simple metronome.
Code below:
This function rounds a number n to the nearest integer that is multiple of m:
function round_mult(n, m) -- n is the number to be -- rounded. -- m is the integer -- significance. -- returns the nearest -- multiple of m. if (n % m) == 0 then return n else v_up = flr(n) + 1 v_up = n + (m - n % m) v_dn = flr(n) v_dn = n - (n % m) if (v_up - n) <= (n - v_dn) then return v_up else return v_dn end end end |
On the metronome itself, I want to put a bpm and use the nearest bpm that can fit inside a frame time.
function _init() bpm = 50 -- this is not necessarily the actual bpm ingame. btime = 60/bpm -- time per beat in seconds subdivs = 4 -- subdivisions of a beat fps = stat(7) -- framerate ftime = 1/fps -- time per frame bframes = round_mult( btime / ftime, subdivs) -- the actual bpm to be used, but in frames instead of seconds curframe = 1 -- frame count starts at 1 end function _update() if curframe == bframes then sfx(1) -- this is the end of a beat curframe = 1 elseif (curframe % (bframes / subdivs)) == 0 then sfx(0) -- this is a subdivision of a beat curframe = curframe + 1 else curframe = curframe + 1 end end function _draw() cls() print(tostr(curframe)) end |

Hey,
I'm writing something that uses a lot of memory and initially was running out of memory, I've been dealing with the issue all day, but went back to an old file (where I was running out of memory) and ran it however I didn't run out of memory this time.
I started printing stat(0) to see what was going on and for maybe the first ~1k of memory I used I was getting a result of 0 memory used back from stat(0).
I tried loading the file on my laptop and got the out of memory error. Went back to my PC, reopened Pico, ran the file, out of memory.
Is this a known bug? Am I being an idiot and missing something?

It's a frosted 3D donut, drawn in 265 chars of Lua!
I'm including the code here, with spacing and indents for legibility (instead of minimizing chars like in the cart).
Variable meanings:
X/Y/Z: Current sample position (moves along a camera ray), +Y is up
I/J: Screenspace position
U/V/W: Ray direction (normalized)
C: Output color of the current ray
K: Raymarch iterator
Q: Distance to the unextruded torus on XZ plane
L: Shortest distance to the surface of the extruded 3D torus
A: Angular position of sample pos around the torus (0-1, repeating)
(Both distance values are signed: a negative distance means that a point is inside a shape)
cls(2) ::_:: x=0 y=2 z=-3 i=rnd(112)+8 j=rnd(66)+40 u=i/128-.5 v=-(j/128) w=sqrt(1-u*u-v*v) c=2 for k=1,20 do q=sqrt(x*x+z*z)-1 l=sqrt(q*q+y*y)-.5 if (z>4 or y<-1) then break end if (l<.08) then a=t()/64+atan2(z,x) c=(-y*5-.3+sin(a*6)/4) break end x+=u*l y+=v*l z+=w*l end pset(i,j,max(c%16,1)) goto _ |





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