Old Version
Pilot your state-of-the-art RAH-66 Comanche helicopter over once-peaceful tropical shores. Take on an endless barrage of enemies and leave their wreckage littering the voxel landscape.
The engine and overall game is inspired by the Comanche series from NovaLogic.
https://en.wikipedia.org/wiki/Comanche_(video_game_series)
Features:
--Voxel landscape engine (as seen in Tera Firma tech demo)
--Shaded 3D polygon enemies
--Seamless map
--Awful self-made music and sound effects
Controls:
z: Fire Missiles
x: Fire Mini Gun
tab: Enable Mouse Control (left button fires gun)
-ElectricGryphon











Hey guys, remember this?
https://www.lexaloffle.com/bbs/?tid=3266
Well I talked to Arnaud, and he gave me the green light to continue the fanzine since he's busy with his own projects right now. The topic for the fifth fanzine which was last voted for was micro-rpg, with sim being the runner up. If anyone is interested in writing articles, or if you previously sent articles or stuff to Arnaud, please send them to me.
My email is pablocortes28 at gmail dot com. People interested in writing articles should read the thread link I posted at the beginning. Any questions or doubts, please comment here.










added:
black border on all tiles
scrolling background
slight level changes (still nothing thought out though)
fixed:
tiles deplete when pressing z, x, or attempting to move diagonally
goals don't reopen if you die after opening them
sorry if it is bad taste to update this thread so often, i am very excited to develop more for this platform!
post3:
thanks to kittenm4ster on the tip, levels now reload upon death.
also added:
goal now only opens when all droppable tiles are dropped
incredibly laggy background thing (can be enabled/disabled with z)
post2:
i've updated it with the crumbling tiles! however, i'm not sure how to reload the initial map when the player dies. i was thinking about writing a mapread() and mapwrite() function that scans the initial map and saves the x,y,v in a table with mget, and then use mset to rewrite it all on death. before i do that i want to make sure i'm not overlooking something simpler.
post1:
this is the beginning of a tile based puzzle game i'd like to make that i started today. i haven't programmed in a very long time but i'm pretty proud that i was able to get this to work so far. there are 3 dummy screens. the numbered tiles on screen 2 are going to be added as tiles that allow you to step on them a certain number of times before they disappear.
any pointers on how to make my code neater are greatly appreciated!


Hey all!
I've recently worked on a couple of different libraries for the PICO-8, which are available on Github. I've posted them around on the subreddit and Discord server to good responses, however have held back from posting here until now!
So without further adieu..
PICO-Tween - Repository |
PICO-Tween is a port of the easing functions developed by Robert Penner. This port was based on the Lua port by EmmanuelOga and optimised to suit the PICO-8 by refactoring to remove unnecessary tokens and making it compatible with the way the PICO-8 handles math functions.
It comes packaged with some various sourced and ported additional math functions to make some things work, such as asin and acos.
It comes with a pretty hefty token count if using every tween, at 2083 tokens, however on average each easing function is only around 40-60 tokens so can just be picked out and slotted in where appropriate along with any math dependencies.
It should come pretty easy to use, if you have any experience with tweens, particularly of the Penner variety, in any other language or framework. Here's a small code example that you can paste directly into a cart to see how to get set up with something basic like linear tween:
function linear(t, b, c, d) return c * t / d + b end local distance = 50 local duration = 1 function downFunc(v) return linear(v, 0, distance, duration) end function upFunc(v) return linear(v, distance, -distance, duration) end local easeProp = 0 local timeElapsed = 0 local currentFunc = downFunc local lastTime = time() local dt = 0 function _update() t = time() dt = t - lastTime lastTime = t timeElapsed += dt if timeElapsed > duration then timeElapsed = 0 if currentFunc == downFunc then currentFunc = upFunc else currentFunc = downFunc end end easeProp = currentFunc(timeElapsed) end function _draw() rectfill(0, 0, 128, 128, 3) circfill(64, 40 + easeProp, 20, 15) end |
Gamekitty is a project I started back in September 2016. This little pixel cat has several poses, and it chooses the next pose randomly based on its current pose. The next pose has to have a good transition from the current one. This means the cat's state can be represented with something called a Markov chain.
I like to think of it as a little digital life roaming around the cart. Hope you like it!
P.S. I'm hoping to expand on the ideas I've prototyped here in Pikov (https://github.com/google/pikov) as a way to create a new kind of pixel art animation.
Made a tiny game for the 158th onehourgamejam called Burnt!
You are Prof Howard and you are entering the danger zone. You need to find the three key cards and escape via the lift! Careful tho - don't get BURNT!
I bought Voxatron back around 2011 through the debut humble bundle, and the idea of playing it again suddenly came back to me today. I went to download the game again (I've changed PCs since then), but all I can find is an Alpha version (3.4) that doesn't include the story content that I definitely played through. Would I have to buy the game again? Is the one for sale even the full version? Most of the update information on this site is lacking dates, its somewhat confusing.
thanks in advance.



The insidious rulers of Al-Sarmalabim have wronged you, and now it's time to get revenge!
Press Z to jump, press it again to smash into the ground, but careful not to fall or it's game over.
Press X to slice away at your enemies. Kill the blinking red one, but be sure to grab any loot you might find first, or you're not going to afford upgrades between levels.
Little game i made after messing with some casual dungeon random generation. No sound at all, sorry!
UPDATE: I've optimized the code enough to add a few suggestions from the comments!








I've been using Pico-8 for about 3 weeks and I'm loving it, but one thing I cannot figure out is hitbox collision. I can handle normal collision fine with checking flags again the map, but if I have a player that is only 6x7 instead of 8x8, then it "collides" with other objects a couple pixels early. I've spent many hours trying to create my own hitbox solution but have had no luck as of yet. I've tried looking at other people's code but it looks way too complicated for me right now, I've only been using Pico-8 for a few weeks. Is there a relatively simple way to implement custom hitboxes? Thanks :)



Original bubble-pushing puzzle game!
Objective:
Cover the gray diagonal lines in each level with a small, medium, or large bubble (doesn't matter which size).
Controls: | |
---|---|
Move: | Arrow keys |
Blow a bubble: | Hold and release X key |
Restart level: | Hold Z key |
Pause menu: | Enter key |
If you manage to beat the game, please post a screenshot with your "TOTAL BLOWN BUBBLES" score!
Also available at: https://trevorade.itch.io/bubble-pond
UPDATES
1.1:
- Undo support with O / croak!
- Faster lots-o-little-bubble creation!
0.6 - 1.0.1:










Here is my first PICO-8 try: a Sinclair ZX Spectrum 16K Ocean Transversion 1984 game clone.

ToDos, help needed:
- splash screen based on the original game image. If you know how to do/convert it...

please help
- correct game sound effects based on the original gameplay https://www.youtube.com/watch?v=TmOxYX8tTDc
- code brush
Comments are welcome!
https://github.com/FleXoft/pico8-transversion
https://github.com/FleXoft/pico8-transversion/blob/master/tr.p8.png
Cheers,
_flex.
Jungler is my first cart.
I've always been a fan of Konami's Jungler (an arcade game released in 1981) which has some very interesting mechanics I've never seen elsewhere and I felt it would make for a good port to the PICO-8. This game is somewhat based on the Konami game, with some minor tweaks (no fruit, enemies appear as eggs that you can eat and you grow when you eat eggs or enemies.)
Would love opinions and suggestions, and tweaks to balance/difficulty.
Some things I may tackle in the future:
- Random maze generation (Jungler really benefits from "straightaways" and segments wider than 1.)
- Animated attract screen.
- Player-selected difficulty.
- High score tracking.
- Music (throbbing background music a-la Asteroids might be nice.)
- Improved graphics/effects.
bad surprise this morning, pico-8 html exports have no sound in chrome.
I guess my chrome browser got an update (Version 66.0.3359.139), and now you have to actively click on an element to get sound? the problem with pico-8 is that somehow when sound output is "denied" at boot it doesn't come back.
it's ok on the bbs since you have to click on a play button. the fix on itch.io is to uncheck the "Automatically start on page load" box to get a play button. didn't find that option on gamejolt and I don't know about newgrounds and others.
In any case that's a trend that's here to stay, I've heard about that on macos/ios a while ago and I guess it will eventually happen on all browsers.
so pico-8 exports should get the play button too? or make it so the sound eventually comes back when authorised?


A mashup of Asteroids and The Falling Sand Game.
Fly your ship around with the cursor keys, build walls with X, shoot your gun with Z to pop bubbles.
When bubbles pop, sand will fall.
There is no winning and no losing, just chill out.
Check out the useful menu items!
Has music! (but you can mute it and listen to podcasts or whatever. I don't know what you do, you do you.)

Play this frenetic arcade game with 3 other friends and avoid asteroids, collect gems and push your buddies away to survive in the wilderness of space!
This is the prototype, made with Pico-8, of our new videogame we are developing: "Nitronauta".
You can play this version in singleplayer or 2 players using a keyboard but you have to use 4 different joysticks (XBOX controllers works) in order to play in 4 players.
If you want to play in more than 2 players with working joysticks support, we uploaded our game on our official itch.io page also: play Nitronauta: the Pico-8 version on our itch.io.
The new version of the game will include a more intuitive control system and a lot of new features, such as a storyline and bosses.
If you want to support our game development you can use this link: donate!






for i=0,i<10,1 do if dset(i, variable) exists dset(i+1,variable); elseif dset(i,variable) doesnt exist dset(i,variable); end end |
I want to do something like the code above.
I know the code isn't right (somehow user must break the for loop)but it's just an idea.
but I don't know if it is possible to do so.
scores should be saved everytime user finishes the game but to implement that feature, I should check if previous value in dset returns something.
If user finished game 10 times, 10 scores should be saved


