Controls
Menu: Z to start game.
Game: Z to jump, X to restart from game over screen.
Mechanics
Super simple runner game. Jump over ditches and fences, don't jump over grass. Following these rules will increase your score.
Commentary
Another project-heavy month - I actually finished a GodotEngine game, but it was basically their tutorial game so probably not worth sharing. Also Pride here was right at the end of the month and that took a lot of time out of games stuff. So I tried to be kind to myself and let this slip into the grace period, and I feel good for doing it. Pretty happy with the cow sprite, the others aren't my favourite work but they serve pretty fine. Please enjoy!
itch.io page: here.
Hello all, first time poster, short time user here. I'm not a programmer by any stretch, so my questions are surely going to be pretty ignorant.
Ever since I picked up Pico-8, I've been approaching my programming in a functional matter because it helps me reason about my program, reuse code, and all that fancy compositional stuff that comes for free with functional design. That's not because I'm smart or anything, I just ended up learning some Haskell and now I'm used to thinking functionally.
Anyway, imperative programming is a little foreign to me, but I've always heard people insist that functional programming is inefficient. That's definitely a myth in the compiled world, but I assume that there must be some truth to it if I just go around naively composing functions together in Lua without any idea of what's going on in the metal.
Are there any good resources out there for how to use functional patterns without breaking things down the road? What drawbacks are there to passing arguments through a long chain of functions, instead of just mutating state like the cool imperative kids do? I'll come back with some of my own (ugly) code samples to be a little more specific.
Cheers!





Currently the craze at our local elementary school (on paper), I wanted to recreate the logic as a PICO-8 game:


The German Magazine Eltern has an article about these: https://www.eltern.de/drueck-mich

This was a game jam made for the PIGSquad Summer Slow Jams. Unfortunately, I started at 1:00am the night before the end of the jam. I worked until 3am until I couldn't do math anymore, then picked it up the next morning and put in another 3 hours to get it done before the end of the jam. So... uh... excuse the code. It's game jam code. :)
Pop Shot! is a 4-player arena brawler where you eliminate your opponents by charging up shots and using them to knock your opponents into the spikes. You have 3 lives, and if you lose them all, you turn into a floating skull. While you're a skull, though, you can mash the X button to float just a [i]teensy

Hey!
I've been considering using the generic pause menu along with a few added menuitem() entries to save some space. I'm not crazy about the entry to close the menu being labeled "Continue," when I've got a custom item just below it labeled "Load Last Save," (specifically on my title screen and my player death screen.
Is there a way to change the language of the default pause menu items, or even hide that "Continue" entry altogether in this use case?
Thanks!



Hi there. I made a few tweetcarts recently and thought a PICO♪HERO in 280 bytes would be sweet, so here it is.
As you can hear, it's the first time I play with sfx :\
The game features 60 uniques "tunes".
Press the arrows keys to the beat until the end of your tune.
You can see your score at the top of the screen.
Followed by the title of the game and the number of the tune,
Then the music pattern.
Hope you like it,


Summer Slow Jams 2018 – June
Minigames: The World is Alive
A twist on the classic sliding 15-tile puzzle!
Use UP, DOWN, LEFT, and RIGHT, to slide the tiles. Hold ( X ) or ( O ) and press UP or DOWN to flip tiles diagonally.
There's a couple secret minigames hidden, so please look for them!
Wildlife TV was created by a two team pair for the Summer Slow Jams put on by PIGSquad. We will continue to work on this beyond the game jam as not all of our ideas were realized in time for the deadline.
Hey everyone!
I'm a highschooler who loves making things, and am starting a club at my school to teach how to code and build things.
I thought pico8 would be a great starting point - and so I went ahead and wrote a tutorial for a super simple game in pico8 that my friends would be comfortable starting out with. It's not too long - 20 lines of code, and fits in a tweet! I introduce audio and maps too.
Here's what the tutorial looks like - https://www.notion.so/jajoosam/Maze-c06d7ac6968a4402abc0115430a2b6d5
Let me know what you think :)


My computer recently died and I lost a substantial amount of work on this game. I may return to this at some point, but it's unlikely.
I'm gonna have to change up how the gun works to preserve framerate, but that's okay.
The basic bones of the game are here. It needs more to be fun, but we're off to a decent start, I think.
I've seen a lot of threads where people talk about using mini JSON (JavaScript Object Notation) parsers, but there are always caveats about the differences betwen JS and Lua.
I've prototyped a little parser for what I call LTN (Lua Table Notation, pronounced "loot'n"), which effectively gives you the ability to specify a Lua table's contents, in Lua source format, inside a string. For instance, if you had this:
player= { name="lone wanderer", desc="alone.\nwandering.\n", x=123, y=456, attrs= { str=5,per=3,edr=5,chr=3,int=4,agi=3,lck=4, hp=100,mp=20 } } |
You could swap out the outer curlies for Lua's multi-line string braces ("[[ ... ]]") and add a call to my parser, omitting the parens since it's a single string param and Lua lets you do that:
player=ltn [[ name="lone wanderer", desc="alone.\nwandering.\n", x=123, y=456, attrs= { str=5,per=3,edr=5,chr=3,int=4,agi=3,lck=4, hp=100,mp=20 } ]] |



BITTER is a platform action/adventure game. One button jumps and the other button shoots. I have done something I cannot undo. Make your way through the dungeon, defeat enemies, defeat friends, and obtain your goal. I cannot decide your goals for you.
Some things in life are difficult. Some things are not worth the difficulty. Some things are. I can't tell them apart.
Thank you for playing!


Your grandchildren are visiting you at the old folk's home. Relive and pass on your best memories.
Watch the video if you are on mobile: https://www.youtube.com/watch?v=PCfaYTJFmZI
For the #48secret jam themes: dying + time, completed in 12 hours in Pico-8, including all music and art.
Had fun doing 3 quick game vignettes and cramming the sprite sheet full this time. Barely scraped together room for the logo at the end...
Itch.io page: https://tarngerine.itch.io/remember-home



