Here’s a pack to get you started making SFX for your games. I tried making it as varied as possible.
If you’re interested, I have even more SFX packs and tutorials on how to make your own SFX available on my Patreon.
Here’s the full list, including where they were originally used:
Jumps:
00 Bathos
01 Bombers Run
02 Kid Bludd
03 Nanoman
04 Shoot Stuff






Hi all,
I'm producing miniature physical releases of Low Mem Sky (my attempt to "demake" No Man's Sky),
as a THANK YOU to my supporters on Patreon. 🙏

I not sure, but I think this is the first time anyone's tried (bothered? 😅) to create a "physical" release for a PICO-8 game.
For more information out how you could get one (and what else I've been up to!):
❤️ https://www.patreon.com/posts/27158829










I've previously uploaded this cart to my old account, but as I'm changing all my accounts (here, github, twitter, itch.io etc) to use the same 0xcafed00d name I'm re-uploading this cart to this account.

JetDude is a single button, infinite scrolling shooter. Tap X to fire, Hold X to thrust, can also be played with touch screen or mouse. Shoot aliens for points while avoiding pipes. This was my first game on Pico 8.

Hello from France! Sorry for my bad english.
I would like to present you The Climbing of Asiic. This is a rogue like inspired by the famouse The Binding of Isaac with a keyboard/mouse gameplay.
I have build this game to prove that it's possible to create Pico-8 games with a good replay value.
So... What's included:
- 6 shot types with 5 shot elements = 30 weapons combinations!
- 16 monsters with 4 variations each = 64 monsters included bosses!
- Many shot types and movement types for enemis
- about 30 items to upgrade your character
- procedurally generated dungeons
- 31 different rooms
- 4 game modes : Hill, Mount, Peak (easy, medium, hard) and Speed Run
- a scoring system
To unlock Mount mode you must download the cartidge and win the Hill mode.
To unlock Peak mode you must download the cartidge and win the Mount mode.
The game is complete except the music. I must finish to write it.
It's a beta version, so some bugs can be still present. You can report the bugs here.
I hope you will enjoy my game!











I wrote this library to cut down on the number of tokens taken up by large tables with string data, e.g. for dialogue text/translations/etc. Most helpful if those tokens are using a lot of your tokens (i.e. more than 150), since the library itself takes up 139 tokens. But all your table declarations can be reduced to 5 tokens each!
Here's an example of what your code can look like.
Before:
my_table = { hello='world', nested={ some='data\'s nested', inside_of='here' }, 'and', 'indexed', 'data', { as='well' } } |
After:
function table_from_string(str) local tab, is_key = {}, true local key,val,is_on_key local function reset() key,val,is_on_key = '','',true end reset() local i, len = 1, #str while i <= len do local char = sub(str, i, i) -- token separator if char == '\31' then if is_on_key then is_on_key = false else tab[tonum(key) or key] = val reset() [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=64776#p) |





Isaac: a space shooter
This is my first Pico-8 game. I made this as part of a school project, and this is the definite version for that project. If I get more time on my hands, I want to take it further and make it a lot more interesting! Right now it features procedurally generated terrain, enemies, lasers and barrel rolls.
Controls:
Left and Right Arrows: move
Z: shoot
X: do a barrel roll
Gameplay:
Progress and shoot enemies to earn points. Don't hit the asteroid terrain or get hit by enemy lasers. Simple enough.

I took a shot at "demaking" an image made by Inigo Quilez. His original piece draws an animated scene which is modeled and rendered entirely by code which runs on the GPU (note: this link takes you to a webpage which runs heavy GPU code, and it will likely slow down your browser while it's running): https://www.shadertoy.com/view/4tByz3
My version is a lot simpler. It draws a single still image in two passes (first a depth/material-ID pass, then a lighting pass to get the final result), so be patient! Nothing else happens after it finishes drawing the image.
Unlike the original version, which uses Signed Distance Field modeling to describe its shapes, I used a point-cloud generator/rasterizer which uses a z-buffer for sorting (very similar to the triangle-renderers used in almost all current 3D game engines, but it only draws points instead of triangles). Each object on the screen is created by some function which submits a sequence of 3D positions with material values to to the rasterizer.





FLIP OUT, a clone of Voltorb Flip, a minigame from Pokémon HG/SS. It's like a cross between Minesweeper and Picross. Flip tiles to multiply your score, but don't hit a bomb and FLIP OUT. This is my first finished game. Check it out and let me know what you think!

Controls
Use the arrow keys to move the cursor. Press "Z" to flip or flag the selected tile. Press "X" to cycle through actions. The indicator on the right shows what action you have selected ("Flip" or "Flag").
You can also use your mouse to play. Left-click on a tile to flip it. Left-click on the flag buttons on the right side of the screen to flag the selected tile.


My first pico-8 cartridge is a little math experiment. It's possible to create a Sierpinski triangle fractal by repeatedly moving a point 1/3 of the way towards one of three points, chosen at random. The concept is explained in this video:
I got to playing with this idea, and ended up with the fractal you see below. It's got weird sword like protrusions, which is why I called it 'sword-pinski'
Of course the best way to enjoy it is to modify the code and see what happens :-)
This is my first attempt at a game, using Adv. Micro Platformer by @mhughson and The Lich King by @dollarone as a template. This game came about as a gift to a friend (Claus, obviously) for his birthday. Consider it a WIP, as there is no way to actually win the game.
I would greatly appreciate any help on these matters:
--Set health for different bosses.
--Knockback when taking damage, both for bosses and the player.




Tomy Tron 0.1
De-make/Conversion of Tomy's Tron game.
This version still needs a little work, but its playable.
3 levels:
Light cycles level, make enemy crash into trail.
Discus level, get your discus past Sark.
Tower level, destroy the core.
Hope you have fun with it, i'll be updating it to 1.0 next week. Cheers.


