Futari Nezumi
This is our entry for Low Rez Jam 2019, a puzzle game featuring mice and geese!
Featuring Puzzle and Travel from Gruber's Pico-8 Tunes Volume 1. Also available on Itch.io.
Pixels, Design and SFX by Nette
Story
Once, there was a peaceful town of mice. Every year, the geese migrate through and cause a whole mess of things, but then they leave. This time, Mouse Central Intelligence learned that the geese plan to migrate in for KEEPS. So it's up to special agents Minx and Fufu to infiltrate the geese's industrial complex, capture the executive migration orders, and swap them out for the dummy ones that will send them to Antarctica instead.







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PIco3e is a 3D collision engine written in PICO-8! As far with the alpha release, what it does is...



This was the alpha version, in wireframe. It does work with arbitrary rotated bodies and solve the forces correctly. It took me about 3 weeks of learning & coding, and below is the demo cart I've been using it for proof of work.
Implemented features from reference project qu3e:
- 3D Oriented Bounding Box (OBB) collision detection and resolution
- Discrete collision detection
- Collision test via the Separating Axis Theorem
- Collision manifold generation via face-to-face method and the sutherland clipping
Token usage: 2873 (with current scene). Thus space is sufficient for some game logic. Unfortunately cpu usage is a bit high, with collision between each 2 bodies takes 5% cpu in 30 fps and doubled in 60 fps. Therefore it's assumed optimal number of bodies is <= 4.




Punch your way through 32 levels of intense airborne action.
Clear all the enemies on the screen without touching the floor.
Controls:
- arrow keys/d-pad: move your character and select the direction to punch.
- x: punch
- z: jump
Tips:
- successfully landing a hit allows you to jump again in the air.
- punching up in the air works effectively as a double jump.
This tiny 64x64 game was made for the LOWREZJAM 2019.




Light Bikes 2.0 -- Now featuring a (really bad) singleplayer bot!
Don't hit a light wall!
This is the first game I've made 100% on my own.
Controls:
Player 1: Arrow keys and z
Player 2: sedf and TAB
Pressing z/TAB will send the bike flying forward allowing the player to pass through a light wall.
After you dash, your bike needs to recharge. Your dash meter can be found at the top of the screen.
2.0 Changes:
-A singleplayer game mode
-Changed the menu logo to look a bit cleaner.
-Expanded on the menu music
-The boost meter wasn't perfectly centered. The orange side was larger than the blue side. This has been fixed.
-Added dash marks on the boost meter.



Version 1.1
- Score system implemented
- Bugfix: Defeating a boss after dying (or vice versa) is now impossible
- Bugfix: Boss health bar now properly disappears after using a continue
Witch Loves Bullets is a side-scrolling shoot'em up, containing 4 levels and boss battles.
It features varied enemies, a couple of powerups and parallax scrolling.
The game now has a score system with a combo multiplier,
so defeating enemies in succession will grant you more points !
Press C to shoot, and X to use your secondary weapon.
The music was composed by Dustin van Wyk (@WykDustin) and transformed by me into Pico-8 chiptune.







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Practice the dying art of jelly-craft and help run the best (and only) jelly cafe in town!
Use the arrow keys to move and the x key to interact with machines. Mix the correct jelly to order, and use the right boxing glove to serve.
Made for the 2019 #lowrezjam .
I'm quite pleased with this, it's my first proper pico-8 game, so any feedback would be fantastic.






I was reading earlier about the Fisher-Yates Shuffle method and - well, I'm a little confused. What is the purpose of its complexity ?
I mean if you just want to shuffle a deck of cards, for instance, you can do so in code as simple as this:
-- simple card shuffler -- written by dw817 -- initialize variables deck={} rank="a23456789tjqk" suit="schd" -- build sorted deck for i=0,3 do for j=0,12 do deck[j+i*13]=sub(rank,j+1,j+1)..sub(suit,i+1,i+1) end end ::again:: -- display current deck cls() for i=0,3 do for j=0,12 do print(deck[j+i*13],j*10,i*8,13) end end print("press a key to shuffle",0,64,7) repeat flip() until btnp(🅾️) -- shuffle that deck for i=0,51 do r=flr(rnd()*52) deck[i],deck[r]=deck[r],deck[i] end goto again |




A bit of generative art study of "that S thing".
Based on the JS version made by @potch: https://twitter.com/potch/status/1162601613057413121

I was curious to know if it was possible to recode the key to pause a cart during runtime. That is, directly in the source-code itself.
If you go to make a program that asks your name and reads the real keyboard via poke 24365,1, if you hit letter "P" it will pause with an interrupt menu. Is there some way, in code, poke or otherwise, to reconfigure the pause key to something like "ESC" or backwards apostrophe "`" ?
How can this be done ?


Hey!
I made a little game using PICO-8's "mode 3" for the LOWREZJAM 2019 and Climate Change Jam!
If you only read one thing, this is it: Press enter for the menu where you can disable the help text!
Oh no! The rising waters has made a mess of Don's beach-house. Help him rebuild it - just chop down a tree and extract some rocks and find a nice place by the sea.
Use arrows to move, Z (or C or N) to toggle harvest mode (then arrow to harvest) and X (or V or M) to build the house.
Note that you can chop down and extract as many resources as you want.

You control two cats, Sugar (blue) and Spice (pink).
Help them get their respective color donuts.
Sugar - left and right arrow keys
Spice - S and F
This was my submission for the 2019 lowrez gamejam.
I followed the "Fruit Drop" tutorial from NerdyTeachers to make this tiny co-op game.
My very first finished game, was loads of fun to make. Can't wait to make more
different types of games as I gain more experience!
Feel free to use this game as you please.


EDIT: A few people expressed that they could use some more time for the jam. So I extended the dates on itch to through the 18th; that should still allow a nice 13 Days of Halloween to play entries, right?
I've been working on a spooky 4 color thing with friend Pako. Watch this space for updates on that soon. And... beware!
Spooky September Jam!
It's time for the annual Halloween jam! This time a bit early -- the idea is that if we make spooky (or spoopy) games from now until September... we'll get to actually play them in October! :D
If you remember URL the 3 Color Jam from a couple years ago, this is going to be a 'sequel' to that -- the limitation this time is 4 colors -- whoooooo!!








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Steve Johanson has disappeared and his girlfriend Sally Franklin has hired your detective agency to locate him. Even before you get on the scene there are signs that maybe this isn't just a simple missing persons case. Can you crack it? Explore Anteform Valley and its settlements, talk to its residents, search desks and files, and build up your skills as you collect clues to figure out what really happened to Steve and maybe even prevent it from happening again.
This is a sci-fi / horror detective story RPG in the style of the old-school 8-bit Ultima games as they were found on the C128. I hope you enjoy it.
It exhausts many of the resources available to a PICO-8 app, and required minimization before it could be converted into a cartridge (in fact this version fits with just one byte to spare). The


After some time of figuring everything out (including what I want to do in the future regarding the path of my life), I finally finished another snippet. This lets you efficiently create particles, as seen in this gif here:

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Aprox. 480 Tokens
DOWNLOADS
- ptc_x.lua
- ptc_x_c (compressed)
DOCUMENTATION:
IMPORTING
Assuming you've placed the downloaded file into a folder called src, import with
#include src/ptc_x.lua |
The compressed version doesn't have an extension, so just use src/ptc_x_c without .lua
CREATE A GROUP
You can create a particle group like so.
g_smp=_pgrp(64,64) |
now, g_smp will become a particle group and will be positioned at 64/64 (center of screen with unmodded camera).
GROUP TABLE VALUES


Here is a little test, playing around with music editor :)
Original song is The Alibi by Laxity, but I used the module named "AERiS - Hod Dog King +7trn_03" (presumably by pink according to the description of the module?)
This song can also be named Endless/Tinity Tunes (Jogeir Liljedahl, .mod file) or Summertime (nula, Edlib).

This cart is a few things:
It’s a branching music demo featuring music from Robby Duguay’s excellent “Nine Songs in PICO-8” cart.
It’s a proof of concept for my PICO-8 dynamic music engine, which I have dubbed “Zero-Track”.
And finally, this cart is an invitation:
If you write music and would like to try out writing something non-linear for the PICO-8, feel free to drop me a line; it would be awesome to work with music written explicitly for this sort of use.
If you are working on a game and would like to include music dynamically tied to what's happening in the game, I'd love to see if my music engine could be a good fit for your game, as well.

