Hello.
I've just made a thing. It's a little utility to add "progressive web app" type features to PICO-8 html exports.
That gives you the benefits of a web delivered app that can be "installed" on your device and should even work offline. The tool gently tweaks the exported html, then adds a service worker (for caching); a manifest and icons for presentation. Google's Lighthouse audit tool seems reasonably happy with the result and my brief testing seems to show that it works.
The project lives on GitHub.
Your game, on your homescreen, available anywhere.
It's only the beginning, and very much a work in progress.
Have fun, let me know if you have any issues.
I love what you can do with PICO-8.
Cheers.
L
This is the start of a turnstile puzzle game. The player must navigate the Goji berry through turnstiles in order to reach the staircase and proceed to the next level. Currently, the basic physics are completed. Future updates will add animations, new levels, a title screen, and sound.
Turnstile puzzles have previously appeared in several published games.
- Puzzle Boy (1989, Japan) / Kwirk (1990, USA) on Game Boy.
- Puzzle Boys (1990, Japan) on Famicom Disk System.
- Puzzle Boy (1990, Japan) on NEC PC Engine.
- Puzzle Boy II (1991, Japan) / Amazing Tater (1992, USA) on Game Boy.
- Shin Megami Tensei: Nocturne (2003, Japan) / (2004, USA) on PS2.
In this initial post, all levels have been adapted from the above published games. The turnstiles used in this game and the above game are all thick, which means that the arms occupy grid cells. Thin turnstile puzzles have appeared in other games, including the Pokemon series, and Super Mario Odyssey's rotating maze level.


I'm coming from the Laravel world and there's a great helper function I use all the time called 'Die and Dump'. It's perfect for debugging and I've been missing it so I rewrote it for pico8.
Wherever you are in your code put dd($variable) and it will work out whether it's a number, string or table and print it all out in a tree and then stop() the process. Colour coded per level in the array.
edit fixed bug rendering a single string

What is this?
This is a simulation designed to mimic the behaviour of flocking birds, with the ability for them to evade predators. Predators will chase after the nearest Boid to them and will kill it if it gets too close.
A count of all active objects is displayed on the side.
Controls:
Z to spawn in a Boid
X to spawn in a Predator
Arrow Keys to move the cursor


TO LOAD THIS Pico-8 cart in immediate mode type:
load #gf |
You know how you see something somewhere and you tell yourself, that's pretty neat. I wonder if I can do that.
Well this is an actual classic example of that. I was looking at @LoveDan's interesting frame which appears and disappears:
https://www.lexaloffle.com/bbs/?tid=36564
Well I thought it might be interesting the way I do it, with a kind of sizzle sparkling line that moves over it like a mirror's light. Like a Star Trek transporter or Phaser disintegration.
The demo is a bunch of bouncing balls to show it really does run in the background and uses standard _DRAW() and _UPDATE() functions. Does not write to sprite area so you can animate sprites and stuff while it's running.


This is my first attempt at making a PICO 8 game. It is inspired by Zachtronics puzzle/programming games. The theme here is that a given series of balls will enter the grid from a queue, and you need to output the required series.
This is the second version, which might actually qualify as a real puzzle game now, with a few different mechanics and half a dozen "puzzles". I hope to continue development of features and more real puzzles!



Apple's star wars on pico-8

There are 5 ranks to climb up.
Kill the enemy ships and don't let them escape.
Thanks @dw817 for this challenge!

To find the other carts of this challenge click HERE
Controls
You can shoot Lasers or Torpedos on c/v or z(y)/x
-Lasers cost 1 energy fired on Z(Y) / C
-Torpedos cost 2 energy fired on V / X
Move the crosshairs with your arrow keys.
Aiming
The aiming is pixel perfect for the white enemy parts
-The laser checks for 1 pixel and you have to aim very precisely
-The torpedos checks for 5 pixels in a "+" formation.


HELLO and welcome back to another exciting week of Applecart.
When we first started, we wanted you programmers out there to give us your own rendition of Apple ]['s own Saucer Attack, an old 6502-assembly Apple ][ game that was originally read in the computer by audiocassette. I could not find a video so I could only describe how it looked - and of course write my own version of what I saw.
There were two entries total, found HERE and HERE.
The week after that we had a new competition, to make a game called Saucer Invasion, slightly different from the above. In this case we had a bonus, a video to look at so we could indeed see the original game, its instructions, presentation, and operation.
Youtube video of Saucer Invasion.
So there were two entries on this one, and you can find those [[b]HERE


(11-21-21)
As @zep has made changes in Pico-8 with updates (0.2.3), especially regarding scrolling the screen when too much text appears on it, I have since had to take this game and revamp it with new code so it will run correctly as it was not earlier with his latest version. With new code it does run properly now. Enjoy !


TO LOAD THIS CART IN IMMEDIATE MODE TYPE:
load #migukohizo |
. . .
This is the older cart that does not run correctly. Kept to show ZEP the difference between the two.


UPDATE 2020/01/22
v0.2 adds cockpit graphics, laser sprites (as opposed to continuous lines) with that nice orange-red look, and you can hit the enemies now! No energy limits, enemy fire, or increasing difficulty yet, and the camera is still a little bit janky, but it's coming along.
ORIGINAL POST
I'm mostly posting this so my pals in the Applecart Challenge don't think I'm a total slacker lol. Two things got me this week: a busy schedule and scope creep.
When I first saw the video of Apple II Star Wars, I thought it looked like a distant ancestor of Rebel Assault. So naturally I decided to make my version a little closer to that. I wanted the TIE Fighters to shoot back, too! Instead of just being limited by weapon power, you'll also have a shield meter. Weapon power will regenerate when you aren't firing, but more fighters will appear the longer you fly.

