Hi, I bought the new Picade from Pimoroni (also own the previous version) and thought the video showed a cool Pico-8 animation. You can watch it on the product page: https://shop.pimoroni.com/products/picade?variant=29210087489619
Pimoroni kindly gave the p8.png file, but there's a bug where horizontal lines disappear after a while. So I made my own version above. No game, just a cool idle animation. Feel free to use & modify it to your needs and, why not, let us see what is beyond that "Press START to play"! ;)
Below is the original untouched Picade animation by Pimoroni:

Hi all.
I'm proud to present my very first game ever.
I'm a web dev, casual payer, and I always dreamed about making a video game. Here it is. To be fair, it's mainly a variant of the cave digger presented by Dylan BENNET in Game Development with PICO-1 #1, so huge thanks and much love to him : learning is so easier with a good teacher.
And actually, I'm even prouder to inform you I've been able to publish this game on Apple's App Store (available for free on https://apps.apple.com/us/app/wonderpiewpiew/id1499408050).
To make this possible, I developed a Capacitor based hybrid shell. I'll share it on GitHub as soon as it's documentation is ready. I hope it will help the community to show amazing games created by gifted and hard working game makers.
Cheers.
Alan
Hi all :)
Here's a game I've been working on since my Asteroids clone a month ago.
Dogfight! is an Arcade style biplane dogfighting game.
Shoot down enemy planes!
Strafe convoys!
Kill enemy soldiers!
Controls are simple:
Left and right to rotate plane.
Z and X to fire
There's a radar of sorts on the screen that will show the direction of enemies. Just follow the dots :)
Music credit must go out to Gruber and his awesome Pico-8 Tunes Volumes :)
Have fun and I appreciate any and all feedback :)
Sazazel




Hello and welcome back. Why ultimate you say ? Because ... you're not going to like this I know, I'm leaving Pico-8. Now not permanently, but enough so that when I do return it will be to post useful utilities to help in Pico-8 that I wrote in a different language. A full-screen map editor is planned for instance as I can see that being of benefit.
And it's been quite the journey, hasn't it ?
https://www.lexaloffle.com/bbs/?uid=15232&mode=carts&sub=2#m
All these things and many more not even written yet or shown here but nonetheless were planned for Pico-8, all set comfortably aside ...
Now I =MAY= return if @zep ever gets the ability of compiling a Pico-8 to a true and native APK, easy enough so that beginners can do it themselves. Then I might do come back for a few more gaming projects.
Failing that - just as Sega Saturn went out from the community, they went out with a slow unfailing light on their very last cart, a RPG entitled, "Magic Knight Rayearth."





Goal :
- Reach the deepest possible and then come back to your boat.
Controls :
- (arrow keys) move around
- (z) jump / swim
- (x) take / launch hermit crab
Oxygen :
- You can swimp ( jump in ̶m̶i̶d̶a̶i̶r̶ midwater) using 50% of your current tank
- Open the clam with an hermit crab shell to refill your tank
- You have 5 oxygen tanks. Once they are all gone, you'll drown !!








.png)

Generate pretty Bulgarian-looking pictures by specifying a sequence of L-system-like rules.
- Press Z to reset the shape
- Press UP to add 1 to the rule string
- Press DOWN to add 2 to the rule string
- Press RIGHT to add 0 to the rule string
- Press X to add a random rule to the string
Rule 1: -- ==> /\ (split segment to two, move midpoint outwards) Rule 2: -- ==> \/ (split segment to two, move midpoint inwards) Rule 0: -- ==> -- (split segment to two, leave midpoint on the original segment) |


What's a roguelike without some lighting? #7DRL is fast approaching so I thought I'd re-familiarise myself with pico8. I've ported shadowcasting before but someone on this forum has already done that for me. Unfortunately it's not in cart format where I can see it in action. So let's fix that.
I did some small changes:
- "cast" gets used for a lot of things so I called it fov instead
- Recursive shadowcasting calculates within a square, which looks ugly. I've added a distance check to slice off those hard corners.
Here's the url of the original post: https://www.lexaloffle.com/bbs/?pid=28780
Obviously I'm not looking at pico8's map, just one I've generated. But one could modify it to taste. I'm also being quite wasteful because I only need to iterate through the keys in "visible", but I wanted to be certain there were no bugs and this proves the point.
Zombie Dungeon
Summary
Fight your way through a small dungeon as
waves of zombies spawn and attempt to attack you.
Each wave will spawn shortly after the hourglass
ticks over. The only way to end the game is to die.
Version 0.9.3:
- Fixed Health Pack Spawns
- Reworked lighting
- Added a new menu system
- Added random dungeon modes
Author's Note
This is just a small game I made for my nephew to play.
Made in the span of about five days(3 hours each).
The code could be refactored to be much cleaner.
Notable Issues:
- Zombies that collide will usually just stop in place due to the lack of a pathing system.
- Zombies have no real pathing system, they just move towards the player.


This is a very rudimentary simulation of a multi-colored Langton's Ant AKA a Turmite https://en.wikipedia.org/wiki/Turmite
Controls:
Menu:
LRUD - Navigate the menu
Z - Toggle buttons on menu
X - Start simulation
Simulation:
Left - decrease simulation speed
Right - increase simulation speed
X - back to menu
Combinations to try!
-LR: this is the classic Langton's Ant automata
-LRRL: this is a symmetrical automata
-RLR: a chaotic automata that seems to have no recognizeable pattern
Let me know if you find any cool patterns :)




is it possible to create a await function?
for example..
if await(60,"my identifer") then --done end |
here is my code
function await(t,id) if not cofun[id] then --don't know how to return true here add(cofun,cocreate(function() while t>0 do t-=1 yield() end end)) else return false end end function coupdate() for c in all(cofun) do if costatus(c) then coresume(c) else del(cofun,c) end end end |
EDIT: idk if this is possible but maybe something like this..
--id is determined by function execution index if await(60) then --done end |
for example..
await(60)--await id 0 await(60)--await id 1 await(60)--await id 2 --nextframe await(60)--await id 0 await(60)--await id 1 await(60)--await id 2 |




bbs version can show new chars. neat!
▮■□⁙⁘‖◀▶「」¥•、。゛゜
!"#$%&'()*+,-./
0123456789:;<=>?
@abcdefghijklmno
pqrstuvwxyz[]^_
`abcdefghijklmno
pqrstuvwxyz{|}~○
█▒🐱⬇️░✽●♥☉웃⌂⬅️😐♪🅾️◆
…➡️★⧗⬆️ˇ∧❎▤▥あいうえおか
きくけこさしすせそたちつてとなに
ぬねのはひふへほまみむめもやゆよ
らりるれろわをんっゃゅょアイウエ
オカキクケコサシスセソタチツテト
ナニヌネノハヒフヘホマミムメモヤ
ユヨラリルレロワヲンッャュョ◜◝




My first-ever game, Foxcatsquirrel, is out now for Pico-8!
🍦🍪🍔 Chomp tasty food in quick arcade action
💫💀🦆 Repel enemies with your shockwave
🎼🎵🎧 Hum irritatingly catchy music!
Can you finish all five levels and get on the high-score table?
Thanks to this forum's own grumpydev for the fantastic high-score table code that let me finally call this game complete!
December 2022 update: Now running at 60fps!









This is a WIP boilerplate that I hope to use for upcoming games and update as I progress. It may be useful for other beginners out there as it is organised, features simple states (based on Nerdy Teachers improved menu tutorial - https://nerdyteachers.com/Explain/MainMenu2/) and some bits and pieces learned from building my first game COVID-19 -> https://www.lexaloffle.com/bbs/?tid=36863
It also features some modified print functions courtsey of Sparr's GitHub (https://github.com/sparr/pico8lib) and shout outs to everyone from the discord!
Hit me up with any comments, improvements or suggestions.


can someone tell me how to fix this bug?
function range(low,high,step) local t={} for i=low,high,step do add(t,flr(i/step)*step)-- end return t end |
for example I am doing this for my menus..
function run_menu1() scene.upd = upd_menu1 scene.drw = drw_menu1 --options selectors optiony=1 --optiony options= { --optionx and options {1, {false , true }}, --powerups {1, {"grow", "infinite" }}, --tail type {42,range(-4.0, 4.0, 0.1)}, --player speed {42,range(-4.0, 4.0, 0.1)}, --player accel on any deaths {1, range( 0.0,32.0, 1.0)}, --border size {42,range(-4.0, 4.0, 0.1)}, --border speed {42,range(-4.0, 4.0, 0.1)} -- border accel on any deaths } end |





I created this cart to show a way to make the outline() function affect many objects (in this case the circles) at once instead of outlining each one individually.
Some people got interested in how it works, so I'm sharing it here to show the code behind it.
The bottom one uses just 3 more tokens than the top one.

