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Cart #virush-5 | 2025-04-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
54

A small survival turn based game where you have to build defenses to defeat all the virushes and survive the quarantine.

CONTROLS
Arrow keys to move and navigate menus.
[X] To place or upgrade defenses
[Z] To swap between defenses

HOW TO PLAY
Defeat all the virushes in a level to advance to the next day
Look for materials, they pop randomly on the level
Upgrade the your defenses so they can reach enemies

CREDITS
Code: Mario Carballo (@afk_mario)
Art+Audio: JP (@eljovenpaul)

itch.io

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19 comments


PicoPlex

by lunafromthemoon

Hello everyone, this is a remake from an old game called Supaplex, that was itself a remake of an even older game called Boulder Dash. It was my favourite game as a kid. This is my first game in Pico8 and it was hard, but a lot of fun. The music was done by my dear friend lisergishnu, and I also had some help to pack the levels from thisismypassword.
Hope you enjoy!

And please, let me know if you find any bugs.

How to play:

The game is very simple, you are Murphy, a little red ball, running inside a complex computer system. Your goal in each level is to gather infotrons (the colorful thingies) and get to the end. But be careful, there are many dangers ahead, like falling zonks, snik snaks and bugs!

Check the cast page by pressing X in the menu!

In the main menu you can choose a level (there are 111!) and start by pressing Z. You can play any level you want, no need to go from 1 to 111. When you win a level, it will be marked in green. Can you win them all???

[ Continue Reading.. ]

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2 comments


Hi, I'm confused about the following. In my platformer game I apply a 0.85 factor to dx as friction. When I do this on a negative dx value (i.e. player moving to the left) dx never reaches zero and is represented as -0 (minus zero).

When I use that dx value by adding it to x, the x value keeps counting down a tiny fraction on every update.

I can work around it of course (e.g. setting it to 0 when abs(dx) is smaller than 0.0002), but I'd love to understand what's actually happening here. All pointers are appreciated :)

You can see it in action here:

Cart #yipobarode-0 | 2020-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

8 comments


Harvard University's CS50 Games course has a free online version on edX. It's a great class for beginners with some coding experience, and uses Love2D and Lua. Nearly all of the concepts apply to PICO-8 development.

https://courses.edx.org/courses/course-v1:HarvardX+CS50G+Games/course/

It's not too difficult to translate in-class code to PICO-8 equivalent code, but it might be easier to stick with Love2D for the course, then figure out PICO-8 equivalents later. In-class code uses Lua standard library features, all with PICO-8 equivalents. Spreading code across multiple files could be done with code tabs or "#include" instead of "require". They also use a simple third-party object-oriented class package to teach OO concepts. This could be ported to PICO-8 but hasn't been yet.

If there's interest, I'm sure we could pull together a set of support materials for bridging CS50 and PICO-8. For now I'm just recommending the course.

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0 comments


Hello!

I am making a new metroidvania and i feel like a critical part of this is getting the jumping to feel right. I tinkered with it for a while before i realised that a true metroidvania really needs variable jumping, where the longer the button is pressed the higher you go. I have had some issues with implementing this and i would appreciate some help.

Thanks!

2 comments


Hi there,

This is the prototype of my remake of ANTS (http://www.homeoftheunderdogs.net/game.php?id=3761) which is a remake of Arcomage. This version is already fully playable.
You take turns playing cards against the computer. You goal is to build you castle (the left one) up to a height of 100 or destroy the computer's castle (the right one).
This version is not 100% ANTS, I had to reduce the card hand size from 8 to 7 (notice that Arcomage has only 6), but all cards are included (I renamed some and I tweaked some minor stats).

Features still missing:

  • sound effects
  • music
  • some gfx could be nicer
  • difficulty settings

Tell me what you think of it and what I might improve.

Cart #picomage_wip-0 | 2020-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[ Continue Reading.. ]

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0 comments


Ramps

by Mot
Cart #mot_ramps-21 | 2020-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
172

This is Ramps! A 3D racer inspired by Powerdrift, Stunt Car Racer, Hard Drivin'.

Choose from 8 varied race tracks, and overtake the other drivers in 5 laps to win.
As well as racing you'll need to navigate jumps, roller-coaster like ramps and occasionally even drive upside down.

Includes 3 difficulty levels, plus a practice mode for getting the feel of the tracks.

This all started as an experiment to see how well Pico-8 could render a Powerdrift-like scaled sprite racetrack (pretty well, as it turns out). Then it was about trying to implement a driving model that could handle the ramps, jumps and loops. And finally wrapping it up into a somewhat finished game.

[ Continue Reading.. ]

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20 comments


Cart #mozle_2-0 | 2024-06-01 | Code ▽ | Embed ▽ | No License
19

:: Changelog v2::

  • Fixed typo preventing fizzles from spawning
  • Added more animations
  • Changed some text to be clear
  • Still missing : proper game over screen, effects of combining elements

:: Changelog v1.1::

  • Fixed screen transitions
  • Added some more animations
  • Fizzles now spawn continuously until you open the exit portal to prevent getting stuck

You are Mozle, a tiny astronaut who crashed on a mysterious world with mirrors and neverending roads !
Gather Fizzles and combine Elements to power your ship (and get points) and get back home !

Go through the different portals to catch Fizzles and collect their energy bubbles to open exit portals, collect elements top open the exit, collect time and points ! Hurry, because time is unstable in this world !

Press O (x on your keyboard) to jump !
Press X (c on your keyboard )and down to fall through platforms !
Press up in front of the spaceship to combine elements you found !

The code is pretty messy, it's missing a proper ending and some features I couldn't cram in (end boss battle, cutscene intro, gameover screen), but I hope you'll find it enjoyable.

PS: if someone with proper musical skills could help me it would be greatly appreciated !

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12 comments


I made a (very simplified) clone of the mobile app Daddy Long Legs. Here is that!

Cart #walker-0 | 2020-05-30 | Code ▽ | Embed ▽ | No License


v2 (shows high score on the ground to better show if you have passed your highscore)
Cart #walkerv2-0 | 2020-05-30 | Code ▽ | Embed ▽ | No License


v3 (sound)
Cart #walkerv3-0 | 2020-05-30 | Code ▽ | Embed ▽ | No License

[ Continue Reading.. ]

0 comments


Cart #yipagatotu-0 | 2020-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

Unfinished!

Game is turn based. Player controls ships with red/white flag and fights against pirates!

Each ship can do only one turn and one action (fire) per turn.

Ship will move only if it is aligned with wind direction.

Controls:

Select ship with arrow keys

X to fire
Z + Left arrow to turn left
Z + Right arrow to turn right

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2 comments


Cart #game_and_timer_ball-2 | 2020-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The game & watch series is pretty iconic. So this my own take on the first game ball.

Left/Right - Move arms
Z - start Game A
X - start Game B
press and hold z or x - to see your high score.
To play you must stop the balls dropping to the floor. the more score
you gain the faster the balls will drop.

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4 comments


looking for some help on importing sprite sheet. i am using Gimp and Inkscape to create my artwork. I am using RBG number to insure i have correct colors for pico 8. exported sprite sheet and importing 128x128. However, when i import into Pico 8 result is not as expected. first pic is my art in gimp. Second pic is Pico8 after import of that art.

0 comments


Cart #uxxaki__labirint-0 | 2020-05-29 | Code ▽ | Embed ▽ | No License
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0 comments


Cart #painting-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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1 comment


Just wanted to share my %95 complete Pong game in order to get some feedback. The main thing I'd like to change is make the ball run faster after every hit, and add some rudimentary AI for a single player mode.

2 comments


Hi! It would be convenient to have an option in the cart submenu to save a file from BSS to local carts, for systems that are not always connected.

For the carts that only have numerical IDs or generated names, it would be great to have a new RENAME command in the console :)

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21 comments


Cart #the_state_of_things_0-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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this thing really pushes the CPU, it's a bit laggy on web

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1 comment


So this is probably going to be a long, weird post, and is inspired by this post by @Mot a few weeks ago. I kind of dislike the way that Pico-8's cartridge RAM and Lua RAM exist in different worlds, and how everyone eventually uses huge strings to store data on the Lua side, when they run out of token space. It's fine to do that, and in fact I love that the option exists, but is it really a good default way for people to bypass the Pico-8 limitations? I have an idea I want to float to the community about this.

My proposal is to add two functions to the API, that convert between a Lua table and a cartridge bitstream. Using them to get your token count down would be a pre-publishing task, but it could be automated so that you only have to comment out the table to publish your game:

table = { true, x=15.5, [0]="yes", {"why?"}={"because","lua","supports","this","too"} }
len = luastore(0x0,table

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=77321#p)
0 comments


Not a bug but a feature request since Zep is still adding features on 0.2.0j. It would be great if the drawing tool would show a preview of the pixel you are about to draw as the cursor moves into the canvas. Here is a gif of what I mean:

This is the default setting in programs like Aseprite. It helps judging the scale and placement of pixels especially when the canvas is blank. I'm so used to it from Aseprite and I really miss this when I jump into Pico-8 to touch up things.

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4 comments


Cart #ninjarun158-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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4 comments




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