Hi, friends!
I've just finished my first ever video game!
I just want to thank this entire community for existing and being so helpful and friendly. I discovered Pico-8 in April; at the peak of COVID-19 hitting my hometown, and in the depths of a massive depression brought on by isolation/lack of work/personal losses from the pandemic. It's been a lifelong dream to make a game, but I never thought I'd ever actually accomplish it, and making a little progress on this project each day feels like one of the few things that has really kept me going. So, thank you all!!!
Special thanks to @Liquidream for leading me here in the first place, and being kind enough to do some playtesting and providing lots of helpful feedback along the way. Also thanks to @MBoffin for their zine, which got me started, and for feedback in the forums when I was trying to figure out managing game state.









ive made a surprisingly functional chess port over the course of the last 2 days
i tried doing this in turing like half a year ago but couldn't get check detection down
this time it actually worked
it comes with 4 modes of difficulty:
0 - random
1 - captures when possible
2 - makes trades
3 - avoids checkmate
according to an elo tester, level 3 is rated around 1530
i don't trust this number, the test comprised of 10 questions and i ranked 1615 despite having a chess.com elo of 612 (:
the difficulty, plus "many" more things, can be changed in the pause menu
update 1.1:
[hidden]singular bug fix, some quality of life improvements, as well as an ai with 3 varying levels of "difficulty"
level 0: entirely random moves
level 1: captures if it can
level 2: will try avoid unfavourable captures
there are also a bunch of pause menu options to disable or adjust the ai, as well as change which colour you play as
i also added in a preventative measure to stop you from castling out of, into, or through check




Hey folks! First post, here.
I just started learning Lua this summer, and the use of tables has been a big hurdle to me. I seem to have the basic concept worked out, but something really weird is happening to my one project.
Long story short, I'm making a racing game that is fairly code-intensive when it comes to the graphics. It was working just fine, until the other day when I started working on a level-select feature. I changed one of the level parameters from a solo variable to a part of a table, so that I'd be able to group the various parameters into nested tables and swap them with a simple level index, but suddenly, the performance took a nose-dive. I don't mean dropped frames, I mean it slowed down to a fraction of the acceptable frame rate, seemingly down to 5 frames a second or less.
I changed that one variable back to a standalone variable, performance jumped back to normal. Changed it back to an entry in a table, and the game slogged back down to a few frames a second.
I know there's a lot I still don't know about using tables, but does anyone know of any hard limit that would abruptly cause performance to suffer this drastically? All I changed was this:


The Cat's Meow
You are a kid named Lily, who has been hired by Muffie to get her café business started.
The café is almost ready to open, but she needs an interesting menu to draw in a crowd.
She requests you to find three exotic coffee beans to give her drinks a unique flavour.
Each one of these coffee beans lie at the end of tough gauntlets.
Can you brave the challenges and make her dream a reality?
After you've beaten the game, why not give the other modes a go?
Controls:
Z/C - Jump
X - Run
Arrow keys - Move
Music used:
- Chopin's Nocturne (Op.9, No.2)
- Sonic 3 Chrome Gadget
- Katy Parry's E.T.
- 8-bit Guy Junk Keyboard Theme






This is a very simple snake clone, left to turn left, right to turn right, collect the apples. If you hit your tail the game crashes (on purpose) and the score is shown.
I really wanna get it under 280 characters but I'm not sure I can really get it any further, so if you're up for it, I'd love to hear from you about how I can go further :)
265 chars (with a lot of help from remcode and jadelombax!)
d={}u,w,x,y=0,0,4,4 d={}u=0w=0y=4x=4 cls()::_::b=btn()w+=(b%2-b%4\2)/50 x+=1.5*cos(w)y+=sin(w)*1.5if(2<pget(x,y)or u<1)u+=1circ(l,m,2,0)l=rnd(99)m=rnd(99) if(pget(x,y)>1)print(u)() add(d,{x,y,2,u})for e in all(d)do e[4]-=.1pset(unpack(e)) if(e[4]<0)e[3]=1 end circ(l,m,2,3)flip()goto _ |
Property descriptions
d = tail table u = score w = snake direction x = snake x pos y = snake y pos l = apple x m = apple y |



Hi friends, does anyone have a hacky JS workaround for preventing pinch/zoom on itch.io in iOS? I just uploaded my first Pico-8 game there and it's more or less unplayable. (I don't own an Android device, so I don't know if this is also a problem on there.) Looks like the exported JS from 0.2.1b already employs a few workarounds to prevent touch gestures, but this doesn't do much when it's in an iFrame because you can still pinch and zoom on the parent document.
"Hotfoot is a frictionless platformer with the objective of completing each course as fast as possible. Use the slopes to gain speed and zoom off to victory! Test your time against the creator's!"
Made for the GMTK Game Jam 2020, in 48 hours.
<hr>
Hotfoot on itch.io
HOT GRILL demo font
TIP: Holding forward on a slope will give you additional speed, but will negate speed off a slope!




Hey @zep, not sure if this is a bug or intended, but I just realized that, in a fresh cart, sfx 0 is speed 1, while all other sfx are speed 16.
Is there some reason for this?
Seems like this is something that might lead to confusion at times. The user will probably figure out what's different pretty quickly, but still... I thought I should at least put it on your radar as a possible mistake.
As an aside, "Speed" really isn't the right term here. It should be "(note) duration", or something similar. I dunno, I don't have an audio background so there's probably a more concise term.
Gameplay
The Beetle and his ball is stuck in a strange castle that seems to shift the deeper you go.
Work toghether with a shifty paddle and find the exit in this multitasking adventure!
This game was made for Game Maker's Toolkit Jam 2020 in less than 48 hours!
Theme
The theme was: "Out of control"!
Post jam update
A lot of polish and new content have been made! Thanks for playing :)
Multiplayer update
Added multiplayer just for fun, updated some levels and fixed some small bugs!
Controls
Move paddle and bettle
Keyboard -> Arrow keys
Controller -> D-pad/Joystick
Credits
Sebastian Lind
Good luck and have fun!




"Babybot learns to fly! With no control over WHEN she flies, you have to focus on WHAT she does when she gets in the air!"
This is the game I've made and am submitting for the 2020 Game Maker's Tool Kit Game Jam! It's my first jam and I've had a lot of fun developing this game in just two days time!I hope folks enjoy my take on the theme: Out of Control.

Mot's Animation System
Mot's Animation System is a visual editor for creating 2D animations.
You start by sequencing sprites and/or tilemaps together to create the basic components. Then combine them using timelines and key-frames to make animations. Or combine them again to make bigger, more complex animations.
Animations can trigger sounds and music, and call back into to your main program, e.g. to trigger game play events.
You could use it for:
- Character animations, like run cycles
- Larger multi-sprite animated characters
- Cutscenes
- Animated birthday cards
Animations can be loaded and played in your own carts (the loading and playback code is 1836 tokens). They can either be stored in Lua strings or loaded from a separate cart.






