Press O to move towards the white dot, press X to shoot from the red dot.
I had an idea for a game where you would press a button to accelerate in one direction and press another button to shoot in the opposite direction as you automatically rotate. It ended up being a lot less fun to play than I thought it would be, but there might be some potential here if I flesh it out a bit.
I also ran into some weird runtime errors that I couldn't quite figure out. At first I thought it might be crashing because of the exact position that the bullet hits the target, but I think it might actually be bullets getting removed from the master table of bullets and their indexes getting all janked up. I'll probably have to rewrite the way the table is handled in order to stop this from happening.

Hello everyone,
I am a first year Japanese university student exploring game design.
This is my first time making a game.
My teacher introduced us to MBoffin's tutorial:
https://mboffin.itch.io/pico-8-top-down-adventure-game-tutorial
This is my remix.
I would appreciate any constructive comments.
Thank you very much
Tankとなって敵を倒すゲームです。
Shot:Z
現在4体倒すとゲームクリアです。


Hello everyone,
I am Red Rabbit Horse.
I am a second year Japanese university student exploring game design.
This is my first time making a game.
My teacher introduced us to MBoffin's tutorial:
https://mboffin.itch.io/pico-8-top-down-adventure-game-tutorial
This is my remix.
I would appreciate any constructive comments.
Thank you very much.
少し目がチカチカしますが、お許しください。
トラップ多めです。

Hello everyone,
I am a second year Japanese university student exploring game design.
This is my first time making a game.
My teacher introduced us to MBoffin's tutorial:
https://mboffin.itch.io/pico-8-top-down-adventure-game-tutorial
This is my remix.
I would appreciate any constructive comments.
Thank you very much
きっかけは、ctrlCとVの使い方を伝授されました。さらに、LUA言語も少し理解できました。英語が苦手で、苦戦ばかりでしたが、皆様に支えられてなんとか、作り終えることができました。本当にありがとうございました。

STAR★EATER
Greeting
Hello everyone,
I am a first year Japanese university student exploring game design.
This is my first time using pico-8.
I got inspired by Gradius.
This is a Shooting Game.
I would appreciate any constructive comments.
Sorry for my poor English.
Story
The Earth is attacked by alien.
But aliens can't be watched by rader.
So you must explore with your own body.
Please kill these aliens!
Operation Method
Arrow Key
Move. You are limited by edge of window.
Z Key(O Button)
Shot. Your bullet is strengthened by getting Power Item.
Feature
This game may not be for beginner.




This is a not-as-smart-as-id-like bullet generator I was planning to use for a bullet hell game, or to control enemy spawns and pattern configuration.
I'd like to add some nesting (so that effects could be chained, or shots could explode after a delay), and make it a bit more generic.
Usage: click to increment a value, right-click do decrement.
Click "projectiles" or "pattern" to toggle between settings related to the spawned items themselves, and the pattern which spawns them.
CTRL+C will copy your current settings as a string to your clipboard, and CTRL+V can be used to load them back in if you need to change something.
To use this, you'd want to copy the first tab of code to your cart, and remove some of the example stuff (like collision tests which are funky anyway). Create a handful of bullet patterns, and use


Took me a while to debug and identify why this was happening...
I was taking advantage of RESET to clear clipping and palette and as a side-effect RND() started to misbehave returning always the exact same number. I guess that RESET also sets a fixed srand seed and that's why the pseudo-randoms go stale... Probably worth documenting that RESET also does that or if this was unintentional fix it...





Hi all,
Here is my newest simple game, Bounce Bot! Basically, imagine Doodle Jump, but it's in 3D. Green platforms are normal, yellow platforms bounce you really high, and red platforms disappear after you jump on them.
Any and all feedback is appreciated.
Changelog:
Version 2:
- Added drop shadow
- Made hitbox more forgiving








Ran into this on MacOS Mojave. If you put a '.' in the filename when you export binaries, the unzipped app will launch just fine, but the zipped one won't.
I made a quick video:
https://youtu.be/NZHUZV4gLGU
Version 2.0 --New system with much-improved ease-of-use and flexibility in one tiny, 74-token function!
With Pico-8's small spritesheet, many game makers who want a nice title screen are forced to either give up valuable sprite space for a custom-drawn logo, or use a tiny one and zoom in so it but looks very pixelated. Occasionally, someone will use a more advanced method to store images, such as Zep's PX9 or dw817's compression programs. These work well, but the minimum cost of 1000+ characters and 280+ tokens for decompression plus prite sheet rewriting, and/or screen-filling compressed strings can be overkill for many projects, so I came up with my own alternatives.





I've just installed a fresh Raspberry OS on a Pi 2+/-, and uploaded pico-8. User pi. I am under the impression that it should be putting carts, config.txt, and other stuff here:
/home/pi/.lexaloffle/pico-8/
But it is empty, even after I've spun up splore, changed a few configs from inside the IDE, written and saved a program from inside the IDE, etc.. There is nothing there. It IS retaining config changes between boots, so I know it is keeping that info somewhere.
What super-obvious thing am I missing here?
Yours, etc.
garrison

edit: fixed the sluggish jumps
edit: tightened up camera, added some tips about switching items, shrunk spike hitboxes, added some helpful tiles in the firepit
edit: widened the rat/bat safety window, added a chest near the star door which gives you an extra heart and serves as a 1 time savepoint
edit: healing salve only replenishes a heart, cap is still 4 hearts
edit: fix collisions at trigger points
edit: add skull to door guarded by boss & add visual feedback when boss is hit
edit: changed the healing salve to a full checkpoint, rat doesn't spawn under the double spikes until after you get the first potion, added a in-game tip about using potions, added another checkpoint in the firepit, took the corner off the annoying ledge over the firepit spike jump, changed boss dialog to make it more clear about what he does or doesn't have in his possession.







I'm working on a top-down space game, which has an option to toggle on planetary orbit indicator lines (mostly for checking things are where they're meant to be but I might include it in the actual game, don't know yet).
This results in circles being generated using the circ() function, sometimes with some large values for the circle radius (some planets can be orbiting thousands of pixels out)
Anyway, this worked fine before I upgraded to the newest Pico-8 version - I'm not sure what version I was on before but I've tested it with 0.2.0i and it works correctly and the orbit lines are drawn in full and in the correct place, even for planets that are thousands of pixels out from 0,0 where the star system is centred.
On the Pico-8 0.2.1b though, something is going quite wrong - any circles that are more than a few hundred pixels in radius are becoming very corrupted - circles have gaps in the area around y=0, and the top and bottom of the circles are very strange and... not circular...
I tested in 0.2.1 as well and that seems to be the point where this issue started. So I'm trying to figure out if it's a bug or if it's due to something that's changed there?



welcome to "THE WALL"
this game is a clone of one of the mini-games of "Lazy Jones", an old C64 game which is probably the first game ever to feature the concept of mini-games.
the game is very simple but that's what makes it so great. basically it's like snake, you have to build a wall in a garden without hitting plants. the longer the wall, the higher your score.
the code is only around 100 lines so if you're a beginner it might show you that it's possible to create a simple game without lots of code or extravagant graphics (in fact i like their simplicity).
have fun