A simple flower picking simulator. You play as an orange robot wanting to hand out flowers. Use ⬅️➡️ to move. Go pick a flower and give them to other red robots.
Based on a scratch project I did: https://scratch.mit.edu/projects/382959104/
Programming, sfx, and art by me
Troubleshooting Help from the Pico-8 Discord help section
Music by RubyRed
Here's a tiny tweetcart!
188 chars of pixelated punch~
Here it is on twitter, if you want more ♥
https://twitter.com/k10x10x10/status/1297998450408267782

WARNING!
Stage 21 contains full-screen strobe effects.
About
Pico-Tron is my second Pico-8 game, and is an homage to the arcade classic Robotron, with a few extra twists added. Battle your way through 21 stages of chaos and destroy the evil genius Eugene!
Controls
Press
to move your super destruction robot around the screen. Tap
to rotate shot anti-clockwise, tap
to rotate shot clockwise.









This is a submission for the 2020 Extra Credits Game Jam (Take Care)
WARNING: IN THE EVENT OF AN ERROR MESSAGE: RESTART THE PAGE
Code, Design, & art: SmallTestAcount (AKA Pixel Bytes, Alexa Marx)
Music (unused): WindmillsWithWIFI
Controls:
Suggested: Practice with controls before starting first round!
🖱 Mouse: Control Lily's direction.
Start click: Start making a web (only works when lily is green)
Release Click: Finish making web (only work when lily is green)
(z): Start first round / Submit web
(x): About (only on home page)
who is lily?
l𝘪𝘭𝘺 𝘪𝘴 𝘢 𝘤𝘢𝘳𝘪𝘯𝘨 𝘴𝘱𝘪𝘥𝘦𝘳
𝘸𝘩𝘰 𝘵𝘦𝘯𝘥𝘴 𝘵𝘩𝘦 𝘤𝘩𝘳𝘺𝘴𝘢𝘭𝘪𝘴𝘦𝘴 𝘰𝘧
𝘩𝘦𝘳 𝘧𝘳𝘪𝘦𝘯𝘥𝘴, 𝘵𝘰 𝘩𝘦𝘭𝘱 𝘵𝘩𝘦𝘮
𝘵𝘶𝘳𝘯 𝘪𝘯𝘵𝘰 𝘣𝘦𝘢𝘶𝘵𝘪𝘧𝘶𝘭
𝘣𝘶𝘵𝘵𝘦𝘳𝘧𝘭𝘪𝘦𝘴
why does this fit the theme?
"t𝘢𝘬𝘪𝘯𝘨 𝘤𝘢𝘳𝘦" 𝘤𝘢𝘯 𝘮𝘦𝘢𝘯 𝘮𝘢𝘯𝘺
𝘵𝘩𝘪𝘯𝘨𝘴, 𝘪𝘯 𝘵𝘩𝘪𝘴 𝘤𝘢𝘴𝘦,
l𝘪𝘭𝘺 {𝘵𝘢𝘬𝘦𝘴 𝘤𝘢𝘳𝘦} 𝘰𝘧 𝘩𝘦𝘳
𝘧𝘳𝘪𝘦𝘯𝘥𝘴.
Extra Challenges:
Extra historian: The visual reference the Extra History series on Non-Euclidean geometry by rendering a spherical field
The Game "Lily the Spider Barber" does not connect to the internet and tracks no data outside the cart.

How to play
Press x to jump

Press x again to slam

Hold x for more hangtime before a slam

Chain slams to max out the combo bar

About
This is inspired by the no internet dinosaur runner game in the Chrome browser, with a slight Tony Hawk's Pro Skater twist. Instead of avoiding the cactuses, the goal is to skate and destroy. So you keep your combo alive by staying off the ground, and every time you max out the combo bar you get a score bonus and the difficulty ratchets up. Things become quite frantic in the higher levels with the amount of meteors and lava you have to dodge.
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Greetings Piconaughts! Today I present my first completed game for the Pico-8. It is a simple bubble pop matching game: Picopop 199X. It offers the ability to customize the starting field height, clustering of similar colours, colours used, if diagonal bubbles will pop, the length of your aim line, and the frequency of ~wildcard balls~. Overall, this should offer the casual gamer hours of enjoyment at their level of skill, whatever it may be. It is pretty simple and intuitive, you'll quickly be cutting swaths through the field. To score a hit, you need to directly impact a given bubble, so be wary of sliding in between bubbles you intend to hit! Overall, I spent about 4 hours putting this together (up all night, what else to do?), and I'm sure it could use further polish.
Enjoy!

So I'm converting my game OBSTACOURSE (builds here: https://www.lexaloffle.com/bbs/?tid=37669) to 60 fps but am finding it difficult to get the jump to not be so fast (the value for the jump is -9 so it moves at the speed too)
jump at 60fps

jump at 30fps

My jump code is currently
if btn(❎) and ground then jmp-=9 ground=false end |
and I've been using the code below to change the animation speed but having trouble adapting it for the jump, does anyone know what/how I should do this?
if time() - ani_time > wait then s+=1 ani_time=time() end |


Welcome to the world of Dragmania!
Beware your rivals, defeat them in a race while dodging an onslaught of bullets and oil pits
Seek salvation in the boosts and shields across the track
All feedback and criticism welcome! Thank you for trying our game
Art by: colin malone aka FlyingChair www.colinmalone.com
I stumbled upon this very odd behaviour while making this tweetcart :
https://www.lexaloffle.com/bbs/?tid=39326
After loosing some sleep over why a pixel than can randomly go in any of the 4 direction always build staircases, here is what the poor souls of the #help channel on the pico8 discord server and I have found out :
- When trying to have randomly one of these results :
dx=0 dy=1
dx=0 dy=-1
dx=1 dy=0
dx=-1 dy=0
I wrote this :
dx=rnd({-1,1}) dy=0
-- %50 chance to swap them
if(rnd({true,false})) then dy=dx dx=0 end
The behaviour disappears if I use any other method of achieving this result
- HOWEVER, the distribution of dx and dy with this method appears to really be random



This is a "demake" loosely based off an old flash game called "Noggins". It's my first playable tweetcart and was a nice challenge for dipping my feet into making tweetcarts :)
Use the arrow keys to resize your box to fit the green box before the red one reaches it
x=0y=0m=200t=1s=.5q=-64b=btn f=flr a=abs r=rect::_::cls() if(t==1)w=f(rnd(64))h=f(rnd(64)) if(t<m and f(a(x))==a(w) and f(a(y))==a(h))t=0 t+=1camera(q,q) if(b(0))x-=s if(b(1))x+=s if(b(2))y-=s if(b(3))y+=s r(-w,-h,w,h,3)r(-x,-y,x,y,7)i=w*(t/m)o=h*(t/m)r(-i,-o,i,o,8)flip()goto _ |
Have you ever wanted to use numbers that were bigger or smaller than the range you're given in PICO-8? Perhaps you want some more digits of precision for the fractional part of your numbers. Or maybe you're interested in doing math in a severely inefficient way...
Introducing, the Decimal Floating Point library for PICO-8!
(This example cart calculates the value of pi in all three "datatypes", using Viète's formula.)
Wait, what? Doesn't Lua have floating point already?
Not PICO-8's Lua. It actually uses 16.16 fixed point numbers. Because of this lack of floating-point numbers on PICO-8, I decided to make this library to fill that void (not that anyone asked it to be filled, but still).


Road to ECS
Intro
This is about teaching myself Entity-Component-System (ECS) pattern. My current goal is to implement a few basic features one by one to build a code snippet library, starting from just drawing things on screen. Code will be in my GitHub/road-to-ecs and also as cartridges in this blog thread.
Some personal background: [hidden]I'm a software engineer, professional coding background is a bit of data comms in C and lot of Java starting from 1.4, some Android and mostly Java EE for enterprise systems with web fronts. For the last 5 or so years I haven't really coded except shell or other script/configuration languages for automating configuration management, CI/CD and so on (nowadays they call it devops).
I've been interested in PICO-8 for some time, but finally got it as a part of the great itch.io Black Lives Matter bundle. To me gamedev is previously unknown territory and it's fun to learn how games differ from other applications.
Also playing around with PICO-8 on my summer vacation revealed how much brain capacity my dayjob takes. On work days there is no chance that I could do anything productive with PICO in the evening. Scary.
I'm used to (and like) working within frameworks. I got a bit of blank paper syndrome with PICO-8 initially :) First I tried to apply traditional OOP but it didn't feel like a good fit for games. Browsing this BBS I found about ECS and it feels like a better fit for game applications. Now I just have to bend my mindset to it!


