
How does 3D projection work? this gif goes over the basics in 2 and a half minutes!
view the full gif split up here, with captions:
https://imgur.com/a/DjyHKag










Hello this is the "demo" of an open ended cart tutorial. I don't wish to make and complete "SPACE INVADERS", but I will give us all of the tools to do so on our own. This is because this series will be more of a Pico-8 basics tutorial rather than "SPACE INVADERS". It will teach us the following:
-Variables
-Lists
-If statements
-Loops
And it will teach some basic design principles along the way.
See you there:
Drawing software is expensive and complicated... this isn't!
Pix-A-Sketch combines the controls of your favourite drawing toy with the amazing colors and usability of Paint! All in an breathtaking 8bit resolution!
Controls:
Arrow keys - move brush
X + Up/Down - change brush size
C + Up/Down - change color
Share your artworks on social media with #Pixasketch or tag the creator Yulia Bagel
Leave a rating (here or on itch.io) for good karma uwu

Mandelbrot Set Thing wooooo
- Explore the Mandelbrot set by zooming in on certain areas you so desire.
- Go to the pause menu and select change palette. The starting palette uses every Pico-8 color and is a lil ugly, but the others you can cycle through are kinder on the eyes.
Bewaaareeeee
If you zoom too far, you'll reach the limitations of Pico-8 and floating point precision errors. The view selection will wig out and you'll get results you don't expect. When this happens, you can zoom out again with the undo button.
My favorite 2600 game has to be Activision's StarMaster. It had everything: space combat, docking maneuvers, a map. The whole nine yards.
This game only has one of those things. I'd hoped to complete it for TweetTweetJam 5, but I'm just happy it got finished at all. There are a couple tricks I'm pretty proud of in here, and I look forward to the next one!
Code:
Advent (of code) is here!
On 1st December every year since 2015 starts the best advent calendar: Advent of Code! It's a series of 50 small programming challenges that get progressively harder every day and can be solved in any programming language!
Quote from the creator, Eric Wastl:
Advent of Code is an Advent calendar of small programming puzzles for a variety of skill sets and skill levels that can be solved in any programming language you like. People use them as a speed contest, interview prep, company training, university coursework, practice problems, or to challenge each other.
I can't find any mentions about AoC on BBS which is a true shame, because PICO-8 is perfect for solving and visualising AoC puzzles! (At least the first ones.) I wanted to share this awesome contest with you and in this post I will be including carts with my solutions for as long as I can keep up. GL;HF!
If you want to compete here's my private leaderboard code: 979701-cf5ded3a



CrafDefense is a different sort of tower defense game. More MacGyver than Sun Tzu.
- Customize towers by slotting items to modify targeting, flight, and applied effects. Every combination is viable. But it's up to you to figure out which ones will keep you alive in each battle.
- Watch in awe as your towers randomly shoot, regardless of whether any space squids are anywhere nearby. Learn to turn their bizarre firing patterns to your advantage.
- Cackle with glee as swarms of monsters are torn through by your carefully duct-taped arsenal.
Made for #JamCraft




This month a new handheld was released: the Anbernic RG280V. With it's diminuitive form factor and 2.8 inch screen is it the most pico PICO-8 handheld yet?
It's driven by a slightly underpowered 1 Ghz chip, the same as is used in the RG350 or even the GCW Zero from 2013. Not enough for more advanced consoles but for emulating handhelds like Game Boy Color or Neo Geo Pocket it's just right. And with the new Tac08 emulator it can even run PICO-8 games pretty faithfully.

The screen looks great, it has an even greater resolution than the RG350 so scaling issues are almost non-existent. The colors are vibrant. Build quality is top notch. The controls feel very satisfying. Although it's so small compared to a Xbox controller, the actual D-Pad is almost the same size.

The only drawbacks at the moment are some sound issues and compatibility with the PICO-8 library is not at 100 % yet. Still, the emulator is making great progress and it is only a matter of time before these issues will be resolved.






As we've been messing around with doing various things in PICO-8, we've realized that there are a fair few operations involving moving blocks of bytes around in base RAM - animating sprites by switching sprites with each other on the spritesheet, storing the current draw state or random number seed during an operation so it can be restored afterwards, etc. and so on - where hardcoding memory addresses for temporary storage could lead to one operation clobbering data for another.
We don't know a lot about computer science, but it feels like the proper way to handle this is either using a peek to grab the data as a variable in Lua RAM and poke()ing it back afterwards or with a call stack somewhere in the user data RAM that functions can push data onto and pull data from. If a call stack actually is a good tool to have for this, it seems like a good function to implement as a library routine.
When we were thinking about it a while ago, we came up with:
-- stack handling in 55 tokens -- incl. 25 tokens of overflow/ [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=84842#p) |

Just a lil something I made in order to learn PICO-8. It's a clone of the TRON lightcycle game. It's my go-to game to learn new languages and engines. Requires 2 players.
X to start. (fixed spawns & no extra hazards)
O(Z) to start in advanced mode. (random spawns & deadly stars)
X to restart when game is over.
Red: Controller 0
Keyboard: Arrow keys
Blue: Controller 1
Keyboard: ESDF
This is my first game on this system. I'm not too familiar with some of the more technical tricks yet, but I'll be working on optimizing the code, improving the music, and adding little quality-of-life improvements where I can.
Directions:
- Controls:
- Arrow keys to move
- Z/C to jump
- X/V to do action
- Ropes and vines can be climbed using the up/down arrows, and you can flip side of the rope/vine with the left/right arrows
- When you have multiple actions to choose from, the down arrow can be used to cycle through them
v1.5 Change Log:
- Made death pits more obvious
- Changed color of hint arrow
- Fixed hitbox of attack

This is my entry for the Ubisoft Game Jam 2020. Also available on itch.io/spaceship-you.
A simple simulation game about trying to survive alone on your personal spaceship on your way to your new home. To survive you need to keep your body and mind in good shape so that you can keep the disturbingly manual power generator going (it's basically a human hamster wheel). If your ship runs out of power you will die...
Try to come out on the other side better than you went in!
This idea is 100% ripped off from CGP Grey's great Youtube video about surviving the lockdown.
Objective: Survive to the end of day 30 to win.
Controls:
Mouse: Move cursor
LMB: Select
RMB: Cancel
ENTER+arrows: Options menu (you can disable sound / music)

Orthoblaster was made in a day, learning how to use the PICO-8 development environment.
It's a tiny game about orthogonal pattern recognition in randomly generated arenas.
The gameplay kind of feels like a constant dance between danger and safety.
Check out my website for my ludography, game design articles, indie recommendations and more!



My third complete cart and most ambitious.
Wouldn't be possible without Pico-8.
Attempt at 2600 Pitfall. Tried to get graphics and timing as close to original as possible. All 255 screens are here with he exact same layout of ladders, pits, alligators, treasures, and so on.
Hope you like.
Jim





