Nemo's Snake!
A colorful snake clone.
This is my first game, feedback is welcome!
This game started as a simple snake clone I made in a day. I kept adding features until I ran out of tokens
Features:
Dynamic Colors and Music
With the Dynamic skin set, The color of the fruit you eat will be the color of the segment that is added to your snake.
With the music turned on, the music will get more intense as you get closer to the highscore.
(shoutout to Dev Quest on youtube for the dynamic music tutorial)
Juicy Menu
The base game of snake doesn't take many tokens, so I spent most of the rest on a fancy menu system.
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Hi @ all,
I like those old "Oddworld"-Games ("Abe's Oddyssey" and "Abe's Exoddus"). Just experimenting with a "Gamespeak"-like Control:
Absolutely nothing is finished, just the Gamespeak, Collision and the Animation works. No Gameplay so far.
For Gamespeak, hold Z and
UP: "Hello"
RIGHT: "Follow Me"
DOWN: "Wait"
LEFT: "Everyone"
I really want to make an Oddworld-like Demake, but I can't promise anything^^. I'll try to work on that Project^^...
Hooked on Amstrad Chiptunes - Volume 1 - Dave Rogers
Experience the glory of some of the most revered 80's CPC/ZX chiptunes from the comfort of your PICO-8 console!
- Netherworld
- Zynaps
- Uridium
- Cybernoid
- Cybernoid 2: The Revenge
- Nebulus
- Marauder
- Stormlord
- Stormlord 2: Deliverance
- Anarchy
- Battle Valley
- Herobotix
- Turbo Boat Simulator
- Bear-A-Grudge
Controls
right arrow - next song
left arrow - previous song
Tech
This cart emulates the Amstrad CPC/ZX Spectrum AY-3-8910 audio chip to output chiptunes to PICO-8's 5512Hz 8-bit mono PCM serial buffer. To feed the emulation it contains a sound driver capable of generating AY register inputs across three channels of tone/volume/noise-enable as well as a single shared noise tone.
The sound driver was derived from 13 different CPC games and one ZX game. All these games had their music composed or converted/arranged by (the legendary, in my opinion) J Dave Rogers, who also wrote the sound driver code for the games as was customary for chiptune musicians in the 80's. This common lineage made it reasonable to reverse engineer the Z80 code and generalize the driver to handle all the games' music.
I think it sounds a little better in native PICO-8 rather than on the web player. Understand however that in the CPC the AY chip was clocked at 1,000,000Hz (and 1,773,447Hz on the ZX), and emulators typically default to sample at 44,100Hz. Whereas PICO-8 ticks at 60Hz and the serial buffer samples at 5512Hz. Only so much can be done - the percussion/noise is especially vulnerable to low sampling rates.
The AY emulation code is augmented to support the waveform visualization by tracking zero-crossings - this extra work can be removed if the goal is pure audio.
Without the graphics, the sound driver + AY emulator runs at a consistent 24-25% of frametime on a 60hz cart. This demonstrates that, for the appropriate PICO-8 game, it's reasonable to completely emulate the music and sfx via the serial buffer. Alternatively the sound driver portion could be used to drive PICO-8's sfx/music buffers in real time which would allow a lot more music in the cart with full audio sample rate quality. Or do both and synchronize native sfx/music with generated serial buffer output.
The game logos were compressed with

I got really bored and a little lonely in quarantine so I'm making myself a little friend to keep me company. It's far from finished, but I thought that even it's idle animation was awful cute and I wanted to share. You can play with the menus by pressing X or O and then any arrow, but they don't do anything yet. I'll add more as I make progress!
A short dungeon crawler.
Made for Dungeon Crawler Jam 2021.
Credits:
- Programming, art : sprvrn
- Music : Nyeti
- Raycasting from lode vandevenne's tutorial (licence included in source code)

So, I'm making a game as a birthday present for my friend. As I always do, I forgot to do it before and am sitting here on the day before. Now, this game is tile based, and I need to mass generate some tiles which do the same thing with different values. Here is a simplified version of this problem:
for v,i in ipairs({33,34,35,36})do
tiles[i]=function(mx,my)
plr.d=v-1
plr.g=true
end
end |
My question is, will this work, and if not, how would I go around doing this?
The main map for my super meat boy demake
Use arrow keys to navigate
Z or X to select a chapter
(there is only currently forest light and dark)
original post: https://www.lexaloffle.com/bbs/?tid=42090
edit: this project is discontinued
source will be uploaded to my discord server at #pico-8: https://www.discord.gg/FsYGwsD
This is a work in progress which started out because my sinc3 tests for 0x0808 looked like landscapes..
Next job is to replace the sinc3 landscape as it's way too expensive (took it from 60fps @ ~0.5 cpu to 30fps)
Job after that is to add yet another endless generator so I can start actually doing the game rather than the background renderer...
Update 1:
Ended up keeping the sinc3, but inlined it for performance. The main performance killer now is the tline sky, so I'm adjusting my goals to aim for 30fps. I've altered the draw distance and hill frequency settings in this version to reflect that.
I've made a few improvements to the hill system to make the levels look more planned.
DESCRIPTION
You woke up today and decided to make a pie. You found a helpful recipe card in a drawer somewhere, but to your dismay found a woeful lack of the required ingredients! Your quest is to find the required ingredients and bake a pie!
CONTROLS
- Arrows: Move
- Z/N: Look at pie recipe
- X/M: Interact with an object
Interact with stuff! If it doesn't help to further your pie-goals, at least it might have some entertaining flavor text!
CREDITS
All the coding, art, sound design, etc. was done by yours truly.
Special thanks to the Pico-8 discord for being helpful and answering my questions!
I got ahold of Pico-8 about 2 months ago, and I started working on this about two days into learning it, so... this took longer to make than I was thinking. But I think it's cute, and I learned a lot, so I like it!
HISTORY
During a nightly military maneuver, you are abducted by a UFO and taken to the mothership. You must escape from each of the 10 rooms discovering the correct activation sequence until you are taken with the leader!
HOW TO PLAY
Arcade mode
Turn on the four switches in each level by press down when you are near one.
You must activate in a certain order; If the order is incorrect all the switches will be deactivated and you will need to start the sequence again.
Avoid collisions with enemies and falling through floor holes.
Collect the falling boxes to get improvements for your weapon and avantages over enemies.
Endless mode
Collect as many boxes as you can to get improvements for your weapon and avantages over enemies.

Valentine's Update v1.2 ❤️
I updated most of the visuals of Crazy Samurai Musashi and you now have an additional heart/life. Love is in the air. And blood. Here's what else is new:
- More detailed sprites
- Added heat effect to sun
- Added stars to the night sky
- Reworked the blood splatters
- Added dirt splatters to running swordsmen
- Added a skull to appear when you slay an enemy
- New sound effects
- Fixed the flipping of the moth animation
- Added the moth to the title screen because why not?
- Added Pliso Miso splash screen
Quick Fix v1.3
- Added an option to skip the slow beginning for experienced players (suggested by @baker 👍)

If you keep increasing the Y value of the cursor, things get weeeeiiird. First, the CPU usage goes out the roof. Second, there's a weird area in the corner that obscures the text. Here's a bit of code that will reproduce the problem:
function _init()
y=110
f=0
end
function _draw()
cls(1)
f+=1
if (f%20==0) y+=1
cursor(0,y)
print("hai")
print("cursor_x:"..peek(0x5f26).."\ncursor_y:"..peek(0x5f27).."\ny:"..y.."\ncpu:"..stat(1),0,0,7)
end |
And this is what happens:







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