Be sure to check the change log to see what's new!
I really thought version .51 would be the last major version, but somehow I managed to scrape out every last token and add a few new features! That said, this WILL be the last major version, though I will still support the game post release.
Change log
[hidden]
Contra version .73 (fixed)
The latest Pico-8 update evidently changed the way the (--[[) switch works, breaking the game! XD
This is fixed.
Contra version .73
This version could be considered a bug fix/polish release...
-
Tweaked the machine gun sound to give a more "auto-fire" feel to it.
-
fixed underwater behavior so that your gun Actually won't fire. Somehow I missed that the feature was broken
all this time... -
Changed the behavior of the continue cursor. Now it will only make a sound if you switch to the other option
- Tweaked the runner enemy so that they cannot kill you when they fly back after being shot.
Contra version .72
This version has been sitting on my computer for some time now, And I figured it has enough changes to warrant a release.
-
More sprite edits by ReeceGames.
-
Machine gun sprites changed to better set it apart from the Pea shooter
-
Boss bullets will now fall straight to the ground, making him a little more difficult.
- Fire sounds have been changed to more closely match what is happening.
Contra version .70
Special thanks go to ReeceGames for their contribution to the graphics work!
- Sprite edits to player, enemy, turret and shutter graphics to improve quality.
Contra version .68
Thanks to the PICO-8 Discord community for offering suggestions on how to trim down my code and how to improve the graphics, this update would not have been possible without them!
-
Turrets were completely rewritten, and can now track you in all 8 directions. They are still quick, but they have a limited range of motion...
-
Fire Weapon fully implemented! It's not the greatest for crowd control, but it is highly effective against
emplacements. -
Soldier drones have been reworked. Only 3 drones can spawn at a time now (usually), they run a little slower, and any drone that goes for a dip will instantly drown...
-
Another pass on map and object graphics to improve detail and readability.
- It is no longer possible to soft lock the game by taking damage from two things at the same time.
Contra version .63
- Detail pass on map graphics
Contra version .62
-
Tweaks to sound effects playback to reduce clobbering
-
New explosion sound for turrets, shutters and cannons to help them stand out a little more and make blowing them up
just a little more satisfying. - Adjusted collision so you can't scale the Base exterior
Contra version .61
- fixed cannons not clearing out after a game over.
Contra version .60
-
Turrets have been added. They have pretty good servos, so don't think you can slip past them so
easily. A healthy dose of gunfire ought to short their circuits. - The boss now has some defenses in two cannons. They just kind of spew bullets on the ground, but they are still
lethal. Blow them up if they are bugging you.
Contra version .51
- Changed powerup collision so they pass through semi-solid platforms correctly
- The first Rapid and Machine Gun powerups have switched places.
Contra version .50
- Boss has been added. There are no defenses for it, but he did finally show up.
- Runner enemy type has been added. They move fast, so you have to be on your toes. At least they are easy to kill...
- Powerup shutters fully implemented. Shoot them to receive an item!
- Victory state implemented.
Contra version .30
- Capsules are fully implemented! they can be shot for a powerup, and I have sprinkled a few through the level
- Powerup behavior is implemented. Available powerups are: Machine gun, Spread, Fire, Laser and Rapid Shot
- Machine gun fires in full auto, like a Machine gun should!
- Collect Rapid Shot to nearly double the speed of your bullets!
- Sound and partial graphics in place for all weapons
- Adjustments made to some sound effects
- Minor changes to title music
Contra version .25
- Phase one of capsules added. You can't shoot them yet, but if you press ⬆️ and 🅾️ one will spawn from Bill's location.
I also have one capsule setup to spawn in as a script - Initial work on items started
- Initial work on spread gun started.
- Small explosions added. Press ⬆️ and ❎ to make a capsule go boom!
Contra Version .22
- Adjusted wipe speed to more closely match the NES version
- Map filled out with initial artwork
- Player spawn delay now consistent
- Code commented out a little more, and formatting changes
- Minor alterations to music
Contra version .2
- Submitted to BBS










Hi
Unsure if this is a bug or what exactly.
I'm on linux, using a NES controller with USB adapter (original NES with adapter, not a NES clone with USB).
In the controls mennu pico 8 says "1 joysticks detected"
but there is no response when i press the buttons on the controller.
Am I missing settings? Is it not compatible? Is it a bug?



Still needs quite a bit of finishing off.
I'm posting it now mainly so I can play it on my phone :-)
Levels are randomly generated. Shoot monsters, collect loot, find keys to unlock doors and reach the exit.





PICO-8 versions of the Super Mario Bros and Super Mario Bros: The Lost Levels ending themes + the Super Mario Remix ending theme for future release.
Music and images:
Music Only:
[sfx]
Down/Left: Super Mario Bros Ending
Up/Right: Super Mario Bros: The Lost Levels Ending
X: Super Mario Remix Ending


X to restart, arrows to move. Catch only one of each!

Welcome to the Glyphmon cave, Nop. Professor Treename here, explaining how to find and catch all 128 unique creatures in this tiny game.
Explore the different areas and walk up to new Glyphmon to add them to your Character Set. But I'm not made of money Nop, you only have 128 Glyphballs to collect them all. If you catch any duplicates, you fail!
Your Glyph scope at the bottom shows you which Glyphmon you've already collected in the room, and any you haven't caught yet. Pay attention to color, and don't get tricked by colors that look similar! You can also re-enter rooms if you've scared any Glyphmon off the first time, to try again.
I'm making a little shooting game.
Currently, it is no music.

UP: Boost (Cooldown necessary / 🆕Temporary invincibility)
Left/Right: Turn
Down: Brake
Z: Shot
X: Chaff (Charge necessary)
HUD:
"S": Shield (Automatic charge)
"CHAFF": Chaff status
Red bar: Engine heat
White bar: Shield charge status
"SITUATION": When the blue bar reaches right, you win!
Triangle mark: The direction of the enemy's base
.png)



This is a clone of the infamous Flappy Bird, complete with detailed graphics and 60fps gameplay, and scrunched down to under 560 characters. Any feedback about the controls or physics is welcome.
Controls: Press any button to fly upward/restart
Version 1.1 - Added high score and a brief pause before gravity kicks in on restart.
.jpg)
Is there a good way to see the total token count of a cartridge that is #including code from external files?
I know you can save the cart as .p8.png to get the includes flattened and then see the token count, but that's kind of a painful workflow when you're optimising code for token count.
If not @zep can you add a way to do this? Maybe a new mode for the stat tracker in the code editor?

an upgrade of my submission for Tweet Tweet Jam 6!
use the left and right arrow keys to navigate yourself through the tower to get the highest you can
be careful; the platforms desolve over time!
you can jump on red/green platforms/springs to spring up higher
you can collect coins by jumping on the platform they are on
use the coins to buy skins
there are more platforms that do different things
turn on classic mode in the pause menu for only coins and platforms
disclaimer: i have never played doodle jump or games of that genre, so any similarities are purely coincidental
previous versions:








An adventure game set in a not-so-distant future where Earth's pollution has reached critical levels and monsters are seen all over populated areas. You play as one of these monsters!
Programming by Infini
Sprites and level design by Alela the Dragon
Concept by Infini and Alela the Dragon
Writing by Infini
You can view and commission Alela's art at
https://17hpolan84.wixsite.com/alelathedragon

A Battlestar (regionless star battle) puzzle game starring penguins! :)
Place penguins such that each row and column contains exactly 1 penguin, and no 2 penguins touch.
Controls
Left-click - Place penguin
Right-click - Mark cell
Music
MMX - Chill Penguin Theme





This is my submission for TweetTweetJam 6!
Controls:
Left/Right - Steer
Z/C - Dash
Source:
z=0a=0.0001t=0o=90000e={}x=0y=0s=1d=0w=128p=pset function c(i)k=i if i>w then k=i-w elseif i<0then k=i+w end return k end function u(l,d)return cos(d)*l/150end function v(l,d)return-sin(d)*l/150end r=rnd b=circfill::_:: for j=1,9do p(r(w),r(w),r(2))end t=t+1s=s+(1-s)*a*2if(t%o==0and#e<10)add(e,{x=r(w),y=r(w)}) if(btn(1))d=d+a if(btn(0))d=d-a if(btnp(4)and s==1)s=5 x=c(x+u(s,d))y=c(y+v(s,d))for j in all(e)do b(j.x,j.y,2,8)if abs(j.x-x)<s*2and abs(j.y-y)<s*2then if flr(s)>1then del(e,j)z=z+1o=o-50else run()end end end b(x,y,3,1+s*2)print(z,2,2,7)goto _ |
A cart that allows you to make sprites compatible with ESPR()
So basically I made a function to add sprites beyond PICO-8's 128 by 128 sprite sheet. Feel free to use this function with credit.
function espr(data,x,y,w,h,flp_x,flp_y) --[[ data is a list of all the pixels that make a sprite the sprites are 8 by 8 pixels this function can be used for easily adding new sprites into the game ]] list=split(tostr(data)) w=w or 8 h=h or (count(list)/8) x=x or 0 y=y or 0 local val=0 local backup={} repeat add(backup,sget(val%w,val/w)) val+=1 until val==h*w for pnum,p in pairs(list) do pnum-=1 if (pnum/w)<h then if p~=16 then sset(pnum%w,pnum/w,p) end end end sspr(0,0,w,h,x,y,w,h,flp_x,flp_y) for pnum,p in pairs(backup) do pnum-=1 if pnum<=w*h then sset(pnum%w,pnum/w,p) end end end |
So, for example, if I do this:
espr("12,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,12",0,0,17,2) |
It will output this:


