Animated greeting-card (noninteractive) for the Wirehead team, on the successful completion of their crowdfunding campaign!
Press Z-key/O-button to show credits.
Wirehead sprites are from my earlier game, Berzerk Realm.
Music by Cold Air Unit.

A 16x16 pixel demake of Sonic 1. Features Green Hill Zone 1 with Dr Eggman boss battle at the end.
I tried to keep the feel of Sonic 1 as best I could, and the level is fairly accurate to the original, though not 100% the same.
Features
All badniks except for Newton, the chameleon type.
Ring and Invincibility Monitors. No shield.
Remakes of original Sonic 1 music.
Timer/ring count HUD for speed running. Toggled via the pause menu.
Current best 42seconds!

GIFs













PICO-8 0.2.3:
- REBOOT PICO-8 to clear memory to defaults.
- Open the music editor.
- Navigate to pattern 63, then select it.
- Activate the fourth channel. Set its sfx to 63.
- SAVE NONEMPTY.P8
- REBOOT
- LOAD NONEMPTY.P8
- Navigate to pattern 63.
Expected: Pattern 63's fourth channel should still be active and set to 63.
Actual: It is empty.
Expected: The .p8 file contains a music section with 63 default patterns and one non-default pattern.
Actual: There is no music section.
This appears to be a bug in the P8 section truncation logic that omits trailing default (empty) lines of each section. This does not happen when saving as .p8.png. I can set earlier channel patterns and see them show up in the .p8 while the last one is still missing. At some point my messing around restores intended behavior, so I don't know how that works internally. But I can repro with the steps above.

The audio print control code can take a number to refer to a specific sfx slot. Given only the number, it plays the sfx in that slot:
-- plays sfx 12 (silent if the slot is empty) ?"\a12" |
When followed by a space and additional print material, I expect it to play the given sfx as above. Instead, it plays the standard beep as if no number is present. I can further confirm that it actually stores the system beep in the numbered slot, overriding whatever sfx data was there previously.
-- beeps (expected: play sfx 12) ?"\a12 sup yall" -- beeps sfx(12) |
When followed by note data, this works as documented: it stores the note data in the given sfx slot, plays it, and prints the rest of the string.
-- stores note data in sfx 12 and plays it ?"\a12s4Xxc1egc2egc3egc4" -- plays sfx 12 ?"\a12" -- plays sfx 12 sfx(12) -- beeps (expected: play sfx 12) ?"\a12 sup yall" [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=97355#p) |
I've been hard at work on a metroidvania-style cart with a bit of its own flavor. This has been super fun to do on pico-8, and I'll post it up once I feel at least 90%+ happy with it. In the meantime, does anybody have any recommendations for similar style platformer/exploration pico-8 carts to try out?




you are a pilot of MD530F Cayuse warrior.
pilot this tiny helicopter and complete your challenging missions !
You have two kinds of missions : ground attack and rescue.
in ground attack missions, you have to destroy all given targets in the level.
in rescue missions, you have to rescue the hostages and carry them back to your base.
you get a bonus helicopter if you success this mission, but if half or more of hostages are killed the mission is considered as failure and you can't get that bonus.
during the mission, enemy aircrafts (self-destructing drones, gunships, and bombers) will appear to stop you. if you heard aircraft warning sound, watch your radar and fight or avoid them carefully.
by landing at the base, you can rearm weapons and repair the helicopter.
if you press X while landing at the base, you can switch the main weapon between minigun and rockets.
minigun has large amount of ammo and fast firerate speed, which is useful for anti-air and anti-personel but it can't damage armored enemies or buildings.
rockets can damage armored enemies, but its slow projectile speed and less amount of ammo make it hard to deal with aircrafts.
your helicopter can take 2 gunfires, but everything else (flak cannons, shells, bombs, rockets, and walls) can destroy it with one hit.
controls :
X : Fire main weapon / drop bombs when facing center / switch main weapon
Holding O while facing sides : face the opposite direction.
shortly tapping O while facing sides : face the center.
Pressing O while facing center and holding left or right : face the desired direction.
since I had ran out of tokens I couldn't add scoreing and leaderboard. just try and see how many missions you can complete.






1K Maker is a level maker under 1024 characters for the PICO-1K Jam. You can place stars that are required to get in order to go to the next door. Left click and hold to place or remove platforms. Right click to move the player.
(you can only use the right key to select what object you want to place)
Itch.io version: https://gametriangle.itch.io/1k-maker


Very small game in which you play as a duck, and each level consists of getting to a flan while passing through some time-based traps.
This is my first game for pico8 so any pointers are more than welcome!
Controls: Tap Z to grapple, or release from swing
This is my submission to the #Pico1k jam, a jam challenging people to make something in PICO-8 using no graphical or sound memory, and only 1024 characters of code! I had to cut back a lot of my original expectations to get it under the size limit, but I'm glad that I was still able to submit something playable!





As of 0.2.3, if you want to export a music composition in the tracker at the PICO-8 command line, the length of export caps at 32768 music ticks, or about four minutes and thirty-two seconds. To export something longer requires doing it in real time, be that five, ten, or seventy minutes, which is a pain and is slow.
Other exporters - sprite sheet, web application, binary - have flags to change how the export works; would it be possible to do something similar with the music/SFX exporter? Number of patterns played (or number of repeats, for a looping SFX) would seem the most intuitive for the end user, and (unlike music ticks) would involve numbers of a reasonable size, but I'm not attached to any specific solution.

A two player version of UNO (to play on the same device)
Probably not 100% the official rules but this is how we play it :)
- deal 2/2/3 cards for each player
- then deal card(s) to see who can start --> max value wins (+2/change direction/skip/change color/+4 are ignored)
- then deal start card (only cards 0..9 are accepted)
- when player didn't say UNO --> 10 cards
- skip/+2/change direction can be stacked
- when +4 or change color --> turn is up to other player
- when skip/+2/change direction --> turn is up to current player
The player names are stored in cartdata.
Credits:
- art based on ONU by @Munro
- easing by @doc_robs

Ok it may just be on my side, not 100% sure, but in splore is I do a single word search it will work:

But once I start to search for more than one word separated with spaces it will reply "cannot connect to the BBS":
(had to make two images, gif record do seems to stop as soon as the error pop up at the bottom)
I can't check right now, but I suspect it is linked with how the URL to search on the BBS is generated.

You can get downloadable versions of Terra and the character editor which are usable offline from Terra's itch.io page!
Also, a member of the community has started work on a Fandom Wiki and Discord server.
I will contribute to these when I am available to do so.
A tiny fanmade demake of Terraria in PICO-8!
If you haven't already, please consider getting the original game. This is only a small portion of what Terraria has to offer!
And if you enjoy this demake, please consider supporting me by buying one of my other games over on itch.io: https://pixelshock.itch.io/









