
This is a demake of The world's first co-operative shooter, Rip Off.
You must protect fuels from pirate ships at all cost.
The players have unlimited amount of tanks, but once the pirates steal all your fuels it's game over.
there are 6 types of pirates that has different movement speed and maneuverability. if you defeat all 6 waves of pirates, you get an additional score when destroying pirate ships.
I personally didn't like that the original game tends to end way too quickly so I added some changes :
-
Enemies' maneuverability are slightly nerfed, but now each waves have 4 (one more in coop) pirates in max difficulty.
- If you managed to defeat all 6 waves, you get a bonus fuel.
About Options :
-
Number of fuels : number of fuels to protect. 8 or 16.
-
Bonus fuel : getting a bonus fuel after 6th wave. Disabling it makes the game closer to the original.
-
Level down : If pirates managed to steal fuels you get a punishment. if 1 fuel is stolen you have to repeat the same wave, and if they steal more than one you go back to the previous wave. Disabling it makes the game to keep progressing even if you lost fuels.
-
Enemy num : Max number of enemies. increased spawns 4(+1) enemies, original is same as rip off.
-
p1 & p2 accel key : setting the acceleration as O button or up for each players.
- color mode : setting the color mode as colorized or black and white like the original game.
Anti-aliased vectors by elice and freds72.




Hi there. I participated in Looptober (make a piece of music every day in October, even if you only have a few minutes) and I wanted to further learn PICO-8's music editor.
Well... I only used PICO-8 for five of the days, but that's better than zero. So I thought I'd share the short songs:
07 Glitch
[sfx]
01 Battle
[sfx]
09 Precipice
[sfx]



Instructions
Left/Right - change real part of the parameter
Up/Down - change imaginary part of the parameter
X - redraw with new parameter
Z - show/hide the parameter
Explanation
This is a visualisation of what is (wrongly*) called Julia sets after a French mathematician Gaston Julia who devised the formula governing them. They are drawn by assigning each pixel a complex value based on its coordinates and looking at a certain sequence based on that value. If the sequence shoots off to infinity in either direction the pixel is coloured based on how quickly it shoots off. If it stays bounded it is colored black.
The formula for the sequence is
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=99606#p) |



Back in August I sent some gifs of this program I made alongside my dad so I could talk about old GFX. It occurred to me that I didn't post this snippet for others to use (unless you trudged through my discord message about it). I know many people have done effects like this since TLINE was released but as far as I know, my algorithm is unique, or at least uninfluenced by anything other than RGME's video on Mode 7 transformations. I wrote this before I knew anything about symbolab, calculus, or matrix multiplication, so it was all done with fuzzy mind logic.
*Quick note: the rotation control is accelerated so it'll be easier on the eyes when showing the program to others, variable t is the rotation, tsp is it's velocity. To change that Replace tsp±=0.0025 with t+=0.0125 and toss out the two math expressions below it.
Feel free to use this code how you want
I'm in the middle of making a game (top-down adventure game) and I want to add checkpoints, so when you die your progress isn't lost. Previously, if you died I just reloaded the cart and it set you back to the beginning. I figured out how to use reload() to reset the map data, and I also keep track of the player's spawnpoint x and y position, and set them back there when resetting to a checkpoint. However, I do use mset() to change the map at times, and reload() resets all that progress. Which is sometimes ideal, because I want to undo things the player did after they saved at the checkpoint, but I want to keep the progress from before the checkpoint. Is there a way I can store the map data when the player reaches a checkpoint, and then load that data when they die? I know cstore() exists but it confuses me and I'm not even sure it's the correct thing to use in this situation.





Celeste Break the Targets by Meep
Death from Death Dungeon
Controls
Arrows - Move
Z, C, or N - Jump
X, V, or M - Action
Death
Death has 4 health points
Using the Action key will fire a ball of energy and spend 1 health point
Shooting downwards will give you a small amount of upwards momentum
He can jump off of balloons for 2 health points and targets for 1
Running out of health will result in a death

I made this game for Mech Jam, and have since fixed a few bugs. It is a turn based tactics game where you play as a team of mechs that fight wildfires.
One mech can shoot a cone of water that puts out fire.
Another mech digs trenches that stop the spread of fire.
The helicopter can do three things: load up on water while it is over the sea, reload the cannon mech when it is next to it, or drop water to put out fire.
Fire spreads across forest tiles in one turn, and across grassland in two turns. A level is cleared when all fire is put out. If you lose all of the cities in one level, it's game over.
Update: Revamped tutorial, added UI hints to make it a little clearer how to reload the cannon mech using the helicopter


So, using PICO-8 with a US QWERTY keyboard (Wikimedia Commons image link), there's a kind of virtual music-keyboard embedded in it when you're editing SFX, with the bottom row from Z to M being the white keys of the octave below the one selected and the top row from Q to P being the white keys of the octave and a third above, and the black keys being on the lines above their adjacent white keys. C1 = z, C#1 = s, D1 = x, and so on.
For people using PICO-8 with other keyboard layouts, in the default keybindings, is this physical arrangement the same, or are the key names the same instead? Or some other situation?
aka writing down how my cart works before I forget.
This is about my game, Halloween Horrors, which is here.

This game was written very much based on previous work, with functions dating all the way back to P8C-BUN, my first game. I started from the Demystify the Christmas Tree code because I wanted the kittens. It's not very token efficient at all, but I didn't come close to running out of tokens in the end (6447/8192). Originally, I was making another Christmas game - it was only very late on that my gf persuaded me to make it into something for Halloween - thus it's a little bit messy and rushed.
The unminified source is at the bottom of this post in a spoiler - it's too big to make into a cart without minification. Even after minifying, I did run out of space: v1.0.1 takes up 99.8% of the compressed cart size(!).
General Notes
Sprite sheets




Just the old Mastermind board game redone in PICO-8.
I got the music from Robby Duguay (Thanks Robby!): https://www.lexaloffle.com/bbs/?tid=2619
Feel free to let me know about bugs and such.
Edit: New version with bug fix and changes as per comments.






I'm sharing my first Pico-8 game, called Picotage!
This is heavily inspired by the Apple II game "Sabotage" which I played on a school computer in the early 1980s.
I appreciate any comments. Thank you and enjoy!
This is a very simple action game where the goal is simply to survive as long as you can. Shoot the helis before they drop soldiers, or shoot the soldiers chutes after they drop, or shoot the soldiers. But don't let the soldiers land and damage your base!
Use the arrow keys to change the angle of your gun. Left, Right, Up, and Down can be used.
Fire with the "Z" key. You can hold it down or fire in bursts.
You earn a Powerup every 5 levels. Use the "X" key to activate the powerups.





This is my attempt of Porting a vector scan arcade game Armor Attack to pico8.
Control a combat jeep and destroy enemy tanks and helicopters.
Tanks require 2 shots to destroy, 1 shot only disables its movement.
Destroying helicopters increases the bonus score you get when you completely destroy a tank, and Destroying 5 of them gives you an extra jeep while resetting the bonus score.
Press O button in title screen to select accel key as Up or O button.
Due to pico8's environments the gameplay had been changed quite a lot :
-
Much simplified playfield
- lower resolutions means less space to move, Be careful when tanks are surrounding you.





I have created my very first game on amazing pico8 console
This is a tiny run and gun game, where you need to:
- kill some monsters
- save some people
- and collect some $$$
Im not so much in game development, but I have enjoyed while create this little piece of code and sprites (and some creepy sounds also)
So I hope somebody will enjoy a bit to play this game
And of course any feedback is much appreciated!
Thank you.
サイハ゛-ワ-ム Cyberworm
You are the only hope to save humanity from a monstrous enemy.
Epilepsy Warning: Contains flashing colors.
Level 1

Level ??

Features
- 8-directional top down frenetic shooting action.
- 64 levels of increasingly teeming hordes.
- Auto-checkpoints.
- Deep, engaging storyline.
- Original score - "The Ballad of the Worms"
- Unique graphical style.
- Multiple endings(2).
Controls
For the best experience, use a controller.
- ⬆️⬇️⬅️➡️ (arrow keys) to move.
- Hold ❎(X) to shoot.

