Well, it's (apparently) been 4 years since I last posted here
I just wanna say i appreciate the hell outta zep for giving me the opportunity to work with this engine and build my computer science skills.
I'm 22 now and the ability to program is still incredibly important to me (im a compsci major).
I honestly loved this community so much growing up, it was instrumental to me and who I always wanted to be. I am incredibly thankful.
Post game requests here for https://www.lexaloffle.com/bbs/?tid=47699
if possible put:
CATEGORY (ONLY ONE):
game
tweetcart
tool
game name
author
any tags you feel apply (multiple tags are fine)
cart ID
(if enough jam games are put here, a jam category will be added)




I may have a non-standard definition of fun...
Disclaimer: I'm fully aware that this is quite likely a completely useless little utility as far as PICO-8 development is concerned. I just like writing this kind of thing just for fun. But if you do find it interesting or useful, let me know!
This is basically just a function which allows you to create curried functions—which I attempt to explain below if you're unfamiliar with them—which can be partially applied in a natural way in Lua. I'm not sure why it took me so long to write this since it's just a rip-off of my python implementation of the same thing.
Anyway, here it is on github or you can copy/paste the code from the example.
Example
Here's a simple little proto-game thing which I stuffed full of as many curried functions as I thought I could reasonably get away with. Not gonna claim that it's the best—or even good—way to organize a game but I think it does an okay job of showing how to use partial application as a sort of dependency injection/data encapsulation.



Tagged as work in progress.
Press C to shoot
Press X to hyperspace (move to random X location)
Powerups
- Green ball - dual lasers
- Blue ball - drone
Enemies
- Small, big spinners - will destroy your ship if hits the ground
- Ufo - will shoot at your ship, look out
Asteroids, there's lots of them, shoot them down and rack up your score. If they land, they will take some score away!
Somewhat of a Demake of Astrosmash. Let me know what you think.
Planning on adding a level system, more powerups, highscores, better sfx and gfx. Will attempt sprite rotations, but we'll see how that goes :)

Hello to anyone that sees this. I'm in the middle of working on a Pico 8 game, and it's turning out great so far, however I'm running low on graphics space and I need the whole map for the levels so I can't use the second half of the graphics space. If there's a way around this, perhaps a poke() function that I'm not aware of, or another method, and if someone could tell me that would be great! Thanks!





For his crimes against humanity, the blue humanoid has been condemned to eternal speen.


Description
Denali is a community project that has been worked on for a long time now but got abandoned, so we decided to release what we have so far for April fools. Just to be clear though this is a community project, and just because I'm publishing it doesn't mean i did all of the work!
Instructions
Z/C: Jump
X: Dash
Left Shift: Grab
Contributors
ThatFinn: Programmer and Level designer
Expl0zion: Artist, Decorator and Level designer
FlyingPenguin223: Programmer
Kamera: Decorator and Level designer
Sheebeehs: Artist and Decorator
Michael: Programmer and Level designer
Rav: Level designer
Sparky: Programmer, Decorator and Level designer







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If you were dying to get your hands on a physical copy of Toxic Invaders, now's your chance!

This limited edition of Toxic Invaders has been written to a beautiful, translucent 3.5" floppy disk. The included protective case can be used to delightfully display the game.
The 1.4MB disk contains a uniquely signed PICO-8 Cartridge , the classic Windows executable, a web version for most browsers, the soundtrack PICO-8 Cartridge, and a retro readme for the complete floppy experience!
Head over here to check it out!



L and R click to make it increase/decrease
i made it on TIC80 while making a game about memory loss and this was a very special VFX that i made for it.
it places a lot of circles (called shadows) in a grid on the screen, and then resize then cased on something (a player or a mouse position)
the far away it is, the bigger a circle is; when it's closer, it becomes small or invisible
it also uses a lerp function to be smooth, and a "flood" variable to define how much of the screen is covered by circles
for more stuff like that visit me at linearharu.itch.io