Please see the main post here!
https://www.lexaloffle.com/bbs/?tid=48795
v 0.2
Holiday '22 update! New engine, artwork, music, sounds, pretty much everything!
Protip: Use the Konami code at the title screen with the turtles for extra settings.
Progress update! Less of a "game" than the sparring demo but closer to what I want the final product to be. Hoping to have a full level 1 by the end of the summer.

A WIP "into the screen racer" prototype.
I've use bezier curves described in this post for the road: https://www.lexaloffle.com/bbs/?pid=65926
Use the controls to move the road around and move the horizon up and down.
The bezier calculations seem to be quite expensive resulting in a reduced frame rate from the target. Possibly this is worsened by my attempt to fill in the road polygon by effectively drawing the line multiple times.
Any suggestions for improving this would be most welcome.
Hopefully the ideas here might help others.
I will look to make this into more of a game by allowing movement of the car, other cars and obstacles moving towards you and variable speed. But this is a start.



I entered my first game jam and did my first collab with amusician. Find it on Itch.io
This was made in 3 hours.
Shelf Defense
Controls:
Press ⬅️➡️⬆️⬇️ to move and jump
Press ❎+⬇️ to move lower
Press ❎+⬆️ use your jetpack
Press 🅾️ + Place a chosen Toy
„Beware! Capitalist children want to grab you off the shelf. Use their money against them and hire other toys to fight back“
Shelf-Defense is a genre mix with tower-defense and platformer elements made in Pico8.
AMusician made his debut with this game as his first ever published game!
Published as part of the 3 hour game jam trijam172 „off-the-shelf“.
Small action rogue like game.
Source code: https://github.com/unikotoast/buns-bunny-survivor
Play and support me on itch.io https://unikotoast.itch.io/buns-bunny-survivor
Steam: https://store.steampowered.com/app/2684450/Buns_Bunny_Survivor
Collision checks via spatial hash is impletented with https://www.lexaloffle.com/bbs/?tid=29466
My first game ever. I really struggle with token limits and I have to remove lots of stuff from the game.
map.lua - infinte map, generates random grass tiles with something like chunks, I never done anything like that so I think it's horrible code.
animations.lua - I'm not sure that this is how you should save objects to animate them.
I received lots of help from discord and by reading other games code.
I know absolutely nothing about sound design and music so making beeps and boops was hard but fun.
Version 1.9 🥕
- added more music by @extar
- carrot burger now heals
- bufffed shurikens
Version 1.8
- added music
- added chance for super carrot in enemy loot, increases damage a lot for 10 seconds
- ring of flame - increased area on first levels, decreased damage, stronger movement speed debuff
- buffed shurikens
- buffed carrot explosion
- bats are weaker for the first minute of the game
- fixed bug when final boss just disappeared and game did not end
- added minimal movement speed cap
Version 1.7
- added image to the cart
- selecting upgrade is more defined
- small fixes
Version 1.6
- beggining of the game is easier
- new enemy: skull that spawn crazy bunnies
- no upgrades require to sacrifice hearts anymore
- small balance changes
Version 1.5
- added fire and frost dash
- added reroll option every 5th level
- added golden carrot
- added new enemy
- the map has borders now
- small balance changes and fixes






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I would love to see the following feature added to the sprite editor:
Keyboard shortcuts for changing the active drawing tool. This would be especially useful when editing in 'full frame' mode and the tool buttons are not visible.
Suggestion:
p - pen
s - stamp (Note: currently used for select, see below)
f - fill (Note: currently used for flip, see below)
c - circle/oval
l - line
b - box (also know as rectangle, but r is already used for rotate)
Notes:
The s key is already used for select in pen mode, but I never use it, because it's the same as the Shift key. The key could be re-assigned IMHO.
The f key is already used for flipping horizontally. But it's the same as the H key. The key could be re-assigned IMHO.
More ideas:
Because in full-view mode, you can't see the tools, it would be nice to show the active tool in the bottom status bar (or perhaps in the top bar?). As a bonus, why not show the currently active color there too?
I would love to see this feature in the track editor:
When part of a track is selected (marked yellow), selecting an instrument, effect or volume level (clicking the icon with the mouse) will apply that change to all selected notes.
This should work only if the instrument/effect/volume column is in the selection.
Otherwise, selecting a instrument/effect/volume will only change the current volume/instrument/effect.
E.g. when the selection is like this:

The user can change the volume/instrument/effect for the selection by pressing the icons.
But when this is the selection:

The user cannot change the volume/instrument/effect for the selection by pressing the icons, because
those columns are not selected. Instead, the current instrument/volume/effect is set.
PS: technically it probably not difficult to do the same for the octave column, but I'm not sure that's a very useful feature. There's already a better way to transpose notes.
Hi everyone,
My new project uses massive tables of graphics metadata, so I've written a new table serializer inspired by this pull request on @BenWiley4000's pico8-table-string to get the job done. Hopefully someone else finds this useful, too!
It uses less characters to store your table as a string than pico8-table-string does (to take up less character / compressed space), but at the cost of 14 more tokens to deserialize, and possibly with less reliability. (It will break if the table contains a string a certain character sequence, see below.) You should also run the output through something like Zep's escape_binary_string before saving to code.
Supported:
- string/number/boolean values
- key/value pairs
- consecutive indexed values starting from 1
Not supported:
- 0-indexed values
- non-consecutive indexed values
Hi
I've been working on a simple platformer and I have a problem with coding in the music to be played in the game. I am aware of how to play sound effects and how to use the music function but it does not allow me to have the music loop and keep playing. How do I implement looping music to my game? Thanks.

I made this a couple of months ago and never got around to posting it, so here it is! Press button, drop coin, simple as that. Different colored coins are worth more!
There's not much challenge, this was more of just a "tech demo" I made while learning how to do z-index sorting and more precise collisions.
The code is actually very simple, so if anyone would like to expand this or improve on it, be my guest! I'd appreciate a credit though :)


TL;DR
the methods to detect or inhibit Pause button apparently do not work using the Web Player Pause button.
More Details:
In my game Amidus I needed to hide the stage during Pause to avoid cheating as it's based on a short time to realise what's the correct path to take.
So I implemented a few methods like checking for btn(6) and even inhibit pause during that short phase with the timer running using poke(0x5f30,1) as you can see in the code (carts below).
As both methods work beautifully using the internal Pause P/Enter, both failed to work using the Web Player Pause button that apparently overrides both checks.
I tried to ask in the Discord #help and they suggested to report the bug here as it's an unexpected behaviour.
On this version you can test the "inhibited Pause" poke(0x5f30,1) method: