Hi,
This is a game I made for a 72 hour Game Jam on itch. The theme of the game jam was "music" with the limitation being "gravity is under your control". People seemed to like it, so I thought I should post it here as well.
At each of the large planets there is an alien that sings a tune. By playing the tune correctly you earn a new ability that will help you get to other planets. If you complete all 4 songs you can finish the game by visiting the final large planet. There are also optional pick-ups to collect.
I actually have a handful of unpublished Pico-8 games as well, but I'll space them out so they get some room to breath and don't clog up the BBS.
EDIT: Here is some missing instructions about the music part. In music playing mode the arrow keys become music keys, with each of them representing one tone. If you hold X while in music mode, the arrow keys will shift up 4 tones to complete the octave. Whenever you press or release the X key the shift will wait for you to change which key you're pressing before shifting.

https://pico-8.fandom.com/wiki/P8SCII_Control_Codes#Audio_commands
Because there doesn't seem to be a method to specify the audio channels with "\a" I am trying to transfer my sound effects to the sfx editor.
I don't understand how to do this though. Let's take this example:
?"\as16x3a0"
s16...spd set to 16
no volume is specified so the fourth column is 5 by default
x3...final 5th column set to 3 for all notes
a0...note a(press n cause idk how to type it in manually) and octave 0
In the sfx editor that gets me, with spd=16, this:
a 0053
?"\as16x3a0" does not sound like that at all....so idk what I'm missing here. I need to figureout how to do it for notes like ?"\as9x3a-2i0dd1" which includes "-" being a sharp and idk how to input a sharp at all, # seems to be the keys above n's row.
Would appreciate an explanation on what I am missing here, and if there is a way to transfer it without manually going through it like this.

Hello there !
It's been a while since I've uploaded a thing here, and tweaked over pico-8.
It seems I'm just having fun playing around with cool effects and juicing the most out of shooting bullets. I thought I'd just share with you the lil' demo I've made so far, as I'm planning to turn it into a simple shooting rogue-lite once day.
Don't mind about keyboard and mouse
-2 players
-O to shoot
-X to generate bublles
Hope you'll enjoy what you see, and don't bother too much about what's happening on screen, it's HEAVILY EXPERIMENTAL. Next step will be to implement some sort of IA, make a proper menu, or just trying to get cooler speed effects as it looks desperatly flat at the moment.
Grab tha fishy
Controls
-Press Z to start
-Press X to toggle on and off the water background texture
-Use the Arrow Keys to move
-Use X to grab
Rules
You have 10 seconds to grab as many fish as possible and avoid grabbing the trash. Each fish is worth 250 points, trash is a deduction of 250 points, and there is a gold coin worth 1000 points.
Images


This is my first pico-8 game! I wanted to remake one of my favorite mobile games called "1-meter" and added an extra element to make interesting gameplay!
Press Z to change plates
Press X to change patterns/colors or the background table cloth
Use Arrow keys to play!
See my itch.io page where I created a nice page for this game here: https://nschaitanya.itch.io/spaghetti
P.S. It would be great if anyone wants to add some music to this game!

The humans have polluted your home and turned you into one angry starfish. It's time to strike back.
Shoot your arms at the docks to send the people flying (your pollution-related mutations have made your body highly reactive with the air). Be careful! The other sea critters are hungry and your arms also serve as a tasty snack.
This is my first completed game since probably middle school. The code is a mess, pls don't judge (or do, I'm not in charge of you). At the very least I've found some things I'd like to work on in my next project, but I hope people can get a little enjoyment out of this too!

I'm trying to setup a new menuitem (i.e. on enter menu) for muting the music. (1) the code below will mute properly but won't display the updated value of the switch i.e. "Music:on" will always display. Putting menuitem() in _draw will fix this...allowing for "Music:off" to display, but not when the callback is true (menu doesnt auto-close).
(2), I'm concerned if I should be calling menuitem() in _draw or not to begin with (if its better cost-wise elsewhere). I am not overly familiar with cartdata and dset/dget but was trying to store a value there and check that in draw instead....not sure if that's the right way, but its not working atm anyways.
How should I ideally set this up such that music:on/off can be seen and toggled within the menu, with the callback returning true (menu not exiting on click)?
cartdata("test")
switch=true --true is music_on
music(0,1000,1)
function _draw() cls(1)
if dget(1)==0 then switch=true else switch=false end --not working, was trying to update display for menu
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=114087#p) |

Also available on itch.io and Newgrounds.
Howdy, gunslinger!
Bandits are taking over the town and you're the only gunslinger around that can stop them. Battle through 5 bandit camps in this turn based rogue-like western to win the lucrative bounty or die trying.
How to play
This game uses gamepad and keyboard controls and involves rotating with left and right buttons. The player may take the following actions on their turn:
- Move - Select and move to a free tile
- Revolver - Aim at a direction and shoot at a target or reload bullet
- Punch - Select a target next to you and push it

This is my code for drawling the line.
--- is just spaces ignore them
function raycast(fromx,fromy)
---cam.angle += 1
---local l = cam.dist
---local atx=fromx+(lcos(cam.angle))
---local aty=fromy+(lsin(cam.angle))
---line(fromx,fromy,atx,aty,8)
end
I can't see why this isn't working. im changing the cam.angle but the line is still straight
And there's no rad function so I do not know..

This is my first project in Pico-8!
Beat Box is a simple, one-button arcade rhythm game in which you move by tapping to the beat!
The blinking arrows control the direction you move - press on the beat to move up and down, and on the offbeat to move left and right. You can string these together to move diagonally or back and forth in a single beat!
Navigate around the grid and weave around the Rhythmonsters and Lasers while collecting the orbs to increase your score!
This game was inspired by the Rhythmove Dungeon mini-game from Rhythm Heaven DS. The song is a rendition of Let's Practice from Rhythm Heaven DS.
I hope you enjoy!

According to the manual
> Additionally, when X, Y are not specified, printing text below 122 causes the console to scroll. This can be disabled during runtime with POKE(0x5f36,0x40).
However I've got a cart that has a performance issue as soon as the print leaves the screen.
Adding in
poke(0x5f36,0x40) to the cart fixes the issue so the performance issue is to do with screen scrolling.
To see in the above cart press X to start the game and wait for the ship to leave the bottom of the screen

First of all, this post is not a feature request, but a proof-of-concept PICO-8 controller adapter over the GPIO SERIAL interface, allowing for extended controller input support including analogue sticks, analogue shoulder pads, and more buttons.
How It Works
GPIO works very differently on various PICO-8 targets. Because of this, the way it works on Desktop (Running PICO-8 locally on your computer) and on Web (so HTML/JS exported PICO-8 games) are very different.
Desktop
For desktop targets, you first start a controller host process that creates controller.data and controller.clock named pipe "serial" lines that can be "connected" to a PICO-8 console:
pico8 -i controller.data > controller.clock |
Additional controller data is sent over a named pipe attached to PICO-8 process's -i input file (serial channel 0x806). PICO-8 SERIAL command allows scheduling reading a certain amount from the named pipe with:

Farmyfarm
Farmyfarm has been long abandoned. The animals need a friend. The crops need love.
Farmyfarm needs you.
But all is not as it seems. Strange events have been occurring. Strange magicks are awakening. Floods and earthquakes are making the animals sad.
Something sinister lurks on Farmyfarm.
It falls to you to restore Farmyfarm and protect the animals from sadness.
How To Play
Up/Down/Left/Right - Move
Z/C/O-button - Interact
Activities
There's something for everyone!
Read signs!






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