There were a lot of pico-8 games this time on Ludum Dare. One of them even got the first place on sound!
I thought people here would be interested, so I made a table.
(You can click on the game names, somehow the link styling does not appear inside the markdown table).
Name | Author | Overall | Fun | Innovation | Theme | Graphics | Audio | Humor | Mood |
---|---|---|---|---|---|---|---|---|---|
Hyper Harvest | @orion-black | 12 | 14 | 87 | 259 | 96 | 134 | - | - |
Adelie - Water Under the Bridge | @Meep | 17 | 6 | 121 | 127 | 12 | 122 | 111 | 51 |
The Crystallographer | @pianoman373 | 32 | 68 | 24 | 13 | 18 | 50 | - | 32 |
You're Under Harvest | @mastoast | 59 | 27 | 156 | 90 | 106 | 1 | 95 | 98 |
So I'm fairly new to PICO-8, and while I have a basic (very lightly said, lol) understanding of making a game on the program, I'm having difficulties finding any guides or tutorials about how to use time properly - particularly with making an intro sequence for a game.
Example: After the game starts up, I want to have the music start after 1 second (along with my logo) into the game, but from the methods I've tried, it results in the first note of the track playing in a continuous loop.
if (time()-last)>1 then music(0) spr(192,48,48,4,4) end |
I know the problem is that it repeats the desired action with every value past 1, but I don't know how to only have this happen once.
If there's anyone that knows of any guides/tutorials or has some tips or solutions to this, it would be greatly appreciated.
Thank you!


Do you remember Tutti Frutti? That was my favourite game on Commodore Plus/4. :)
Not bugfree, but I thint it is playable.
Collect all cherries, than go back to home. If you eat a cherry, after a while you burp up a seed that you can spit out. Be careful with the apples! They can fall on your head and kill you, but they also kill opponents (the acid apples).


Version 1
Version 2
What is This?
Matching game meets cats, that's what.
How do I play?
Press ⬅️/➡️/⬆️/⬇️ Arrow Keys to move the cursor. Press 🅾️/❎ to select an item, then press the direction you want the item to swap with and press 🅾️/❎ again. If you wish to deselect the tile, press 🅾️/❎ on the original tile again. The current tile and the selected tile are separated by an orange plate and a pink plate respectively. You can move items even if the moved item won't match with anything.






About
Ttuor is a short, top-down action game with a gravity glove and some floaty boots.
Controls
Arrow keys - move the player
(O) - After you get the glove item, press and hold to pull crates and items towards you. Then use the arrow keys to reposition a crate before putting it down.
(X) - After you get the boots item, press to float. Press again to land. Then use the arrow keys to adjust the direction of your slide.
Goals
Just try to get to the end! If you can, try collecting all seven gems. And keep an eye out for the elusive eighth gem…
Action shots
Pull stuff

Block beams with crates

So, let's say you're building a synthesizer using the serial PCM output and you want a filter. What do?
Well, what I did was follow a link @luchak posted a while ago in the Discord to this SVF filter design by Andrew Simper, Laurent de Soras, and Steffan Diedrichsen. And then get blasted with noise, because a design that works great with double-precision floating-point numbers is not so great with 16b.16b fixed-point PICO-8 numbers.
Edit: I recommend using the code snippet downthread rather than this one.
Now, I'm not good enough at math to prove mathematically that this is stable, but I'm good enough at hacking together testing code to feel confident that, as long as:
- the signal being fed into the filter remains in the range -1 to 1,
- the resonance remains in the range 0 to 1, and
- the cutoff remains in the range 0 to 2756.25 (the Nyquist frequency for PICO-8's 5512.5 Hz PCM output)


Updated Art by Helicity, find him on twitter here: https://twitter.com/helicityboson
Updated Music by me!
Very basic recreation of Conway's Game of Life. It's not optimized, so it runs really slowly, but it's the first thing I've ever made with PICO-8 so I don't really care. Also, there's no way to control it, rather, it just randomly fills the screen with noise at the beginning. Again, this was more of an experiment, so I'm not going to fix it.
you are a strange green thing hurtling through space. avoid the asteroids!
my first pico-8 game
feels like big man's version of scratch
the name and character are references to a (now sadly deleted) game i made in scratch when i was small
you could shoot at the asteroids with a giant missile, hence "blaster"
no blasting occurs in this one, but i'm keeping the name until i think of something better.

Hello,
I have just tested a little bit the structure of a .p8 file. There are some sections like lua or label. Concerning section sfx, I have notice that there are 64 lines (for 64 sfx) of 168 nibbles. Each line seems to be dedicated to one sfx, with 8 nibbles for global parameters followed by 5 nibbles for each note (32 notes per sfx)
global nibbles:
0:1 effect
2:3 speed
4:5 loop start
6:7 loop end
note nibbles:
0:1 note number
2: waveform
3: volume
4: effect
Global nibbles 0:1 have bits dedicated to each effect. For instance noiz and buzz arre a single on-off bit, bit 0 of nibble 1 for noiz and bit 1 of nibble 1 for buzz. But the 3 other effects (detune, reverb and damper) are a bit complicated, they have each 3 value, 0, 1 and 2. I fail to retro-engine them. Their bits mismatch together, some of them seem to be shared between 2 effects. Here are some tested values.
0000 0001 0000 nothing
0000 0011 0001 noi
0000 0111 0001 noi+buz


