Particle Effects
Sixteen different kind of particles based on same generation method. I get the idea of the main function and loop of the particles from Youtube video of "Particles in Pico-8 - The Ultimate Guide" from SpaceCat.
All functions work and genrate particle when "O" button is passed. The particles can be implemented to other carts by only copying the function into the code. So, everyone is free to use the particless as long as they refer to my work :D





thats right, i made optimised sprite drawing for picotron, although, you might wanna have chatGPT do it for you...
function sprpt(s,x,y) if s=="star!" then rectfill(x+2,y+2,x+5,y+5,10) rectfill(x+3,y,x+4,y+1,10) pset(x,y+2,10) pset(x+1,y+2,10) pset(x+1,y+3,10) pset(x+7,y+2,10) pset(x+6,y+2,10) pset(x+6,y+3,10) pset(x+1,y+6,10) pset(x+2,y+6,10) pset(x+1,y+7,10) pset(x+6,y+6,10) pset(x+5,y+6,10) pset(x+6,y+7,10) end if s=="heart!" then rectfill(x,y+1,x+7,y+4,8) rectfill(x+1,y,x+2,y+5,8) rectfill(x+5,y,x+6,y+5,8) rectfill(x+2,y+5,x+5,y+6,8) rectfill(x+3,y+5,x+4,y+7,8) end end function _update() sprpt("star!",30,30) end |
i spent more time on the star because even copy+paste does not save much
yes, admittedly, it does not work from data based sprites, its code based only! if you want an unoptimized lazy version, ill upload one later!
update 2024: the 0.2.6 update improves things! search the update post for menuitem(0x301
for details. (My original menuitem post remains below, unchanged)
PICO-8 has fancy menuitems but there are some gotchas and bugs to be aware of.
Here's an example of what I do by default; the rest of this post will explain how the code works and why I do things this way:
L/R pitfall
Imagine you want to add a "mute" button to your game's menu. Can you spot the issue with this code?
it's not a game at all it's just a reimagining of five night's at pico (https://www.lexaloffle.com/bbs/?tid=31672) (the gif is pretty bad)
.gif)

Info:
I thought I would share this alpha of an fps I am working on. It is far from finished but I thought some feedback
would help.
most if not all graphics are placeholders.
If you want to look around the code of modify it, its fine with me. I have also uploaded the Base engine, but it is
missing afew variables for draw distance fov and similar things.
Controls:
p2 left and right to look around.
p1 dpad to move.
press p2 up for the map, and down to shoot.
pressing p1 X/O will switch weapons which hasn't been fully added.
on the menu you can change the draw distance and scaling of lines,
you can also force change the game state.
betas:

-

Overview
Welcome to "Memory Matching Madness," a captivating memory matching card game that will test your memory and perception. Immerse yourself in this classic game with a twist, featuring smooth animations and dynamic gameplay.
Controls
- Controller support by default. Testing done with keyboard & Xbox Controller
- Directional Pad: Move Cursor
- A Button (Xbox) / Z (Keyboard): Confirm / Flip Card
- Mouse support toggled in PICO-8 Menu.
- Touch support toggled in PICO-8 Menu.
How to Play
Playing "Memory Matching Madness" is simple:
- Click on two cards to reveal them.
- Match pairs of cards to make them disappear.
- Keep matching until you've cleared the entire grid.
- Earn new pairs by completing grids
Credits
- Game Development: ZerkDev
- Soundtrack: Inspired by Nintendo classics
- Title theme inspired by: Game & Watch Gallery 1
- Setup theme inspired by: Super Mario Bros 3 Card Matching Mini-game
- Stage theme inspired by: Ice Climbers
- Special Thanks:
- My wife and siblings for their support.





Controls:
⬆️⬇️⬅️➡️ move
⭕️ [Z] Jump / Fire
❎ [X] Skip speech / continue
Story
Guide Imrahil the Kalendar Prince through the perils of many Arabian nights. On certain nights, he must gather golden jugs, engraved with letters, in the correct order to spell out 'ARABIAN' (the platform stages).
At other times, he rides on rafts and flying carpets through Arabia, casting bolts of lightning at his foes. His quest for the princess Anitra is long and difficult - many dangers lurk in the Arabian night!
Remake:
The original game for Commodore 64 "Tales of the Arabian Nights"
(c)1984 Interceptor Micros. Written by Ian Gray.












Hidden Shapes is a puzzle game about finding 2D shapes on 3D objects.
Each puzzle features a 3D object that can be rotated, scaled and moved. This object is made of triangles that you can turn on and off. Your goal is to fill up a flat 2D shape (your goal shape) by selecting the right triangles and making them exactly match that shape.
The goal shape is always revealed at the beginning of each level for 3 seconds. After that, whenever you want to see it again for a moment, you'll need to trigger a check. If you think that you've solved a puzzle, you'll also need to "check" you progress.


I just finished a game for a 1-bit game jam, requiring the use of only 2 colors . Slime's light is a small puzzle game that uses light and shadow to activate and deactivate doors and lamps. Unfortunately, I had to minify the code to make it fit into a single cart. You can access the unminified code on the itch page.
Controls:
Arrow keys - move
X - pickup / drop
Z - slow movement




