After years of joking, it's finally here.
Adelie Golf has you putting a round penguin (Roundelie) through the 30 levels of Celeste Classic!
Made in two days as a part of the 12 Days of CChristmas mod jam and releasing on the last day of CChanukah, I hope you enjoy this meme come to life.
- Click on the ball and drag to aim your shot, release to putt.
- Press C or Z to restart the level if you get stuck.
- Press S and F to go back or forward a level respectively (must be enabled in the pause menu).
- Version 1.1 fixes some bugs with balloon physics, graphical issues, and a missing music trigger.
If you get stuck or a level seems impossible, try playing in full screen mode.




My 12 Days Of CChristmas jam submission!
In this mod, the mountain has changed. you play as the aspiring contractor madeline, armed with a hammer and a whimsical magic mouse cursor that can manipulate the world at her whim! normal contractor equipment. Progress threw the mountain and take advantage of the wacky new gimick! ooooor just build a path to the top and win every level... the choice is yours! i cant take it from you, my lawyer advised against it.
Link to CChristmas jam page!

The Pit Jr.
A Pico-8 remake of the little known, seldom remembered 1982 coin-op game "The Pit". This simple game is often cited as the inspiration for Boulderdash and other digging games, and features a careful descent into a rock-strewn cavern, the daring acquisition of precious gems, and a heart-stopping escape through the terrifying pit, where lurks the ravenous monster... at least, that's how it must have seemed to early-80s kids.
You can see gameplay from the original here: YouTube

Controls: directions to move, x to fire laser.
I've tried to recreate the distinct features of the arcade original, warts and all, including the unique movement, the simple graphics and the enemy behaviour. It also includes a lot of janky luck-based gameplay that will have you tearing your hair out - just like the original!


Hello,
I love all the demakes/remakes.
This one of my favorite games from the 80's and it would be cool to see this on the Pico 8.
https://forums.overclockers.com.au/threads/retro-lets-play-bruce-lee-datasoft-1984.1310249/
I don't have the skill or I would try.
Just throwing it out there. :)
I only played it for the PC but sounds like it came out for the C64 as well.
-Montana


Hello all, I'm still learning about PICO-8 and I'm interested in ensuring I understand the implications of using local variables, global variables or upvalues.
As many do, I use a for/in loop to update my roster of enemies:
for en in all(ens) do local ecx,ecy,efov=en.x+2,en.y+3,0.1 --apply friction en.dx*=(en.dx>0.05 or en.dx<-0.05) and fric or 0 en.dy*=(en.dy>0.05 or en.dy<-0.05) and fric or 0 if (en.alert>0) efov=0.3 --sees player? if (sees(ecx,ecy,pcx,pcy,50,en.fac,efov,2)) then --face toward player en.fac=atan2(pcx-ecx,pcy-ecy) --set terminus en.tx,en.ty=pcx,pcy en.alert=2 -- ...etc |
My question is regarding the locality of the current element ("en" in the example above) and its constituent table elements. If I'm going to be reading en.x, en.dx, etc. multiple times within the loop, will it save cycles to make local copies of each of these first, or are they already local by being part of the current element ("en")?


At the moment, we have 6 native functions to peek and poke the memory :
v=peek(addr, [n] ) you also have v=@addr that is equivalent to peek(addr,1) and peek(addr)
v=peek2(addr, [n] ) and v=%addr
v=peek4(addr, [n] ) and v=$addr
poke ( addr, [value,] [...] )
poke2( addr, [value,] [...] )
poke4( addr, [value,] [...] )
What could be a good extension of this ? The problem is not really the coding part, but rather coming up with conventions that fit well withing the pico8 universe...
poke3 seems like a simple addition, but what three bytes should be copied from the value ?
Pico8 is a little endian universe XXXX read from value ..... ignored [ pico8 numeric value ] [fraction ] [integer ] Byte0 Byte1 Byte2 Byte3 poke ..... ..... XXXXX ..... poke2 ..... ..... XXXXX XXXXX poke3 ????? XXXXX XXXXX ????? poke4 XXXXX XXXXX XXXXX XXXXX |
Since our standard pico8 numbers are 16.16 bits, we can't go further, poke5 wouldn't make sense.



Espionage Cards is a card solitaire inspired by "The Solitaire Conspiracy" (Bithell).
In this game you have to complete a solitaire game within a given number of moves.
Any comments or criticisms are welcome :)
release 1.1.3 (2025-06-10)
- tweaked max moves
- add a mission briefing
- save music setting
- token optimization
- code cleanup
Player must reset game (menu->reset game)
release 1.1.2 (2025-06-05)
- tweaked max moves: more difficult
- add a mission message
- updated MalaCorp description (by AI)
- token optimization
I am not sure that you have enought moves to win a mission, but you can reshuffle cards.



Snow White and the Seven Boards
About
Can you traverse the seven boards and reach the seven dwarfs in this dwarfs in this epic adventure? Join Snow White and her mystical band of animals as you face perils unbeknownst to the movie-boardgame-videogame-adaptation genre up until now!
(There are only 4 boards)
(Produced hastily for an open-ended school project)
Playing the Game
Controls
Use left and right arrow keys to navigate menus and Z to select. The down arrow key is exclusively used when placing cards to stop placing them.
Cards
Throughout the game you will collect a variety of cards. Each card has 4 statistics:
Health - Card gets removed from the playing field when at 0 health.

I'm hoping someone out there can help me solve the ever increasing speed of my bird animation. The goal is to have the ability to put these bird sprites (spr 39 is the static resting bird sprite) all over the map and as the player gets close to them they are disturbed and fly away. A counter ("birds") counts them and this counter is used to alter states later in the game. Everything is working except that every bird that is disturbed flaps it's wings faster than the previous bird. Any attempt to reset this just results in the bird not animating at all and floating away motionless which is kind of comical. :P

My update and draw code for these bad bois are below. Any ideas as to how I could get them to fly away at the same animation speed regardless of how many have been disturbed? Newish to coding in general here so I'm probably going about this the wrong way. FYI, sprite 39 and 19 are both static versions of the bird depending on the background they sit in front of.


I purchased Pico8 before the pandemic but started to deepdive in May2023. I'm bad at math and coding, but have experience in Illustrations and Graphic Design. The way I approach learning Pico8 is by editing others' code and numbers and see how it goes. In this case is Christian(Lazy Dev). I followed all the old tutorials and faced many obstacles in terms of debugging and still learning and started to understand abit the Lua language. Sometimes I got lost between making games to exploring the particle system that I used for motion graphics on my instagram. Currently even coding a 16x16 sprite player making me want to pull my hair off but slowly learning. I'm wandering If all the Pico8 game dev are fluent in Lua first before Pico8 it seems..Inspired by the 80s aesthetics or so it seems especially the cartoon Transformers G1 character design. to be continued...




So I'm making a game that cycles through colors the sprite can turn into and I'm having a bit of trouble.


And this is the messy code:
if btn(4) then pal(12,2)
end
if btn(4) then pal(2,8)
end
if btn(4) then pal(8,12)
end
if btn(5) then pal(5,2)
end
if btn(5) then pal(2,8)
end
if btn(5) then pal(8,12)
end
if btn(5) then pal(12,5)
end


