I'm new to the BBS and new to Pico-8 as well. I've been obsessed with the concept since I first became aware of it around four months ago. Everything about it fires every happy neuron in my autistic brain and I now own four different handheld emulators which I use almost exclusively for playing Pico-8 games.
I cut my teeth on coding back in the 80s when I was in high school, but trying to write games in BASIC was a disappointment and the only other viable option at the time was learning machine language coding, which terrified me. If Pico-8 had existed back then, my mind would have been blown, and my life would have ended up very differently.
I'm finally sitting down and going through the "Shmup for Pico-8" tutorial from the very beginning. I really like the fact that each installment has a homework assignment. I want to be able to take an idea for a game and be able to say with confidence, "Yeah, I think I can make this happen."
My First Shmup
My First Shmup is an old-school style arcade shoot 'em up (shmup) aesthetically reminiscent of Galxian or Galaga, with hints of newer shmups sprinkled in.
How to play
Fly your fighter and defend the known universe by destroying the evil Space Ghost's armada.
Arrow keys - move your fighter
O/Z button - Fires Missiles, reduces ship speed
X button - Fires Plasma Weapon
System
Enemies destroyed with missiles drop energy cores at a rate of 20%. Pick up energy cores to increase your energy meter. The Plasma Weapon does more damage than missiles, but can only be fired when there is energy in the meter. Each Plasma shot depletes your meter a small amount.


check out the music video here!
https://churchbasement.org/#music/eight-mages/
Used Pico8 as the visuals for a music video. Getting TIME() to be actually accurate was the main problem i ran into. Had to sampling beeps from Pico8 using TIME() to trigger them every second, record that into Reaper, ratio the sampled time with the time it should have been, averaging all the ratios, multiplying TIME() with the ratio we found, witch happened to be 1.0007962696777
-- 0x1.0034 is as close as Pico8 -- can get to the fration -- 1.0007962696777 local ratio = 0x1.0034 local oldt = 0 local t = 0 function _update() t = (time()*ratio)%1 if t < oldt then [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=166523#p) |



Wordle in Dutch v1.0 by Stephan Otter
A Pico-8 demake of the classic Wordle game — now with Dutch 5-letter words!
🔗 Original demake by @galleywest
This version builds upon Galleywest’s awesome base with added features and a Dutch word list.
✨ Added features:
🇳🇱 Dutch 5-letter words (interface is still in English)
🟨 Handles wrong letters in wrong positions more accurately
❌ Reveals the target word after 6 incorrect guesses
📘 In-game instructions included
Try to guess the hidden Dutch word in 6 attempts.
Green = correct letter and position
Yellow = correct letter, wrong position


I've added a 6-button gamepad for the new pico-8 just incase that it could be for the key configuration mode can be different than before, the o and x buttons work for the original games, but if you make your own game for the slash and heart including shoulder buttons then this would have been special, so here are the numbers for the buttons.
Slash = 12 (turn into 7) key(C)
Heart = 13 (turn into 8) key(S)
Left Shoulder = 14 (turn into 9) key(A)
Right Shoulder = 15 (turn into 10) key(D)
I've hope you'd like this.
This is a base project to create your very own Bullet Hell/Heaven, Shooter, Stealth etc. game!

Controls
Best played with twin-stick controller!
Controller:
LEFT STICK - Walk
RIGHT STICK - Aim & Shoot
X(bottom button)-Advance to game
Keyboard+Mouse:
WASD - Walk
MOUSE - Aim
LEFT MOUSE - Shoot
C - Advance to game
Content
It includes:
- a system to manage the different types of guns and bullets with different values
- multiplayer support
- basic AI that looks for the player and follows them
- basic enemies(one melee, one ranged)
- a basic item system

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Familiar Frog Game
by 404plyrNotFound
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[8x8] |
Rundown
This game should feel very familiar. That's why I chose it to be my first Pico-8 game. It let me work with something I knew (Konami's Frogger) while I learned something new (Pico-8/Lua). There are differences from the original beyond the art style. There is only one level. The road directions are more realistic. The game is easier either because of my inexperience in game design or because I was making this for young, inexperienced gamers. Not sure which. I hope you enjoy. After this, I will move on to new, less familiar games.



Throw
A simple hiscore game
- Throw cans with any button press and stop the power meter at the right amount to aim for the trash
- Life lost when bouncing at ground twice or flying outside the screen
- Bonus lives can be earned with enough score
Show that trashcan who's boss. Goodluck!
Made after a long break from game development.
Very ad-hoc/impromptu coding/design to keep motivation going
Here's another prototype of my upcoming game, Hobblins. This prototype is focused on the idea of a timed conversation minigame. The current version is very simple, just choose the phrase whose colored text matches the prompt at the top in order to increase your conversation partner's Interest (the green bar). Press x at the time marked on the bottom of the screen, or your conversation partner will lose Patience (the second bar, which starts blue and changes color when it drops lower).
Raising Interest to full means you win, dropping Patience to empty means you lose.
It's very simple right now, but I plan to modify this to add more difficulty/interest in selecting what to say next, as well as more strategy/options for the player.