hi all! it's been a while!
the past couple of years have been a pretty cool and wild ride (moving to a new house, learning new skills, starting new projects, passing exams, etc.) but i've decided to return to my roots (that is, to make things with PICO-8 once more).
i likely won't be posting as frequently as i used to, but i hope you like what i do end up showing off.
as for the cover itself, it's a personal favorite song of mine! i tried to recreate the sound effects used in it as best as i could. constructive criticism is appreciated!
(note: if you would like to use my work for your own projects, please ask me for permission and credit accordingly!)

One-screen underwater shooter.
Controls
Move Mr.Sub with arrow keys and use Z to shoot missiles.
Mission
Move Mr.Sub around the screen, shoot your missiles to eliminate enemies and avoid getting hit. The deeper you are the more points you're gonna earn for successful shots. Your mission is to get as many points as you can get and survive as long as you can.
Levels
The difficulty level starts with 1 and gets incremented every 10 seconds. The first 5 levels are introducing new enemies to let you learn their mechanics. From level 6 up to level 12 the difficulty is making all enemies (including Mr.Sub) move and drop bombs a little faster. From level 12 the only thing that counts is survival. Stay alive as long as you can.





Asteroids, but time only moves when you do.


How to play
Stay alive to score points. Destroy asteroids to score more points.
Controls

- Left/Right arrows: spin
- O button/Up arrow: accelerate
- X button: shoot
- Down arrow: wait
Tips
- Because your ship's engine is always running, time will still advance when not pressing any button (albeit slowly)
- While bullets don't wrap around the screen, it is possible to shoot yourself if you're not careful
- You can use your cannon's recoil to get yourself out of tight situations





I'm trying to make a Zelda style game, but i can't for the life of me figure out how to work the inventory.
What I'm trying to do is make a sort of Silent Hill thing where it shows the one you highlighted as being larger than the previous, and next item. I'm not doing anything complex, each item you can get corresponds to a sprite in the sprite sheet (probably 14 sprites in total, 33 to 47). I'm using a table called inv by the way, I don't know though.
Here's a gif and the code for the inventory. the gif is from earlier, right now I've just kind of left the code blank-ish for now.

--inventory-- function upd_inv() poke(0x5f30,1) if btn(➡️) and bhd==false then itmsel+=1 elseif btn(⬅️) and bhd==false then itmsel-=1 end --this just makes sure the buttons are pushed once if btn(➡️) or btn(⬅️) or btn(⬆️) or btn(⬇️) and bhd==false then bhd=true elseif bhd==true and not btn(➡️) or btn(⬅️) or btn(⬆️) or btn(⬇️) then bhd=false end if btn(6) and bh6==false then state="play" bh6=true elseif bh6==true and not btn(6) then bh6=false end end function drw_inv() --slots, middle shows item hovering over, right shows next item, left shows previous item sspr(8+slm*8,16,8,8,46+camx,46+camy,32,32) sspr(8+slr*8,16,8,8,82+camx,54+camy,16,16) sspr(8+sll*8,16,8,8,26+camx,54+camy,16,16) end |
Sorry for any bad grammar or spelling, and/or if this is confusing. It's 3:54am as I'm writing this and I'm also new here.


Space Boogie
Space Shooter Example
I just did this space ship shooter tutorial while throwing in a few of my own ideas about how to go about things. So it's relatively early work-in-progress type stuff.
This is basically just an attempt to get started with something as quickly as possible so my kids can draw some new sprites and maybe try modifying the code, or making music and sfx. Perhaps eventually they'll even learn some code from it.
Versions/Updates:
- 0 > No sfx, score kind of broken, but you can autofire and blow things up. Also lots of comments in code.
- 1 > Broke the code into "tabs" for easier browsing and editing. Also added some sound effects, but no real music except a very short simple tune at game over.

DISCLAIMER: NO REAL MONEY NOR PRIZES ARE AWARDED.
This is a game show bonus round idea I had.
In this game, you are presented with a 5x5 grid. You roll 2 distinct dice, one for the row, and one for the column. You light up boxes corresponding to the dice roll. If your roll cannot fit on the board, or it's not a duplicate, you get a strike (and it is possible to get 2 strikes in one roll). 3 strikes, and the game is over.
You roll by pressing X.
You can quit the game at any time (as long as you have at least one strike) by pressing the O key (Z on the keyboard).
If you happen to get 5 in a row, either across, up and down, or diagonally, you win the virtual jackpot!



There is a recent feature request on the arkos github asking if the joystick could control the mouse. I managed to make it work on my device, and thought others might want to use it too, so here is a tutorial. Only tested on rgb30 and this tutorial is for that handheld running arkos, altough most ARM chips should work. Other devices might have their events in a different location, you can run evtest from ssh to test it.
- ssh into the device using the info from here
- Get
xboxdrv
. You can either install the official files usingsudo apt-get update sudo apt-get install xboxdrv
Or get the package I compiled that fixes the bug where there is a 60-90 second delay. The .deb file is here you need to unpack it, move it to the sd card and install using:
In this strategic arcade game, you navigate a maze collecting items while avoiding enemies. A different version of Pac-Man, the enemies stay still until you come close. Plan your moves carefully to outsmart the enemies and avoid getting trapped!
Controls:
- Arrow Keys – Move the pacoman around the maze.
Working on a puzzle game about a dip with a weird name
I'm currently working on a new game inspired by some shitty mobile game sliding block puzzles. This is a game that I have wanted to will into existence out of the frustration that there aren't many games out there like this without terrible monetisation.
There are ~30 levels atm, with a spread of difficulty, there is an option to skip in the menu if needed! I'm testing out a mechanic for garlic, which only moves when next to an olive but I'm worried it doesn't translate too well, so if you play the last few levels lmk how it is :)
So yeah, enjoy! (or don't)
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A Beat Goes On (wip)
lights + blue
this game has flashing lights and a bunch of moving visual effects.
May (not probably) continue working on this later, and add more mechanics and polish, but here is A Beat Goes On! A simple arcarde game with a Pac-Man/Snake style of movement where you press a direction and you keep going in that direction in a grid, but those inputs to turn must be timed to the rythym, as you avoid various (3 kinds of) obstacles that also move to the music.
Used: Font creator (cart: #sprite2sfont), (adjusted) CRT filter by Charliedi and the tunnel visual effect adjusted from Zep's PICO-8 0.2.6 update log.
Enjoy!

Guide

Info
Night Shift is a small surivial game in Pico-8. You must surive waves of demons throughout an endless night.
v0.75
- Dashing has i frames now.
- Previous direction is maintained when no keys are pressed.
- 'Dash Vials' can now be dropped by enemies on death.
- 'Dash Vials' will replenish dash meter (inidcated on right of screen).
- Gravestones randomly placed on map to add some variety.
- Upgrades can be purchased in between rounds


Time Twister: a game in which you're being chased by robots. You can run, or you can teleport. When you teleport, you go back in time, sort of; a ghost player appears and makes the moves you did up until the time you teleported. Each robot chases the nearest player (either you or a ghost). When robots collide, they're destroyed, leaving a wreck; when robots collide into the wreck, they're destroyed, too.
Inspired by a Macintosh game, circa 1987, called Daleks; Daleks was similar, except for the time travel part. Daleks seemed like it was inspired by the game Chase, in More Basic Computer Games, published by David H. Ahl in 1979.
I admit it's pretty simple; it's my first pico-8 game.
DON'T TOUCH THE SPIKES - PICO 8
I wanted to close my pico-8 journey re-using the code I made for flappy bird. I reutilized the "flap" logic and the bird animations to create a new game, a remake of Don't touch the spikes!


The challenge here was to manage multiple instances of the spikes and detect collisions on all of them, but that could be done with the help of arrays.
I really liked Pico-8 as a developement platform becaue its restrictions allowed me to focus purely in solving the gameplay issues I faced. As I stated before, it didn't overwhelm me, and helped me actually finish these projects.
To add variety to the gameplay, I created two gamemodes: one is called "linear", because you have the same speed all the time, and the other one is called "acceleration", because you get +0.1 speed every two points. It's my favorite one, as it gets pretty chaotic haha.
