This is an implementation of an algorithm that plays snake very well. It's based on a path through all board cells and calculated shortcuts to get more efficiency.
Controls:
X - show/hide the path
Menu items:
ALG - controls which variant of the algorithm is used.
SPEED - Snake's speed, lower = faster.
SNAKE - Change snake visualisation.
The path was generated based on a Hilbert curve. It would work with any path that goes through all board cells, but the Hilbert curve has some nice properties and looks.
I have implemented two variants of this algorithm here, togglable in the menu. "Tail" algorithm tends to follow it's tail very closely when it can't get directly to food. "Blocky" algorithm curls on itself until it has a clear path to food resulting in big patches of snake body later in the game. I believe "Tail" is more efficient than "Blocky".




Post game requests here for https://www.lexaloffle.com/bbs/?tid=47699
if possible put:
CATEGORY (ONLY ONE):
game
tweetcart
tool
game name
author
any tags you feel apply (multiple tags are fine)
cart ID
(if enough jam games are put here, a jam category will be added)




Tscherno Jump 1.0
Follow the arrows! Dodge the cats! Avoid the Sawtraps! This game is bloody - bloody diffcult!
Tscherno Jump is a demake of a game that unfortunately never saw the light of day, by @Asebist and me.
You only need one button, Tscherno and his clones will automatically follow the arrows on the ground, except if you want to jump over them or need to jump an obstacle. Try and figure out the fastest way through the levels!

How to play?
- press X/O to start running, arrows change your direction
- collect all coins in a level to finish
- run into cherries to spawn two clones besides you




I've done an HTML export with PICO-8 version 0.2.4c. Holding down Z, A, S, etc., produces the Mac accent character selector and steals input away from the left and right arrow keys.
On macOS version (12.3.1), tried it in Firefox (100.0) and Safari (15.4), in an iframe and not (just to be thorough lol), and all of them have the issue. However, I don't get this problem at all in PICO-8.app or on the BBS.



Controls
Arrows: Move cursor around the screen.
x: Select tool/menu/option.
z: Return to previous menu.
How to play
Take an empty field and turn it into the next big Theme Park!

Select the Tools to access the build menu. Start by placing paths, shops and your first ride. Watch out for the cost of the buildings to be sure to not run out of money. Guests will be attracted to your park over time and spend money at each of your rides and shops. Be sure to keep them happy by providing them with rides, food and toilets.
As you save more money, better rides become available for you to build. Try to build them all and keep track of your park records.






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The manual describes layers
, the optional last argument to map()
, like so:
> LAYERS is a bitfield. When given, only sprites with matching sprite flags are drawn. For example, when LAYERS is 0x5, only sprites with flag 0 and 2 are drawn.
To me, this example indicates that only sprites with both flags set should be drawn. However, testing shows that sprites with either flag set will be drawn.
If this is as intended, can the manual be updated to say "or" rather than "and"? Something like this:
> LAYERS is a bitfield. When given, only sprites with at least one matching sprite flag are drawn. For example, when LAYERS is 0x5, only sprites with flag 0 or 2 are drawn.
Hi everyone. This is a remake of
https://www.lexaloffle.com/bbs/?tid=46049
a few sprites borrowed from (https://www.lexaloffle.com/bbs/?pid=111394#p)
Features:
-select games, tweetcarts or toold
-filter by any number of tags
-filter instead by author
-mouse controls (switch to keyboard in menu)
-probably many bugs
(if no games fit, the list of games will just be the full list)
if you want to see a game added, post it here
https://www.lexaloffle.com/bbs/?tid=47759
I was exporting a sound for testing and I just did
export .wav |
And this made the file ".wav" which is great and all.. But on mac files starting with . are hidden..
So I'm not sure if this is a issue or not but I had to check if it existed with a ls -a
And I guess I'll go delete .wav and .png that are just sitting around...
(Oh! and also forgot to mention since pico takes this . hidden stuff for .DS_Store and such into account I couldn't find it with ls either.)




This is not a game, it's more just a vfx test and my "Hello World" to the bbs
This is a little project I worked on for a couple hours. It uses @Krystman particle effects function as a base but everything else was made by me. I learned a lot of things while making this, like how to use the chr() function.
Thanks for checking this out.





Use left/right to control Pop Knight. Bounce into balloons to wall jump. Menu to restart or use training mode.
Upon attacking Bouncy Castle, Pop Knight slipped on a puddle left by a fierce water balloon battle, which caused him to fall down the castle wall. Since he still has things to live for, help Pop Knight extend his life as long as possible before he will inevitably meet his untimely demise.
This game was created for Ludum Dare 50 in 72 hours. The theme was Delay The Inevitable. Post your high scores in the comments.
Special thanks to Lazy Devs Academy and Gruber for their tutorials.

Tscherno Jump
Follow the arrows! Dodge the cats! Avoid the Sawtraps! This game is bloody - bloody diffcult!
Tscherno Jump is a demake of a game that unfortunately never saw the light of day, by @Asebist and me.
You only need one button, Tscherno and his clones will automatically follow the arrows on the ground, except if you want to jump over them or need to jump an obstacle. Try and figure out the fastest way through the levels!
How to play?
- collect all coins in a level to finish
- run into cherries to spawn two clones besides you
- sometimes you need to lose clones strategically to remove obstacles
- only one Tscherno needs to survice to score


Okay this is going to be a hard bug to resolve, because it's tough to pin down. I'm on Win 10 64bit, and for the past few versions of Pico-8, games have been having this input dropping issue every so often. It's definitely in v0.2.4 (original, no b c d), and may be in v0.2.3 or earlier, but the recent stat(28) raw input addition makes me think it started happening around that time.
What happens: you're playing a game normally, then you lose all control for a few seconds. The game is still updating and drawing, but mashing keyboard keys does nothing. I could record the next time it happens, but it's random AND rare, and all you'd see is the game running with the player standing still. After a few seconds, input starts working again.
Why this sucks to debug: not only do you have to be paying active attention to the game, you also don't know when it's going to happen. Sometimes you just think you messed up and pressed the wrong buttons, since it's hard to be sure, and everything is normal after a few seconds. But this is a critical btn/btnp bug that's severely reducing the quality of gameplay, so it needs to be fixed. The best I can do to help is say that I'm playing in windowed mode on the left half of the screen, there are no alerts or Windows messages that might be grabbing focus (as far as I know), and the issues occur long into a gameplay session (sometimes a half-hour or more between drops?).
