
This was a little project I started around Halloween, something I've seen a few attempts of before, but wanted to try it m'self: remake the first FNAF game in PICO 8.
The actual mechanics of the game are fairly simple, most of it's just timers + dice rolls, but trying to ape the presentation of the game was probably the biggest challenge. In the end opted for a sort've mix of first person and top down perspectives.
Think the behaviours are fairly authentic to the original, there's a couple of functional under the hood differences. Despite being decompiled and heavily analysed there's still a lot of vague information about how some of the mechanics work in the original, but there was enough there to get the basics down.
As always this is a fan made demake - all characters 'n concepts are (c) Scott Cawthon.
Controls:
- Controls are entirely mouse controlled.
- (Cheat) Hold Z/button 1 to skip time while in game.
Features:
- The 4 classic animatronics with their original behaviour.
- All 5 nights from the original game with save system.
- Bonus 6th night unlocked after beating Night 5.
- Bonus custom night unlocked after beating Night 6.
Hints:
- If you hear stomping, it means an animatronic is getting closer and may be found in the lower half of the map
- Can't find someone on the cameras but think they're close? Check the door lights in the office.
- Bonnie and Foxy will travel via the left hall, while Chica and Freddy use the right.
- Hear a strange noise and can't close one of the doors? Someone's got into the office...
Stuff that didn't make it:
- Golden Freddy: his poster is set up to swap, but didn't get his actual appearance in.
- Hallucinations.
- The end game reward screens (earning your paycheck/getting fired etc).
Plenty of tokens left for adding stuff and code is mostly awful.
Number of times I jumpscared myself while working on this: 7
Guys I'm in big trouble here
After a break up, I had to give back the computer I was working with and acquire a new one.
I've downloaded the latest update of Pico 8 on my new cheapo ~2017 macbook air
(similar to the last computer, albeit running the most up to date MacBook OS)
now my game, the biggest I've ever worked on, runs as a black screen, and doesn't seem to want to go through the code and check where all the functions are.
I think it's because
A) I didn't work on this file on this computer
but more likely
B) it's running on a more up to date version of Pico 8...
to make matters worse:
the stupid recent Mac OS won't let me run my .bin exports I made while the game was running perfectly on that original computer
(unfortunately, foolishly, I never exported the game as a cartridge while it was running on the prior computer... only the .bin export....)
Has anyone else had a problem like this before?
where the game no longer seems to look through the code completely?
any tips or help appreciated-- I can send somebody my .bin export of the game to see if they can run it...
Jogo em desenvolvimento
Resumo em 1 frase: um demake de Overcooked
Proposta: você é um elfo que trabalha na oficina do Papai Noel e precisa montar os brinquedos das crianças.
Fabrique os brinquedos de acordo com o pedido nas cartinhas das crianças. Sua pontuação é calculada no tempo decorrido entre o pedido e entrega para postagem e na acurácia do pedido. Ao final do dia seu salário é calculado e isso impacta no decorrer do jogo.
Inscrito para a 🎄 GameJam NATALINA 🎄 da comunidade victoriemini
This cart shows the cards of a Spanish deck. I had a lot drawing them and making sure they adjusted to the resolution and palette constraints of Pico 8. I will probably use this at some point to code a Spanish card game.
Made in 3 days for SpeedJam 3.
Controls
Arrows: Move
Z: Jump
X: Place gravity zone
How to play
Speedrun through a short platforming level as fast as possible.
Placing a gravity zone will flip gravity inside a short radius. If you land on the roof while inside a gravity zone, the entire worlds gravity will flip.
You enter a slide when landing on the floor/roof after a long fall or after flipping gravity. The slide gives you a boost in speed, which can be maintained if you are in the air.
Credits
Made by @Noh
Music and SFX from @Gruber_Music
I had a hard time debugging "Cannot load" error message when running a cartridge with pico8_0.2.5g -run
, where the cart contained an import missing_spritesheet.png
statement. I thought that "Cannot load" meant "Cannot load cart" but in fact the cart was loaded, only the spritesheet was not. This was due to the spritesheet missing from the carts folder, but I only understood this thanks to an older version of PICO-8, pico8_0.2.2c which would print an extra error message in the console:
> failed to import spritesheet; file: /path/to/missing_spritesheet.png
Is there a particular reason why the terminal message was removed? To make the terminal cleaner? In this case, could we at least have the full error message in PICO-8 instead?
Tested versions:
- 0.2.2c: "failed to import spritesheet; file: /path/to/missing_spritesheet.png"
- 0.2.5e: nothing is printed in terminal
- 0.2.5g: nothing is printed in terminal
To repro: create a cart with "import dummy.png" (where dummy.png is a file doesn't exist in carts/) and run it with pico8 -run
from terminal.



How to Play
(<) or (>) - Move
(O) or (C) - Jump
(X) - Petrify
Make sure to look the enemy in the eyes to petrify!
About the Game
This game was made as a final submission for the Greco Roman Mythology course.
During the course we saw countless myths, about gods, heroes, monsters and a lot of other things, many stories about injustice, death, fear, love, joy. And for my submission I decided to portray the perspective of the deadly gogor, Medusa, who had to survive countless heroes trying to kill her.
This is still a prototype version of the game, the only enemy implemented so far has been the hand scythe enemy, plans are to add an enemy in the future for each item that Perseus used to defeat the gorgon.
About Me
I'm Chico, my real name is Mateus, Design student, lover of game design, illustrator and programmer, you can find my networks under the nickname "Oiichico"
"Unsettled with the crown, a small group sets off to take the castle by force and defend the throne as their own. Their success will depend on their tactics on the battlefield, and the cunning by which they select their allies."
Kingslayers Remastered is a small tactical RPG. The original Kingslayers was created by Justin Jaffray (@J) in 2015, the early days of PICO8! This is my "remaster" of it (with permission), adding in helpful tactical UI elements (view unit stats, movement ranges, and so on), background music, and various new units, abilities, and levels-- almost twice the game content. I also found and fixed some bugs in the original... but it's possible I've introduced new ones :)
How to Play
Arrows move the cursor, 🅾️/Z selects, and ❎/X cancels
After moving, each unit can attack adjacent units, or use its special ability if relevant.
Maneuver your team to defeat the enemy, but be careful not to expose your weaker units to too many hits, as defeated units die permanently! Note that you can afford to lose some units in pursuit of the greater good-- you'll get to recruit new team members after each level.
The game has a few roguelike elements (partly randomized enemies and ally recruits each level, permadeath, and no save/load: die, learn, repeat), but there a fixed campaign of 8 levels to beat to achieve "victory".
Development Notes
After finishing a larger tactical RPG project, I was looking to just play others' PICO8 games for a while. One of the games I came across was Kingslayers, which I enjoyed (fitting allied-unit tactical combat into a single PICO8 cart seems challenging), but realized I missed the tactical assistance that comes from "open unit information" (HP, attack damage, movement) in games such as the GBA era Fire Emblems.
I looked in the code to understand how combat math worked, and realized I could print these units stats as an overlay on my local copy of the game. Somehow that spiraled into other just-for-myself(?) UI improvements such as auto-endings turns after all units have gone and palette-swapping enemy sprites to add red to make them easier to distinguish. Then once I beat the game, I was inspired to add a few more unit types and levels until I hit the PICO8 limits. I reached out to the original author to check he was fine with me releasing this modifier version, and here it is.
I'm calling this "v0.9" rather than "1.0", as this was a small-scope project over the past two weeks, and I've done only moderate amounts of playtesting (and I only partially understand the original code-- I'm not as familiar with that deeply object-oriented approach), so it's possible there are new corner case bugs I haven't found in testing. I'll fix bugs and tweak balance as I get feedback here (updates below).
Bonus note for reading this far: There is a secret way to warp reality to bypass levels, created for debugging but left in... there's one square on the map with special properties...
Release Log
v0.91 (2023-12-03): first upload
v0.92 (2023-12-03): bugfix (I hope) for crash bug, potentially related to flying units which ignore terrain trying to path-plan a route that takes them off the map...
v0.94 (2023-12-04): improve spinblade UI and flexibility, add "hard" mode (stronger enemy AI, slightly more units), make final boss immune to stun, rare bug fixes
it's our participation to the strawberry game jam pico 8
https://itch.io/jam/pico-8-strawberry-game-jam
you have to make strawberry jam for Christmas
put the strawberries and sugar in the crusher, then the sweet strawberry jelly in the oven and finally the jars of jam for shipping
you can't jump but you can go up or down the ladder with the arrows keys
and when you grab an ingredient you can throw it with the button C

pbes record : 446


Sleigh Away
This project is an entry for the Strawberry PICO-8 Jam 2023 Christmas, made with the fantasy console: PICO-8. Theme was Christmas and restriction is 4 colors only!
Controls:

You move the reindeer, Santa will follow your positions if you have moved enough time (like old options worked in shmup).
ONLY SANTA'S HEAD HAS COLLISION, use this to your advantage!
Story:

Santa got lazy after making all the games this year, so help the reindeer pull him away from the dangerous Krampus army, who are here to ruin the Holiday!
Gameplay:

Grab 3 randomly spawning goodies to help your journey!
Candy canes grant you one life + points equal to your new life total!
Gifts grant you 10 points each!
Christmas grenades can help you clear the screen away when Krampus overwhelm you! Press X to use them, if you have any (indicated on top-right corner)

Don't let Krampus hit Santa or it will decrease you hearts. Upon 0 the game will end!
YouTube:
If you are interested in development you can find all the dev vods on my YouTube Playlist!
Support:
If you like my work you can purchase the standalone binaries for this game! If you would like to see more games, gamedev blogs, pixel- and voxel arts check out my Ko-fi page, where you can support me if you want! You can get the PICO-8 cart for free on the BBS: https://www.lexaloffle.com/bbs/?tid=55077
https://linktr.ee/AchieGameDev
Big thanks to Csöndi, M4TTBIT and nnsfaka for supporting my work over at Ko-fi
Boxmoover
A cute little game about a cow helping you move.
Learned things
We loaded levels via reading each tile of the map, getting which sprite it was, and creating an entity based on that.
While the math on loading levels via the map was a little odd at first.
It lead to a really easy ways to create levels via the pico8 level editor.
The downside is that it makes it hard to reload the lvls with the same code.
Because levels loaded at when levels change instead of at the start of the game therefore the map data would change until the game was restarted.
Not being able to read the map data after a level change meant that we couldn't reload previous levels.
What would of been better would have been to save the initial map state in _init.
Then, create levels based on that information.
Essentially only ever using spr() and not map()
This is our first time using the map editor in Pico-8.
It's fun but a little limited.
When cutting a set of sprites in the map editor you have to use the stamp tool to paste.
The pan tool will tell you what the x and y is of the upper left corner.
We want to know more shortcuts and tricks in the map editor.
To anyone reading
Thanks for reading and hopefully playing :)
If you have any suggestions feel free to let me know. Especially map editor tricks and tips!
Rusty's Rumble
Rusty is a cool dude, the place where he lives however is the opposite. He recently ran out of water and must now run around to find more. Help Rusty cool down and survive the everlasting attacks from bandits, cows, and flying dynamite?
Controls:
-X + arrow keys to move like a given chess piece
-Z to hold a piece
There are 20 custom levels, with more randomized ones if you want to go for a high score!
If you're having trouble moving with the knight, the game checks for a sequence of inputs. Think of it as first moving 2 steps in a direction and then to the sides.
This is my submission to the Github Gameoff GameJam 2023, Theme was "Scale".
Itch.io Link: https://sadodare.itch.io/serpentscalequest
You're a Serpent whom is trying to join a group of others whom have proven their worth to the clan by completing a series of quests. In this game, you'll avoid obstacles while collecting "scales", balance weight by thinking ahead and being methodical, and get down get down. In the end, you'll unlock a level which is the series of challenges in an advanced difficulty.
Prove you're able to slither with the rest of them.
Controls: On PC, Controls are Arrow Keys and X. Pico references the use of O and X by default which are actually Z and X on keyboard, but my game only uses X and Arrows.
Happy playing!
Warning
Contains mild nudity. Please refrain from playing if you are a child or do not wish to view such content.
A simple panel-sliding puzzle game for pastime. Featuring 4 stages, each with a different girl.
Controls
⬅️➡️⬆️⬇️: move cursor
❎: slide the selected panel into the blank space
Option
NSFW: enable / disable minigames (?)

Thanks
@freds72 san: for helping me correct my misunderstanding regarding the memory usage of P8SCII characters
shrinko8: <https://github.com/thisismypassport/shrinko8> for great minification, helpful lint, and more
BBS people: <https://www.lexaloffle.com/bbs/?pid=52525> for showing me their image rotation method
Libraries
pen-encoder: <https://github.com/afunai/pen_encoder>
pen-decoder: <https://github.com/afunai/pen_decoder>
Warning: The PCM audio has clicks/artifacts when the game is played in browsers
You can turn it off by entering the pause menu (ENTER on keyboard) and turning the sound effects option to "pcm off"
I'm not sure how to fix this issue, I believe its a a problem with how pico8's web implementation works. The sound effects should work properly when run in from the pico8 splore or in the exported binaries I published on itch.
I decided to make most of the sound effects using pcm (feeding data into the buffer instead of using the normal pico8 sound system) for fun and to figure out how they worked, and it also left free sound channels for music. I probably should have tested how the sound worked in browsers before I built the whole games function around it. (I also included an option to only have the boost/acceleration sound turned off in case people are okay with the artifacts for short sound effects like enemy deaths).
Anyway,
Game Controls/Info:
-
Mouse+click to accelerate your ship toward your cursor position - (this consumes energy, don't run out!)
-This will make your ship shoot fire which is how you damage enemies (running out of energy stuns you) -
Don't get hit by enemies or bullets!
-You'll loose one shield each time, run out and you die (no checkpoints or saving, you lose your progress) -
After each wave of enemies you clear to get the chance to choose modifiers
-You get to pick one of two options, each has a good thing and a bad thing - Right-click to use you special once your extra meter is charged up from defeating enemies
-At the start it heals you two shield, but you may get the option to change what the special does in the modifiers
.
There are 11 waves with more and more enemy types introduced over time.
Well, the 11th wave is a boss fight, so not quite a "wave."
Here are the names I gave the enemy types:
- Drifter
- Dasher
- Shooter
- Exploder
- Bouncer
That's it for this one (for now)! Hope you enjoy it!
When calling fget without a flag index, how can you translate
the bitfield returned by fget back into it's respective flag index (0-7)?