Shmoopy is an arcade style shoot 'em up (shmup) inspired by 1981's arcade shooter Galaga. Take control of your blue spaceship and combat your way through waves of aliens to face the final challenge: Shmoopy.
It is based on the Making a Shmup tutorial series by @Krystman, which served as the starting point and foundation for Shmoopy's design.
It uses code from the Pico-8 Tunes Volume 1 cart, written by @krajzeg and made available under the Creative Commons License. This code is responsible for the tentacles of Shmoopy.
Controls
- Press the arrow keys to move your ship
- Press Z or N or C to shoot
- Press X or M or V to use your bomb
The game also has an itch.io page with some more in depth instructions.
Duct-taped together a little fixed shooter in the style of Galaga and Space Invaders.
It's less a "prototype" than it is half-complete. What's here has essentially the full gameplay loop and there is a win condition that triggers on completion of the last implemented level.
The level data and associated functions need some massaging. Eventually, the goal is that each stage has its own theme, but the current 8-bar loop for the title splash and stage 1 serves the purpose; SFX is mostly complete. The animations at present are extremely basic. The stage transitions have functioning dynamically-sized title cards to which I'd like to add art assets for the planets once I get them in an attractive state.


Following cold on the heels of my earlier Quick 'n' Dirty Galaxy Generator, here's another little toy cart that'll ultimately be part of a larger effort. Right now it's a pretty basic dice-based endless space battler. You control the ship on the left, the computer controls the ship on the right. Blow each other up using the power of six-sided die!
There's a laundry list of to-dos here, including making the weapons modules a bit more balanced–right now it's kinda all-or-nothing for how useful a module is in a fight. As with the QnD Galaxy Generator, the intent here is to deterministically generate a vast array of different ships from a single seed, allowing for ultra-compact save files.


Snekburd is a Pico-8 demake of Snakebird, by Noumenon Games, with new puzzles and mechanics! Navigate the snakebirds to eat all the fruit and head through the portal to complete the levels on each island. The first island's levels should serve as a quick tutorial to new players or a refresher for returning ones. The game featues about 70 levels, ranging from mostly easy to absurdly hard. Of course, if you haven't played the original Snakebird games, I highly recommend them. Especially Snakebird Primer if you find this demake too difficult.
Controls
- arrow keys : move
- Z/C : undo
- X/V : switch control










3rd Cart! ...A platform game template of sorts.
This a continuation of platform basics with an improved
collision system that supports bouncy and solid entity types,
a modular particle system, parallax background effects
and optional pallet and font switching. Text boxes and
animated text typing for use with narrative and dialogue.
Camera clamping allows for the partitioning of the
shared sprite sheet and map data in creative ways.
In 1000 lines its packed in the core elements of a platform
game development system organized in modular way to serve
as a template for building games off.
I hope you find it useful!
-JS
Im not exactly sure where to put this.
Is there a general community forum/thread where i can ask basic questions about coding in Pico-8? Im just starting out but was checking to see if there was anything here before heading over to reddit.
Also, is there a way to get the Pico 8 Educational version to run offline? I don't need the cart store or whatever its called, but it would be really nice to just have the basic dev thing without needing wifi.
i wonder if i could pre load the page and run it offline?
any tips would be much appreciated
looking forward to messing with pic0 while i have internet ^^


VERSION 0.1
Controls
Mouse is used to edit characters. Basic paint program.
left click place color
right click delete tile
right arrow will make some examples I made
Once a picture is created hit save! It will create a text file on your desktop called pico. In this
file will be a string that you can print()
"\+og\f8\^:003c7effffff9555\+0g\+oo\f8\^:151b3f1f0f070301\+08\+gg\f8\^:003e7ffffff73736\+8g\+go\f8\^:36c4f8f8f0e0c080\+88\+gg\f7\^:000000000008c8c8\+8g\+go\f7\^:c838000000000000\+88\+og\f7\^:0000000000006a2a\+0g\+oo\f7\^:6a24400000000000\"
this is what the line looks it don't work if you paste from it, i guess it has hidden characters.
Post Update Ideas
Fill Tool and Multi animation are on the list
Maybe even put a function in the text doc you can just copy and paste easy
it can be upto 16X16 pixels and only cost one token because its a string. The catch is more colors means alot of characters used. I just found pico a couple of weeks ago, I love it.
I felt i needed more graphics in a space game I have been working on. So I build this to make animated sprites without using the sprite sheet.
Credits
Chazbcook creator of Realm of Past World (old online rpg)

Flap Together (or don't). This is my first PICO-8 game originally using the Flappy Bird tutorial by Space Cat. I then adapted/extended the game to be playable by 4 players so I could play it with friends. It's Last Duck Flapping.
Each player who joins the game gets their own uniquely coloured Duck.
Dead Ducks drop bombs to make it harder for those fortunate enough to still be flapping. The first to cross through a pipe gets 2 points, everyone else gets 1.
While alive and flapping, use the left and right to dodge bombs and make it through pipes. While dropping bombs, use left and right buttons to position the drop.
