Is it possible to re-define the update function mid cart? Like, having a game over function that basically just overwrites the current update function with a new one. I know you could achieve this by just putting all the current update code in an if statement, with all the new update code in an else statement, but that could start to get messy if you want to add more statements. There will almost definetly be a better way to do this, I just want to know if this would even theoretically work.


I sorta burnt out on another game dev project, so I decided to play around with Pico 8. Yesterday and today were my first times messing around with it, and so far very relaxing, and fun to experiment with!
Mode code is a complete mess, so be you warned!
Currently have a basic unit selection and movement system, X to select, X to move to an empty spot with a unit selected, and O to deselect. Currently using an insanely inefficient flood fill pathing algo, but it works!
Overstory of Übermorgen
Controls
Move - Arrow Keys
Interact - Collide w/ Tile
Open Inventory (open-world) - (X)/[X]
Close Inventory - (O)/[Z]/[C]
Scroll Inventory - Up & Down Keys
Change Item/Spell View - Left & Right Keys
Activate Item/Spell - (X)/[X]
Progress Dialogue - (O)/[Z]/[C]
Select Action (tcomba) - Left & Right Keys
Act Action (tcomba) - (X)/[X]
What Is This??
Overstory of Übermorgen is an RPG game, initially started as a school project. It is heavily inspired by Undertale and The Legend of Zelda, and it takes place in my world-building project, aptly named "Project Krëshkia" after the main continent.
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First Pico-8 game, been pretty amazed at what some of you are able to pull off. Started off trying to implement a grid-like movement system like StarTropics and went from there. Spent a bit too much time trying to cram in some flashy effects, but I eventually saw my ideas through.





> A Minesweeper clone — mine!
I picked the game to learn how PICO-8 handles mouse input and built-in menus, but in the end decided to turn the project in a close-to-respectable cart, perhaps even worth sharing :)
Minesweeper for people in a hurry. Can you clear mines in less than 99 seconds? Perhaps even less than 60?
Controls
> when feeling lost, there's always a smile
Keyboard
-
"x" key to move between screens and to reveal cells
-
"o" to toggle a few options on the unrevealed cells
- arrow keys to move the pointer unless a curious mouse enters the scene




An attempt at a vertical scroller...
themed upon the (sort-of) popular cryptocurrency Unicorn Fart Dust.
I lifted a few snippets of code such as simplex noise and sprite rotation from the bbs.
Music by https://fettuccini.itch.io/




This is my first ever pico-8 game !!
The game is basic, just help your students when they need you, and if it's too much, just leave.
The game was actually a homework i had to do in game design class, all the students (and the teacher) are actually based on IRL people
The game over jingle was made by MPRanger




Hi everyone!
This is my first cart, and it's a particle cloud simulation. A simple one with grid optimization.
Also I noticed that PICO-8 doesn't completely remove an element from tables when you do something like table[key] = nil
. To solve this I had to implement timed table clears, otherwise the app would just crash from running out of memory. Is it a bug or intended behavior?
Update
Yep, this is actually a bug and here is the minimal setup to reproduce it.
Also, I found a better way to work around this issue. Instead of doing a full grid clear from time to time, it is better to clear 200 random cells each frame.





Path of the Snail
controls : arrow UP and DOWN
Game is an endless runner, the speed is slowly increasing with time. You can collect stuff, because NOTHING CAN GO WRONG (as the theme of the jam says).
The game has been made during the Brackeys Game Jam, and every asset has been done by me and during the jam. I have spend about 7hours on this game, as I was very limited... but hey, nothing can go wrong :D
Collectibles:
Apple - adds additional HP
Skull - removes HP
Mushroom - gives extra points, switches the controls (UP is DOWN and DOWN is UP)
Carrot - speeds up the game, gives extra points
Banana - slows down the game, removes 1HP
If you have any feedback or additions, please let me know. I can' t promise that I will make a post jam version of the game, but I can feel that some Quality of Life updates would be cool.




trouble with animation
i am learning pico 8 and watching some videos to kind of learn how to do things but not copy directly so i actually retain knowledge, and im animating sprite and i got it to work going right and left but not up and down. im wondering if anyone can look at my code and see if its glaringly obvious? its my second day learning game dev in general so any notes would be helpful. here is the code:
okay, the bbs will not let me post my code in a nice little box, it cuts it off very short, so excuse the wall of text if anyone has tips on that too, i would appreciate it.

poke( 0x5f2e, 1 )
pal({[0]=0,4,128,133,1,129,3,139,140,12,14,15,135,138,9,7},1)
-- color palette --
function _init()
position=63
player={
x=63,
y=63,
f=false,
sp=1,
speed=1,
stimer=0,
ani_speed=10,
first_frame=1,
last_frame=4,
}
end
function _update()
--amimation player--
if btn(➡️) then
if player.stimer<player.ani_speed then
player.stimer+=1
else
if player.sp<player.last_frame then
player.sp+=.3
else
player.sp=player.first_frame
end
stimer=0
end
end
if btn(⬅️) then
if player.stimer<player.ani_speed then
player.stimer+=1
else
if player.sp<player.last_frame then
player.sp+=.3
else
player.sp=player.first_frame
end
stimer=0
end
end
if btn(⬇️) then
if player.stimer<player.ani_speed then
player.stimer+=1
else
if player.sp<player.last_frame then
player.sp+=.3
else
player.sp=player.first_frame
end
stimer=0
end
end
if btn(⬆️) then
if player.stimer<player.ani_speed then
player.stimer+=1
else
if player.sp<20 then
player.sp+=.3
else
player.sp=17
end
stimer=0
end
end
--player movement--
if btn (➡️) then
player.x+=player.speed
player.f=false
end
if btn (⬅️) then
player.x-=player.speed
player.f=true
end
if btn (⬇️) then
player.y+=player.speed
player.sp=1
end
if btn (⬆️) then
player.y-=player.speed
player.sp=17
end
end
--speed on roads--
// if mget(flr((player.x+4)/8),flr((player.y+4)/8))==27 then
// player.speed=1.5
// end
function _draw()
cls(7)
map()
spr(player.sp,player.x,player.y,1,1,player.f)
end


Walk without rhythm in this game where you just walk to a target
BUT be careful because if your steps are too even you can summon THE WORM

Originally developed for Ludum Dare 55 in 3 hours because I was on vacation :D
I spent the last 2 years polishing this game
music was composed by Hannes Zimmmmmmer
Lisan al gaib!






Controls
use the arrows to move the reindeer and navigate between the menus, use the X key to confirm.
The shots are automatic, it's like vampire survivors.
Rules
Survive the shots and enemies, when you survive for a certain time you will receive rewards. After choosing a reward you will have to survive again. This is the gameplay loop.
Behind The Scenes
This Game is made in 7 days, i made it for The a Game jam, and i win the Game jam.
This is an updated version of the game, the original is in Brazilian Portuguese, so I had to translate the game into English, forgive me for any translation errors.
Credits
the game entirely made by riko, if you want to check out my itchio here is the link: