Based on this video:
https://www.youtube.com/watch?v=ZZY9YE7rZJw
Generates a procedural universe - with many suns, planets and moons.
And additional to the video, name suns and populated planets.
I used the rnd and srand-function from pico8 instead of the own function.
You can move with the cursor-keys and click on the suns for more details.
This is a WIP that has sat in my folder of shame since 2018. Because I bit off more than I can chew, I never finished it, but my goal was to have a complete RPG experience with random encounters that were arcade shooter in nature.
It's basically functional, but some doors spit you out in the wrong spot, monsters get ridiculously hard because nothing was ever balanced out, and it's generally just the result of a designer having more ideas than technical aptitude.
Run around the world, get into fights. If you capture a bug with the Captchahedron beam (they're easier to capture if they're hurt) it'll fight with you until it dies in battle.
I'm basically going to publish all my WIPs to the forum over the next week because they're not doing any good dying on my hard drive and who knows, maybe they'll inspire the next dev. -Cephie
Welcome to my first game!
I have no experience with game design, but this project has been incredibly fun! A big thank you to LazyDevs and their schmup tutorial. I am excited to try the others on their channel. Go check it out: Here's a link to the video tutorial for making a beginner schmup
Controls:
z/O: Missiles
x/X: Blaster
Arrow Keys: Movement
Tutorial:

Screen Shots & Gifs:



Picomonsters me ha gustado tanto que lo he traducido enterito.
La verdad es que para ser un juego de Pico - 8 es una pasada, esta muuyy currado. Mogollón de mecánicas del primer pokemon están perfectamente programadas, capturar monstruos, sistema de batallas, objetos,, misiones, etc...
Tabla de Elementos
Un picomonstruo de agua es fuerte contra uno de fuego
Los picomonstruos de fuego arrasan con todo salvo los de agua
Los de aire vencen a los de tierra
Los de tierra no valen pa nah



Kronos 1.0, Lightweight Timer Manager for PICO-8

What is Kronos?
This is my first experiment with PICO-8, one of the basic element of an application, as I am used to work.
Kronos is a fast, simple timer manager. It allows you to schedule delayed or recurring actions using a simple and intuitive API.
Whether ou're creating game logic, effects, cutscenes or test harnesses, Kronos lets you easily manage multiple timers, track their status, and trigger custom functions when they expire.
How It Works.
Kronos maintains an internal list of timers, each with:
- A unique ID (either auto-assigned or manually specified).



A simple name generator that should generate reasonably pronounceable names.
From a list of approximately 9,000 first names, I created a 26 x 26 table. This table contains the number of times a letter follows another letter.
The name is then generated by selecting a letter and determining the next letter based on its probability.
edit: stupid mistake in the data-creation - update. Should now generate better names. Also enforce that a vocal is on the first or second place.
Hello! I am new to Pico-8 and I just purchased an RG35XX Plus solely for Pico-8 since it runs natively. I installed muOS PIXIE on the device, downloaded the Raspberry pi files for Pico-8, put the .zip file in the ARCHIVE and installed it with Archive Manager. All of that seemed to work fine. However, I also created a separate folder under ROMS called "pico8" and in there, as instructed, I included a "dummy file" called "Splore.p8". I also put a .png cart file in there to test. When I put the microSD back into the device and go to Explore>pico8 it says "No Content Found..." Can anyone tell me what I've done wrong?
Full qwerty keyboard implemented with only direction pad and 2 buttons. There is a demo to help learn how to use it and to get practice. The bottom shows 8 current keys, button 1 will switch between the rows. The first button press will switch to another table, next press will send the key. Button 2 will bring you back to original layout.
When playing this game this is only the alphabet being scrolled only right and down arrows as well as button 1 is needed to input the letters for the demo.
right
abc
desf
button1 [switches to bottom row] right
ghsi
jk l
down
mno
pqrz
button1 [switches to bottom row] down
tuvz
wxy
(code is zlib, everything else is CC0. you can do whatever you please with this cart)
This is Sacrifix.
Connect the villages to the altars. Feed the altars. Their hunger is never ending.
It's heavily inspired by mini metro, but I think I managed to make it something quite different. It's really about managing the flow, and deciding how to connect everything together.
This is the first game I really sat down and DESIGNED. Like sat and thought through how the mechanics would make the player act, and how to make the game be interesting. A few hours of squishing my brain with draw-io got me a to a point where I had a quite complex game, but I knew quite well how I wanted it to turn out. It was really nice to have a checklist that I could just work after.
Hi all!
I scraped the PICO-8 API Reference from the manual as a side project, and would like to share it here, feel free to use it :)
Please note that as the manual's structure is a bit messy, some API elements may be incorrect or missing. I tried to account for all anomalies, but there may be some that went unnoticed.
Lua Definitions
I also made a definition file for the Lua Language Server based on the extracted data, you can find it here:
GitHub
The project's repo is on the following link: https://github.com/vupdivup/pico-8-api-scraper
Void Requiem
A bullet hell roguelike with upgrades.
You pilot a small orange spaceship through endless space filled with enemies and danger. Absorb enemy bullets to charge up your weapons. But, if you let your energy gauge overflow, you're the one taking the damage.
Defeat enemies to gain XP, level up, and choose from a set of upgrades to customize your run.
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Features
- Absorb to fire mechanic - Turn enemy bullets into your own
- 8 upgrades - Try different builds



Controls
Use the D-Pad or arrow keys to move your character around the map. Press X to buy items from the shop, read through pages of guides, and hold O to use the buyable Magnet item.
Basics
To start the game, you'll move into a yellow square. Inside, there will be a click--which you want to collect--and an enemy, which ALSO tries to collect the click. You can buy items in the shop for clicks, to aid you in gaining EVEN MORE CLICKS! The goal of the game is to buy the trophy before the enemy does. Don't let the enemy deceive you, though. They appear slow at the beginning, but as the enemy gains more clicks, they become more and more challenging!
Map
As you adventure, you'll find:




Alright, I often find myself wanting to arrange colors next to one another to build gradients of different types: gradient by value, gradients that share a hue, etc.
I had previously been trying to do this by cutting up screenshots in gimp but.. man is that labor intensive.
So, I got the idea to turn on the undocumented 5bpp mode so that all 32 available colors can be toyed with on the screen at the same time (at half horizontal resolution, which works fine for this tool) and make a simple tool that both displays the colors and labels their color indexes (I prefer the -16 through 15 numbering so that's what this tool uses) and makes it easy for me to rearrange the colors vertically in any fashion that I want.

Introducing the PICO-8 version of the full release of Celeste!
Celeste Full Release Edition
I might later add different music but I'm not very good at the PICO-8 music tracker.
All credit for ideas and stuff goes to Matt Thorson and Noel Berry (As mentioned on the title screen.) Have fun and I am open to suggestions!



