

Instructions:
- press any keyboard key to make mirrored piggy jump.
- collect coins - but your piggy can only hold 10 at a time
- if your piggy has too many coins, he cannot collect any more until dropped into flashing chest.
- obstacles: avoid columns and holes. hammers cause you to lose coins; umbrellas bring storms
- collect powerups.
Future:
- ? convert to levels rather than endless runner;
- add music and sound effects
- add powerups and obstacles
- speed up as each level progresses




WIP
single screen action puzzler
Instructions:
- single button to jump.
- hitting walls will change direction
- collect 3 stars to activate flag. Hit flag to progress to next screen.
- use as few jumps as possible, no limit to number of deaths
Future:
- add music and sound
- add powerups
- ? better name
- ? change colours and backgrounds every 10 levels
- ?add backgrounds
- ?change theme
What if Vampire Survivors was a Pac-Man style arcade game?
Well, I guess this is what you'd get: A single-screen bullet heaven experience.
You start off slow, by killing a few enemies, and picking up XP and Coins.

Every time you level up you get to pick a free upgrade.

Defeat the boss at the end of all 3 stages.

Buy permanent upgrades with the coins you gathered.

And see how long you can survive, when things start getting hectic.




Overview
In-progress version of a 2-Player simplified baseball sim, with animal-based teams.
Currently implemented features:
- Team selection
- Pitching, fielding, and batting controls supporting live 2-player on any device
- Strikes, balls, walks, hit by pitch, and outs
- Hitting angle and power determined by the angle the bat is at when contacting ball, the speed of the pitch, and player BAT skill
- Foul ball handling (including run-backs)
- Non-controlled fielding players running to cover bases (including coverage by pitcher or short stop when the controlled player moves off their base position)
- Tagging players for outs, or tagging the base in a force situation



After soooo many time, finnaly, there is my 4th cartridge on PICO-8! It's a texture pack / """mod""" for the game Metro Cube Vania, so there's all the mechanics of the original game. The only things i change in this cartridge is ALL the textures of the game and a few texts. Also... This mod haves an story! and this is the story:
Story of MGDV (Metro GD Vania): In 5/04/2025, GD Starlyax was normally jumping obstacles in GD but... An mysterious portal appears. GD Starlyax can't skip it, so he is teleported to an strange world where the blocks are a little bit strange and RobTop is the villian of that world. So now, GD Starlyax, an cube that is smaller than RobTop, have to stop the evil plans of the villian. But to defeat RobTop, GD Starlyax will need the powerups that are in all the strange world, to give peace again to that lonely world!

Hi!
Let's start a library of transition effects!
They should take one argument called progress
. If you want to fade out instead of in you just use fade(1-progress)
.
My first contribution:
function fade(progress) for xx=0,15 do for yy=0,15 do circfill(xx*8+4,yy*8+4,8*(1-progress)+sin((yy)/15),0) end end end |






ABOUT:
PICO-8 Sprite Clipboard Tool is a tiny Windows desktop utility that lets you copy sprite data between PICO-8 and image editors like Photoshop.
(TESTED IN PHOTOSHOP AND ASEPRITE, and a few others)
INSTRUCTIONS FOR USE:
Copy sprites from PICO-8 using Ctrl+C, then click "Export" to convert the [gfx] block into an image you can paste into Photoshop. To go the other way, copy a ≤128×128 image from Photoshop, click "Import", and the tool will generate a [gfx] block you can paste back into PICO-8 with Ctrl+V.
COMPILE:
To compile it, save the code as main.cpp and build it as a Unicode Win32 app using a C++ compiler like MSVC or MinGW (e.g. g++ main.cpp -municode -mwindows -o sprite_tool.exe).
VISUAL STUDIO:
Open Visual Studio.
Create a new project.
Choose "Empty Project" under C++ and click Next.
Name the project (e.g., SpriteClipboardTool) and click Create.
In Solution Explorer, right-click "Source Files" > Add > New Item.
Select "C++ File (.cpp)", name it main.cpp, and click Add.
Paste the full code into main.cpp and save.
Right-click the project in Solution Explorer > Properties.
Under Configuration Properties > Advanced, set "Character Set" to "Use Unicode Character Set".
Under Configuration Properties > Linker > System, set "Subsystem" to "Windows (/SUBSYSTEM:WINDOWS)".
Click OK to close the Properties window.
Build the project using Build > Build Solution (or press Ctrl+Shift+B).
The compiled .exe will be in the Debug or Release folder inside your project directory.
ENJOY!!! :-)
GITHUB:
https://github.com/Mettle83/PICO-8-Sprite-Clipboard-Tool


This is an update of Combat Chopper to improve the resolution of the ground, at least close to the camera, using an enhanced version of the Whiplash Taxi Co ground drawing code.
See the original game for instructions on how to play.

I had to sacrifice a few things in order to squeeze the ground drawing code in, particularly the heads-up artificial horizon, and the targeting camera effects, and the menu is now in a separate cart. Also it drops down to 15 fps a bit more than I'd like, but it feels pretty playable regardless.


ABOUT THE GAME
Circus Tycoon puts you in the role of a circus manager for a 30-week season. Travel from city to city, hire talented performers, upgrade your tent, and put on unforgettable shows!
Each city has different audiences with unique preferences. Balance your ticket prices, manage your upkeep costs, and watch out for unexpected events that could make or break your business.
Can you build a renowned circus, manage your budget, and become the greatest showman before the 30-week season ends?
HOW TO GET STARTED
Controls: Use arrow keys to navigate menus and Z/X keys to select/cancel.
First Steps:
- You begin in the small town of Frisco with a basic tent, a clown troupe, and $500.
- Start by running a show! From the main menu, select "Run Show."
- Set your ticket price (start around $5-8) and press "Start the Show."
- After your show, review your profits and audience feedback.
- As you earn money, hire more acts from the "Manage Acts" menu.
- When demand drops in a city, travel to a new location from the "Cities" menu.
Pro Tips:
- Different cities have different favorite act types (shown on the city info screen)
- Hire acts that match city preferences for attendance bonuses
- Act skills improve with each performance, increasing your show quality. You can also pay money to train them.
- Upgrade your tent to host more acts and larger audiences
- Don't wait too long to move cities - once demand drops too low, attendance suffers
- Manage your money carefully - bankruptcy ends your game!
Make as much money as possible over a 30-week season without going bankrupt. Good luck!





Conquer the wasteland of the apocalypse in your giant crawling fortress!
In this game you will traverse "The Zone", a harsh radioactive desert covering
the remnants of civilization. Battle scavengers for resources, find zealot
wanderers ready to fight, and defeat the Warlords in their behemoth mobile cities.
=========================================================================
Controls
Turret Mode : X (Hold)
- X+O : Launch Zealot Bikers.
- X+Left/Right : Command Turret movement (clockwise or counter).
Move Mode
- O (Z key): Display Compass HUD.
- D-Pad (arrow keys): Command Fortress movement.
*Disabled while in Turret mode
How to Play
Follow your compass to find and defeat the Warlord of each Zone level.
- Tip-Active beacons ward the storms but protect and summon your enemies.
Resources:
-
Salvage (I-Beams/Crates): Repairs your hull armor over time.
(more Zealots onboard = faster repair) -
Uranium (Glowing Rocks/Canisters): Fuels your shield.
- Zealot Wanderer (person icon): Launch exploding gang of bikers.
Power Ups:
- Weapons (blue/green/red/multi box): Temporary Shot Upgrade (Long/Spread/Rapid).
=========================================================================
Collaboration Credits
Phi-1 the Golden - art and sfx
zomgWaffles - coding

A remake of 1986 Arcade and C64 game Hat Trick. Ice Hockey sports "simulation" game. Best enjoyed with a friend, but 3 levels of computer opponent are also available.
As stated on the original release:
"State-of-the-art High Resolution Graphics"
<br/>




How to play
- Arrow keys/d-pad to move your skater and goalkeeper
- Tap X to shoot
Games last 90 seconds plus 30 seconds extra-time if drawing.
Credits
Credits to original programmers at Bally Sente.
Thanks to @camp39 for help with the in game organ music.
Version history
Version 1.0 - initial release



Small fishing game I made in a single day, mostly to challenge myself!
Sequel(?) to Kasdeja The Starcatcher, because every platformer needs a fishing game spinoff!
Played with Left and Right click!
Apologies for the sound effects, or lack there of, I still don't know how the Picotron sound system works very well.
Enjoy!
Changelog:

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An action-packed top-down racer - like a combination of Micro Machines and Mario Kart.
Start off at 50cc and work your way up to the high-speed 150cc races.
Use powerups to blast through your rivals and knock them into last.
19 different races to complete - including special icy tracks.

Credits
Code & gfx by myself. Title music by Fettuccini. Some SFX from Gruber's SFX pack.
Version history
1.3 - feedback - use O (z) instead of X for starting races. hide trophy above car on practice laps.
1.2 - fix issues with cart data
1.0 - initial release





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Moving game pieces using atan2().
I check to see if the position (px,py)
has reached the target (tx,ty) by
absolute values of positions minus targets.
If they havent reached the destination I increment
by the dx I got from the atan2() calculation.
This works as it is. But I cannot actually control the speed.
If I want it to go faster, say speed 8, there are certain
situations where condition if abs(px-tx)<3 and abs(py-ty)<3
will never
be met and piece will just go forever. And I cant fine tune the <3
either
because sometimes the math just wont allow it.
How do I write code or think about this to move my sprite so I can actually control
the speed and/or accuracy?
Must be able to move any direction at any angle.
Thank you.
speed=5 px,py=getxy(location) tx,ty=getxy(destination) local angle=atan2(ty-py,tx-px) dx=sin(angle)*speed dy=cos(angle)*speed --PROBLEM HERE function _update_move() if abs(px-tx)<3 and abs(py-ty)<3 then --AND PROBLEM HERE --ARRIVED AT LOCATION else px+=dx py+=dy end end |


