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This is a combined feed of all Lexaloffle user blogs. For Lexaloffle-related news, see @zep's blog.

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My first published game on PICO-8

Cart #gokabawoji-0 | 2021-06-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#93377 2021-06-12 09:59 ( Edited 2021-06-12 09:59)

Cart #sowyejfo-0 | 2021-06-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is my practice of tline() command.
It probably performs, but I don't understand the meaning of mx/my parameters correctly.
Please tell me what do they do!😖

P#93375 2021-06-12 09:29 ( Edited 2021-06-12 09:39)

Cart #sewiwaso-0 | 2021-06-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

I made this game as my first official game during 1 day. It isn't polished but I did my best to keep it in one day and decent.

Canon story: You're a jumper wannabe and just illegally jumped into the biggest reserve of doves. Make sure you don't hit them!

(press Z/O at the start of the game to activate hard mode)

P#93367 2021-06-12 00:25

Hi @zep,

Really enjoy Pico-8, thank you for this excellent software!

I'm trying to figure out how to share high scores online using scoresub(), but when my cart calls it (while running on the lexaloffle website & logged in), I just get some popup text at the bottom of the screen that says "can not connect to scores host".

Is this an issue with the server, or with the way the cart's being run (account/network/browser), or something with my code?


Cart #tedge_hstest-2 | 2021-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#93350 2021-06-11 10:56

Newtonian gravity simulation

It's a bit unstable. Vector math and fixed point numbers don't mix too well, although I'm sure this could be modified to better utilize the available digit range..

Press Z to pause and adjust the velocities.
Press Ctrl+R to reset the simulation.

Cart #newtgrav-0 | 2021-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#93346 2021-06-11 09:12 ( Edited 2021-06-11 09:14)

Credit @JadeLombax for level compression.

A simple editor I made for anyone who likes to create Super Mario Maker levels.

This is compatible with Super Mario Remix, which is a game I'm currently making

Technical notes:

Can be played with a Mouse or a Controller

Level width is 16 screens,
256 tiles,
or 2048 pixels

Level height is 1 screen,
16 tiles,
or 128 pixels

Controls for mouse

Left click : Place blocks
Right click : Delete blocks
Scroll : Select blocks

Controls for controller

Up, Down, Left, and Right : Move Cursor
X while not on selected block : Place blocks
X while on selected block : Delete blocks
Z and Up or Down : Select Block

Menu items

1 : Stage type / Theme
2 : Copy Level to Clipboard
3 : Load Level from Clipboard after pasting from clipboard (Control Button + V)
4 : Enable Block flicker (Seizure warning)

Cart #smr_editor-2 | 2021-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Version 1.1

  • Fixed a level copying bug
  • Added automatic bug-fixing formatting for level sharing convenience
P#93331 2021-06-11 01:25 ( Edited 2021-06-12 00:16)

It does this.

Cart #sirpinski2-0 | 2021-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Move the mouse to restart

Old version:

Cart #sirpinski-0 | 2021-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

P#93317 2021-06-10 19:57 ( Edited 2021-06-10 20:41)

Cart #jayiwehufa-0 | 2021-06-10 | Code ▽ | Embed ▽ | No License

P#93314 2021-06-10 19:21

Cart #nazafunipe-0 | 2021-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is not a finished game
It has only 2 levels
It doesn't have any sound

P#93310 2021-06-10 16:50

Cart #hadknaz-0 | 2021-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is my demake of the Wii Party "Barrel Daredevil" Minigame. It's my first more or less finished Pico-8 project.
It doesn't have sound yet, but I'm working on that.

Play with up to 4 players!

P#93305 2021-06-10 16:06 ( Edited 2021-06-10 16:08)

Cart #brickedwip-2 | 2021-06-12 | Code ▽ | Embed ▽ | No License


Special Thanks to:


helping with particles

"Nice game you got, btw" - <3


helping with the game


helping with scrolling

"ok fine i'll do it for you" - but he didn't


helping with RRB option

"avoit exact comparisons with decimal numbers" - ok


a lot of feedback


How to play:

Left/Right arrows - move cannon,

X - fire.

Z - hold.

Connect 4 or more blocks to destroy them, more blocks connected - +free moves (shown as white pixels on the left-down corner of the board)

When you are out of free moves, a new line will appear from the top, shifting all blocks down, so don't let them get out of the board!


These blocks are regular, they can appear on board from new lines, connecting them doesnt give you too much

These blocks are rare, they can appear on board only from your cannon, connecting them gives you free moves, 1 block=1 free move!

P#93295 2021-06-10 10:51 ( Edited 2021-06-12 10:43)

Cart #jukebox_vol2-0 | 2021-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This Jukebox contains 8-bit renditions of two songs:

  1. Walls (by All Time Low)
  2. Way Less Sad (by AJR)

I hope you enjoy this jukebox. Look forward to more in the future, and comment your song suggestions below!

P#93293 2021-06-10 09:06

Cart #jukebox_vol1-0 | 2021-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This Jukebox contains 8-bit renditions of three songs:

  1. Last Young Renegade (by All Time Low)
  2. Save Rock and Roll (by Fall Out Boy)
  3. This is Gospel (by Panic! At The Disco)

I hope you enjoy this jukebox. Look forward to more in the future, and comment your song suggestions below!

P#93274 2021-06-09 21:54

Cart #nufayizapi-1 | 2021-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
Hi all! So this is both my first post on here as well as my first game in Pico! I wanted to make a little coop game for my partner and I, so I threw this together in a couple days. It's a WIP, so any advice is welcome, thanks!

It requires two players, and I recommend controllers. The camera will focus on the player without the mushroom for balancing as the player carrying the mushroom and use it for jumping higher than usual.

P#93267 2021-06-09 20:53 ( Edited 2021-06-10 00:16)

Cart #yorainbow-0 | 2021-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Toss your yoyo and build rainbows to jump on! 13 different cute enemies stand between you and your triumph over the eight towers!

BTW I didn't include some of the nuances of yoyo control in the instructions in-game, but once it's coming back to you you can hold the x button again to cause it to move on the y, rather than x, axis. You can build stairs this way, or a shield from projectiles.

You get different items at the exit door depending on how thorough you were, so be sure to revisit the levels and try to beat your previous score!

A labor of love that has just sort of poured out of me over the last few weeks, I'm excited for you to try it. And if you experience any runtime errors or memory running out, please let me know. To the best of my knowledge I fixed those issues, but you never know.

P#93264 2021-06-09 18:37

I'm thinking of a game called Mojib-Ripple.
It's a sequel of Mojib-Ribbon.


P#93259 2021-06-09 18:01

Cart #cursed_sword-13 | 2021-06-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cursed Sword


There is a place deep in the wilds where worlds collide. Above a buried dimensional rift, priests of chaos built a temple to harness its power for themselves, delving ever nearer to the rift. But a foolish high priest entered the rift itself and returned wielding a sword he could neither sheathe nor cast away. The sword demanded blood and he slew his entire priesthood to sate the blade, lest it destroy him too. With no one left to sacrifice, the sword slew him in turn. The sword has since passed from host to host, wreaking destruction and death. And through cruel fate, the cursed sword now rests in your hand. Can you cast it back from whence it came, or will its curse claim you too?


Cursed Sword is a simple roguelike based on Krystman's game Porklike, and his youtube tutorial Pico-8 Hero. It is currently a work-in-progress, and I am still working out some of the kinks.

How to play

  • Goal: Find the stairs to get closer to the rift on Floor B12!
  • Killer Sword: Your sword demands blood! Kill enemies for more ⧗, or your sword will drain your ♥ with every step!
  • Combat: Enemies move when you move! Bump them to attack!
  • Treasure: Bump chests and vases to see what's inside!
  • Menu: Press (X) button to open a menu, (X) button to make a selection, and (O) button to go back!
  • Keyboard Controls: (X) button = X, (O) button = Z/C
  • Gems: The priests crafted magic gems that can be slotted into your sword. Open the inventory menu with (X) to equip them!
  • Luck: Increase your luck to dodge more attacks, get better treasure, and more!


Deepest thanks to Krystian Majewski of LazyDevs academy for the use of his game Porklike as an engine for this game. Much of the code of this game was designed by him, and I thank him especially for his ingenious level procedural generator, and the binary signature technique.

Thanks to Maddog22, who conceived many of the power gems and tested the game thoroughly. Thanks, MD!

The JSON parser program was designed by tylerneylon, adapted by feneric, which tylerneylon has released into the public domain. Feneric's adaptation of it is released under the GPL v3 license.

Some enemy artwork (tiles 192-203,208-213,224-31) licensed from Oryx Design Labs, www.oryxdesignlab.com. These designs are not released under this game's license, and Oryx Design Labs reserves all rights.

The rest, I suppose, was designed by me!

Dev Notes:

I wrote most of the code in this game while holding my newborn son, Leo. He is the co-producer of this game, as he made it impossible for me to move for long periods of time while I held him.

The code of this game is a Frankenstein mess, and it's because a lot of it is just hacking the engine developed by Krystman. I innovated a few things, but the problems with the code are mine, not his! In particular, if I could do it again, I would have followed Krystman's tutorial to the letter, and then gone back and start from scratch armed with what I learned. So, in short, my apologies for the code being substandard in places, that is my fault, not Krystman's. In particular, I regret the use of too many global variables to control logic flow, and too many big dumb if-then statements for state machines. My next game will be better!

One thing that is interestingly different from Porklike is the use of a JSON parser. I wanted this game to be data driven, and to have a really easy way of editing those data when a change was necessary. I think that worked out very well, and allowed for the gems to be procedurally generated in an object-oriented way.

EDIT 1: some values weren't being properly reset after a game over. This has been fixed!

P#93257 2021-06-09 15:43 ( Edited 2021-06-11 00:08)

Cart #blorpinstein-0 | 2021-06-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
This is my first cartridge I've uploaded because it's fun and easy to make small programs like this.

P#93249 2021-06-09 14:12 ( Edited 2021-06-09 14:14)

I made the Title theme in PICO-8.

P#93230 2021-06-09 03:10

Cart #zitiresiku-2 | 2021-06-11 | Code ▽ | Embed ▽ | No License

Feedback is a blessing from heaven.

While I was working on my other game, SEDEACRE, I had this idea for a tank-like game, with a few twists, of sorts. So far, it doesn't really have anything interesting, but I've got most of the graphics working. Now I just need to add collision, bullets, enemies, etc., and then I can get started working on the "actual" part of this project. Also, press x to "pew pew!"

More development information listed below.

Tank Game Changelog:


  • Updated the tank movement
  • Added control for the tank's turret


  • Updated tank movement
  • Updated sprites
  • Updated audio
  • Code cleaning (removed over half of the symbols used in 0.0.1)


  • Completed the first working demo of Tank Game

P#93222 2021-06-09 01:03 ( Edited 2021-06-11 00:37)
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