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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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Hunger is a short game about greed.

It's my first game and will only take you a minute or two – would love for you to give it a try!

Cart [#hunger-0#] | Code | 2019-10-14 | No License | Embed


Itch: http://ghostronaut.itch.io/hunger

P#68865 2019-10-14 08:51

I'm still staying pretty busy here working on something else, but thought I would give this a go using the speed of the mapper to swap pages. See what you think:

Cart [#yaaa256-0#] | Code | 2019-10-13 | License: CC4-BY-NC-SA | Embed

P#68854 2019-10-13 23:06

Cart [#voxelspace_ykk-1#] | Code | 2019-10-13 | No License | Embed

At first, I saw a demo where a student implement a voxelspace algorithm with compute shaders. Voxelspace is a tech invented in the '90s by Kyle Freeman at Novalogic to render landscape. Games like Comanche, Deltaforce used it. It was based on heightmap and voxels, not polygon. I don't know much about shaders, but I know it is better at rendering polygons. So... I try to understand how all this work and here is the result: my voxelspace implementation on Pico 8

Here is an implementation of voxelspace rendering algorithm, with a little perlin noise map generation. Features :

  • Generate a 128x128 height map in memory,
  • Generate a color map base on height with some noise (I could also use height difference to better show cliffs and flat grounds, maybe latter),
  • colors fadding with distance
  • We can move, with player one controls, zoom map with X (or M), strafe with player 2 left and right (s,f)

I don't know where it will go, or if it will become a game, but here is my work :D Have fun tweaking or exploring !

for a more advance experience, you can check electricgryphon work https://www.lexaloffle.com/bbs/?uid=10844

P#68841 2019-10-13 19:50 ( Edited 2019-10-13 19:53)

Cart [#super_cold-0#] | Code | 2019-10-13 | License: CC4-BY-NC-SA | Embed

For Mix and Game Jam

P#68839 2019-10-13 17:13

Cart [#yeboyugusa-0#] | Code | 2019-10-13 | No License | Embed

P#68838 2019-10-13 16:17

Cart [#nevertell_odds-1#] | Code | 2019-10-13 | License: CC4-BY-NC-SA | Embed

Super short game made for TriJam - an endless shooter in which you have to dodge a lot of asteroids with a spaceship with inertial dynamics!

P#68830 2019-10-13 13:35 ( Edited 2019-10-13 14:11)

Hey @zep!

Can you please add a feature to PICO-8's WAV export function, so that each of the four channels have one WAV file each? I've been wanting to do oscilloscope views of PICO-8 chiptune music, but the "oscilloscope view" format requires one WAV file for each channel (so that each channel is seen as a separate waveform).

I've already mentioned you on Twitter about this, but you never replied:

P#68824 2019-10-13 01:56

Cart [#tipaheduyi-0#] | Code | 2019-10-12 | License: CC4-BY-NC-SA | Embed

This is my first cart for the Pico-8. It's not much, just me getting used to Lua and the Pico-8 API. There are a few rough edges and the cart doesn't do much. It's not a game, just a bouncing orange that gives off sparks.

I hope to be able to spend time making this a bit better and learning some tricks on how to make the graphics and physics better. Then I'll progress onto something more interactive, perhaps.

Enjoy the hypnotic dance of the electric orange.

Version 0.2 has better orange physics [https://www.lexaloffle.com/bbs/cart_info.php?cid=tipaheduyi-1].

P#68821 2019-10-12 23:51 ( Edited 2019-10-13 18:24)

Hello !

I am excited to say that apparently it is indeed possible to copy and paste music from Pico-8 to the Lexaloffle BBS and it creates an awesome jukebox interface besides. Here for instance is an example from @zep's own Hello demo.


So how is it done ? Well, it's tricky and I'm surprised anyone managed to figure it out. To the best of my knowledge, @Gruber is one of the first.


So how can you do it ? First bring up Pico-8 that has the music you want to paste Online. Make sure you are in the MUSIC editor, not the SFX. Now click HERE on the zero zero:

Now click this pink arrow HERE until you can no longer see colored dots above the numbers:

In this case, it is track 11.

Now HOLD DOWN THE SHIFT KEY and click the very last number that has colored dots above it. A visual change will appear so it looks like THIS:

NOTICE the 9 and 10 are now GREEN. This means you can actually copy it now. Go press CTRL+C to copy all of this to the clipboard, it will work now.

Then in your message, hit CTRL+V to paste it. Do a preview and there it is, ready to play Online.


And that's it ! I think this will aid musicians out there to share their original music out there when all they want to do is have an Online jukebox for others to enjoy.


P#68804 2019-10-12 17:43 ( Edited 2019-10-12 18:01)

Cart [#nothing-1#] | Code | 2019-10-12 | License: CC4-BY-NC-SA | Embed

This is the game @Niarkou and I made for Ludum Dare 45 in 72 hours.

Ludum Dare entry page · GitHub source code

A few warnings about this version:

  • the ball does nothing
  • the cave is not implemented
  • there is no reward for watering the plants
  • there is no reward for the riddle
  • there is a large empty area at the east

We want to work on the game and improve the story when the Ludum Dare voting period is over. Hope you already enjoy it as it is now, though!

P#68785 2019-10-12 10:55 ( Edited 2019-10-12 11:01)


Hi! I present my first PICO-8 project. It's called CGA, and is an adaptation of John Langan's short story, Technicolor.

The limitation of 4 colors on screen at a time, but the freedom to change palettes immediately implanted the idea of using this story, for reasons that become apparent as the story goes on. It's really more of a visual novel in the most limiting sense, rather than a game per se. But I'm pretty happy with how it turned out, as a way of getting my feet wet with PICO-8 development.

I have to add an extra special thanks to @dddaaannn for his text compression tool – un-abridged, I think the story would have been too long to fit on the cart without any code. I was able to use his tool to eke out the last bit of space necessary to make a cart. @Oli414's dialogue text box and @johanp's lowercase font was essential in making the long text easier to read.

P#68694 2019-10-11 22:26 ( Edited 2019-10-14 11:13)
P#68772 2019-10-11 19:22 ( Edited 2019-10-11 19:23)

This is a representation of the elemental angelic tablets. They are a representation of the way the interactions of the elements, planets, and zodiacal constellations manifest in the structure of the realm of the divine. It is currently only running in Voxatron, and crashes in the browser, as of v1.0.

P#68769 2019-10-11 18:54


Prologue from the Celeste soundtrack!

I remade the entire soundtrack in Pico8. You can hear it all on YouTube. I'll upload a few of the single cart tracks here on the forums over the next couple days.

(artwork by castpixel)

Also, I was able to use some corruption in one of the songs (Confronting Myself). Big thanks to @JWinslow23 and @twotwos for helping me with the code. I admit, my coding wasn't pretty, but it made the sounds I wanted!

P#68759 2019-10-11 12:34 ( Edited 2019-10-11 12:51)

Cart [#polarity_puzzler-0#] | Code | 2019-10-11 | No License | Embed

Prototype Puzzle Pattern Game

Title: Polarity Puzzler
Created in: Pico-8
Author: Ryan Wilson

Use the arrow keys to navigate the field
Z button to shoot a block
X button to retract a block

Cover all of the purple blocks with player shot blocks

The player can only shoot/retract blocks in a straight line where nothing is blocking the block
Blue blocks (walls) will prevent blocks from moving further
Blue blocks will also prevent blocks from being retracted
The player must have stock remaining to fire blocks
Retracting a block returns 1 stock to the player

Out of Engine Resources/Assets used:

P#68742 2019-10-11 02:11 ( Edited 2019-10-11 02:14)

Hi there! I made a demo for the Pico-8. 1st place at the Flashparty 2019.

Cart [#splosh-1#] | Code | 2019-10-10 | License: CC4-BY-NC-SA | Embed



P#68731 2019-10-10 20:33 ( Edited 2019-10-10 20:34)

Since working on compressing text in a simple bookreader:


I got curious and wanted to know if it was possible to recreate simple text that is chosen from random letters via the walking distance between the points when a match is made.

While I don't think this is at all useful for compression, it is interesting perhaps for use in encryption, secret messages, and your classic magic super decoder ring.

Actual code is really small, but it's chock full of helpful remarks.

Here it is:

-- secret decoder with random
-- written by dw817

-- simple wait for (o) key
function key()
  until btnp(4)

-- character set to use
char=" .abcdefghijklmnopqrstuvwxyz"

-- secret text, change to
-- your liking
t="the key is under the tree."

-- store the encrypted lookup
-- table here.


-- force all random numbers to
-- follow this seed.

-- get length of string char.
-- we ask for it twice in the
-- code so this is convenient.

-- starting position for lookup
-- table.

-- go through each character of
-- the secret string.
for i=1,#t do

-- pull out a single character.

-- reset iterations needed to
-- find a match.


-- retrieve a random number to
-- use in finding a matching
-- character with our secret
-- string.

-- count the number of times it
-- takes.

-- keep looping until we get a
-- match.
  until c==sub(char,r,r)

-- match ? output the results.
  print("char="..c.." index="..i.." iterations="..n)

-- simple delay.

-- record the time it took in
-- our lookup array.

-- reset time.

-- increase index for lookup
-- table.

-- do every single character
-- from secret string.

-- wait for (o) key.

?"ready to decode:"

-- reseed our random number.
-- important !

-- reset position in lookup
-- table.


-- loop for length of lookup
-- table in elements.
  for i=1,decod[p] do

-- get a random number the
-- length of the chars used.  

-- keep looping the same number
-- of times it took to find
-- each character matching
-- initially.

-- print out each newly
-- randomly generated
-- character.

-- bit of a pause.

-- increase position in lookup
-- table.

-- keep looping until we have
-- covered every character.
until p==#t

-- neat, print at bottom.

-- loop forever
until forever

The output to start with is the character we need to encode, the next is the index, the next is the time it took for RND() to randomly pick the correct matching letter.

After the "ready to decode:" then it just reseeds the same random seed and recreates the event based entirely upon the number of iterations needed to randomly pick the correct letters again.

Really something to see !

And it actually runs faster than this, too. Take out the FLIP() after each PRINT statement and it's off like a shot.

P#68725 2019-10-10 17:30 ( Edited 2019-10-10 18:19)

Cart [#bejsasoru-0#] | Code | 2019-10-10 | License: CC4-BY-NC-SA | Embed

just a try of my first game

press X to change the space

press C then press direction button to change your direction

eat the sugar to get the power of C button

you have no way to eat all of the sugars,Don't try it.

P#68718 2019-10-10 12:44 ( Edited 2019-10-10 12:51)

Cart [#bjk_rays-3#] | Code | 2019-10-11 | No License | Embed

Playing with raycasting. By default: top down flashlight simulator. Hit Z to go 3D instead!

X will loop through FOV settings, toggle between top down and 3D to visualise what's going on.

UPDATE: Now with zooming effect

P#68716 2019-10-10 11:47 ( Edited 2019-10-11 08:38)

Cart [#spacesh-3#] | Code | 2019-10-12 | License: CC4-BY-NC-SA | Embed


  • Cleaned up the code a bit
  • New powerup (speedup)
  • Powerups are bouncing up and down!
  • No more waves
  • After 1250 points nothing happens but we get a platform.
    Gonna change the sprites from that so that it looks like a nice solid ground.

    I started this tutorial from doc_robs
    with no program skills.

    Have fun!

P#68713 2019-10-10 11:27 ( Edited 2019-10-12 10:29)
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