
How do I switch the roles of the background gray blocks with all the floor pieces? I am quite stuck and tried myself, it didn't work
This is a game I think I want to continue making.
You're a robot with a gun.
I'll leave out the story details for now..
Press X to shoot
Press O to interact with things (like doors)
Let me know what you think and if you have any cool ideas!
first game using pico8, just snake.
remember to like, comment, and subscribe.
Will not answer questions about the variable names
Hello, I accidentally deleted my thread that had my main menu from a multi-cart game, and now my game doesn't function as intended. Is there any way to get the thread back?
MOCE//CPCL bur celeste classic
A Claustrophobic Nightmare in classic ver.
verified by me
i'm prepared for explanations that may contain math.
i have been working on this for too long over many attempts. it kinda works but there are definitely still issues.
i'm having problems with...
- normal calculations being off only some of the time
- when a shape returns to it's normal size, another the shape it collided with previously will get stuck inside
- shapes hovering 1 pixel over the ground???
- shapes are very bouncy
- shapes will not stay on other shapes (line segments can't collide with singular points)
- jiggle (i'll implement damping later on.)
- and cpu (not a priority yet, AABB tree later)
there are some comments that will hopefully help you find the issues in constrain()
and shape_collision()
thanks
PicoTron file browser
I was looking through picotron's code, and i got a completely random idea!
"hey, LS and CD are really annoying..."
"..."
"okay screw it"
So yeah, this is a port of my pico-8 filebrowser "Picobrowser", but for picotron! it supports everything picobrowser did, but this can view and edit files! You can also edit it to detect more filetypes.
How to use:
Click "Show" button below and copypaste the code into picotron, then run!
Once again thank you to @dw817 for FreeRoamingDirectory, the cart that PicoBrowser was based off of.
Screenshots:



This is my first game in general, and the first time I try PICO8.
I am planning to make it more unique in the future, for now its basically snake.
PS: the text is in Portuguese for now
im tryin to make a platformer base to use for future projects, but when travelling in positive directions, the collision is seemingly not detected until a full pixel further than it should be
local xd=n.x+n.speed.x+n.w/2*sgn(n.speed.x) local yd=n.y+n.speed.y+n.h/2*sgn(n.speed.y) n.grounded=false n.walled=false if fget(mget(xd\8,(n.y+n.h/2)\8))==1 or fget(mget(xd\8,(n.y-n.h/2)\8))==1 then n.x=xd\8*8+(n.speed.x>0 and -1-n.w/2 or 8+n.w/2) n.walled=true n.speed.x=0 end if fget(mget((n.x+n.w\2)\8,yd\8))==1 or fget(mget((n.x-n.w\2)\8,yd\8))==1 then n.y=yd\8*8+(n.speed.y>0 and -1-n.h/2 or 8+n.h/2) n.grounded=true n.speed.y=0 end n.x+=n.speed.x n.y+=n.speed.y |
negative velocity position readings(continuously accelerating by -0.005 pixels/second/second)
INFO: y=10
INFO: y=10
INFO: y=10
INFO: y=10
INFO: y=10
positive velocity position readings(continuously accelerating by 0.005 pixels/second/second)
INFO: y=29.7242
INFO: y=29.8109
INFO: y=29.9025
INFO: y=29.999
INFO: y=29
negative velocity position readings(given a constant velocity of -0.005 pixels/second while pressed against wall)
INFO: y=10
INFO: y=10
INFO: y=10
INFO: y=10
INFO: y=10
positive velocity position readings(given a constant velocity of 0.005 pixels/second while pressed against wall)
INFO: y=29.9844
INFO: y=29.9883
INFO: y=29.9922
INFO: y=29.9961
INFO: y=29
this happens at any speed/width/height combination, and the readings are from the last 5 frames before a collision is registered
i have a feeling this is because of flooring but i dont know how i would fix it :3
Hi all,
I decided to create my own take on the PICO-8 Cheet Sheet. 👨💻🖼️
Inspired by @LightBWK's version - I wanted to try to make a 4K one using a clean, modern look.
Light Version
.png)
It was also important to me to have a matching "Dark Mode" variant, as that's my go-to style 🕶️
Dark Version
.png)
Main Features
- 🖥️ 4K (3840x2160) Resolution
- 🔠 Clear, Monospaced JetBrains Mono Font
- 🔷 PICO-8 API up to v0.2.5g
- 🎨 Full PICO-8 Palette (inc. "Secret" cols)
- 🦓 Matching "Light" and "Dark" variants
- ⌨️ All Major PICO-8 Keyboard Shortcuts
- 🖌 FILLP() Mask + Glyph Patterns
- 🔄 Turn-Based Angle + Trigonometry Primer
- 🈂️ Full Character Set
- 😺 Glyph List + Constant Values
- 🐛 Debugging
- +More!
Please let me know what you think (...especially if you spot any errors! 😬)
Below you will find links to high-res .PNG + .PDF exports of my cheat sheets, enjoy! 🤓
Downloads
- PICO-8 Cheat Sheet (4k).PNG
- PICO-8 Cheat Sheet (4k).PDF
- PICO-8 Cheat Sheet (4k - Dark).PNG
- PICO-8 Cheat Sheet (4k - Dark).PDF
Sources/Acknowledgements
- Enhanced PICO-8 cheat sheet by @LightBWK
- PICO-8 Manual
- Pico-8 API Cheatsheet (iiviigames)
- Pico-8 API Cheatsheet (neko250/Carlos Aguilar)
- Orig PICO-8 Cheatsheet PDF by @ztiromoritz
- Nerdy Teachers PICO-8 Guide
- PICO-8 Wiki
- JetBrains Mono (font)
- Canva (designed with)
Change History
my personal oceanquaryum under the sea and under the bridge. for fun : https://www.youtube.com/watch?v=iXkaGt94Dwg



Picoblazer 1K: A #pico-8 homage to the epic 1986 Trailblazer for Commodore 64, in 1017 bytes of compressed lua code. Produced for the 2023 #pico1k jam.
Use the left and arrow keys to direct the ball to the end of the track, while avoiding pits. Red tiles will bounce the ball back while green ones will speed it up. Blue tiles will cause it to leap forward.


I recently finished a game for the Cre8 Jam. You control a robot through commands to move through and scan a 3d environment. I would have added a bit more or fixed it up better, but I'm about out of time for the jam and really low on tokens. Even after using special functions to lower the token count.
You can get more information through the HELP
command, but the main commands are:
MOVE (direction) (amount) TURN (left/right) (amount) WAVE SWITCH [name] SCAN (dot size) |
And another important one is RSCAN
, which is just SCAN
, but repeatedly scans.
I would highly recommend checking out the itch.io page, as its design is special for this game.
https://werxzy.itch.io/sb-1800 The source code for the game and the map editor are also available on the itch.io page.


One button tiny physic-based platformer made in Pico 8 with code under 1024 compressed bytes, made for #Pico1k jam 2023
Use RIGHT ARROW to accelerate when on the ground
Release RIGHT ARROW to fall faster when in the air
Press UP ARROW to start a new level
Press ENTER and select SEED in the menu to start from level 1 if you want a fixed series of levels

Number on top left is a timer for your run of the level, counted in frames (at 60fps), on top right is the sum for all the levels in your session. For example a casual run of all the seeded levels from 1 to 10 took me 14027 frames. My PB for level 1 is 1071.
Source as p8 are available on https://nusan.itch.io/smooth-ride in two versions, the "comment" version is what I coded with additional comments, so it's readable but the "minimal" version uses a tool (https://thisismypassport.github.io/shrinko8/) to makes it even tinier, it's not readable but it fits into the 1k compressed bytes target
Little Boo Games
Bram’s Daydreams
Goblins have stolen the marshmallow skulls from candy lake! You must find them!
(This is the 4th level from a 4 part children's series called 'Bram's Daydreams'.)
Level 4 / Goblin Boneyard
Collect the marshmallow skulls and watch out for goblins!
Controls: left, up, right, down