I always liked Kohonen Networks. They're simple and fun. This is a simple 9x9 2D-to-2D Kohonen network with constant neighborhood function, trying to adjust itself to the purple training set.
Use LEFT/RIGHT to switch between training sets.
Use Z to reset the network.
Yay for machine learning on PICO-8!
Decided to remake an old classic, Pong! I know this has been done a million times before but I thought I'd give it a shot and maybe learn a thing or two.
Move left and right and smack the ball to the other side to score!
Known Bugs:
-Ball sometimes passes through the paddle when hit at the corners of the screen
-Menu graphics glitching slightly when selecting options
Controls:
Player 1:
Arrow Keys
Player 2
E,S,D,F
Version 1.1:
Added in simple AI for playing single player and now the first player to 5 points wins!
Version 1.0:

--[[ TAME CAT BATTLE ]]--
(also mostly known as rock, paper, scissors..)
This is a little game I made as an example of how to implement a high score system. It saves the player name, along with their high score into persistent cartridge data. It is based on my cat, who has frequent battles with our neighbours cat. I have however, toned down the violence significantly, to make the game accessible for all.
Go check out my project called PicoBoard to learn how to implement a high score into your game, or leave a comment!
Would love to see who could get the highest score, of this game of complete chance and endurance..!

Wave Race Legend
Hop on Jetski, catch some air, and smash your opponents!
| POST YOUR HIGHSCORES IN THE THREAD BELOW! |
Controls
- Left/Right to move
- X/Z/Down (while airborne) to smash opponents
Features
- Real-time wave simulation
- Tight arcade controls
- Endless gameplay
- Combo system
- Dynamic 4 color palette
- 3 new songs by Gruber_Music
Gameplay

[u]Dev Log (expand below)

Just a quick update:
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I'm still alive. I was uploading updates almost daily at first but now I'm at a point where I needed new enemies and mechanics to expand the level, and I needed an expanded level to showcase the new enemies and mechanics, so I've just added lots and lots of new stuff, to upload all at once.
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There's now health pickups (not many though)
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There are 8 (or 10, not yet decided) golden cups to collect throughout the world. These are a kind of side-objective to officially '100%' the game.
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There are now archers. Lots of archers.
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There's knights. Knights will destroy you pretty quickly and they take a lot of hits. They're quite easy to kill once you get the hang of it though
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The world map is almost entirely complete. I've finished 30 out of the maximum 32 screens.
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There are two new bits of music
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I'm currently working on the final boss room. After having finished this, the game will basically be complete
- I'm toying with the idea of having a menu when you die, that shows stuff like how many cups you've collected, how many enemies you've killed and how many map tiles you've visited on that one particular run, then give you a percentage to show a score of how much you've done. This is so that even if you die early on in the game, you can get numerical proof when you get better at the game.
Not going to upload the newest build until the boss is functional, I think.
That's it really :D Taaa

NEW FEATURES (with helpful suggests by vNakamura) 10-22-16
^O## (outline color, 0-15)
^D# (delay, 0=none, 1=fast, 9=slow)
^P (pause with flashing cursor, wait for any keystroke)
Well hello there ! I bet you thought I fell in an open manhole or something. No such luck !
As it is, I want to share with you a lovely routine I have always written called TRX, which stands for Transmission X.
The term "Transmission X" comes from many years ago when i saw a B&W episode of Flash Gordon starring Buster Crabbe.
In one episode he mentions to Dale (his sweetheart) that he was going to send a "Transmission X" to an alien planet - and the music took a serious tone after he said this.
Dale asked innocently enough, "What does the X stand for ?"
Buster gave her a funny look. It was almost as if she forgot her lines or was ad-libbing, but he quickly responded to her,
"It means everything."
And that seemed to satisfy her. Or so it seemed. Since that time, the term and his definition of it stuck with me. "Transmission X." "it can do everything."
Later when I got into busy programming, i thought - why not make a routine, my own special "Transmission X" that does, well, just as Flash Gordon said, pretty well everything?
And I did, later shortening the name from "Transmit-X" to TRX.
There were a few other names I gave it. TR8, for instance, where everything was 8x8 pixels, but TRX I like that name the most and is what I use now.
And what YOU have here is a routine I oft write in any programming language I start out in when I want a strong text and image handler that works entirely and only with strings.
Full instructions are included. Lots of carrots. :)
I hope you find it useful for your own code and programs, and if you have some suggestions on what you'd like to see added to it, lemme know. If I can find my way around it, I'll do it for ya.

Colors are not just pretty, they serve a vital purpose. Our brains can look at one image and be fooled into believing something that is not there.
Take this classic 3-dimensional model to show the difference of tints in locations:
From this clear image, you can see that (A) is darker color than (B).
But now let's start to cut down the colors to see what happens. First off, let's convert it to 256-colors, black and white.
So far so good, only the pillar changed. Let's go further. Now resize it to 128x128, the standard resolution of PICO:
We lost some detail on the text of (A) and (B), but that's fine. The board can still be seen clearly.
Now let's hack it down to 16-colors, here's where problems start to develop:
Ragged edges and clear compression shades. It's not pretty, but it's still there.
Now - keep an eye on the two marks where (A) and (B) are supposed. At this point we are going to simply load IMPORT this image:

I am going to throw together a last minute entry for the Game Boy Jam (https://itch.io/jam/gbjam-5). I just started tonight, and the deadline is end of this weekend (Oct 9th, 2016), so this will likely be a pretty rushed entry.
I'm a programmer, and I would love to work together with an artist and sound designer if possible to help add some visual polish.
If you are interested please post some links to you work; preferably completed projects.
GAME IDEA
Wave Race Legend
2D jet ski game where you bounce off waves trying to take down AI opponents. A mix of Joust and Wave Race 64.
For simplicity there will likely be no "race" aspect to the game; just survive as long as possible.
As I mentioned, I just started this project, but here is a quick gif of my current progress to hopefully give you an idea of what I mean:
ABOUT ME
Here's a couple of carts are recently released:
- The O button on the controller diagram becomes incorrect when prompted to press the key for pause
- Only a nitpick, but the controller diagram should probably have a unique graphic for P1 and P2.
- Defaults for KEYCONFIG (pressing Del) should only correspond to the key displayed, rather than the default having multiple keys per control:

PICO-8 0.1.9b builds are now live on Lexaloffle and Humble.
This is a bug-fixing update, mostly for crashes related to switching between widowed mode, full-screen and minimized windows. I've also included the dynamically linked pico8_dyn versions in the linux archives, that were missing from 0.1.9.
The Windows installer & .zip file include a more recent sdl2.dll, although there weren't any known issues relating to that.
I've switched back to shift-a..z for glyph entry in the code editor, as alt-a..z is sometimes reserved by the host operating system. If you find yourself accidentally entering the extended characters by accident, you can turn this off in config.txt (near the bottom). To enter glyphs without shift-a..z, press ctrl-k to toggle glyph mode.
Changelog:
v0.1.9b Added: Alternative function key mapping: ctrl-6..9 for F6..F9 Added: Alternative glyph entry method: (ctrl-k) to toggle glyph mode Changed: Enter glyphs with shift a..z, but can be disabled in config.txt Changed: Increased emscripten ram to 128MB (some carts at risk of running out) Fixed: Crash when window size is tiny or minified Fixed: Crash on toggling fullscreen mode Fixed: printh can write files outside filetree (security issue) Fixed: show_fps (can also now be toggled with ctrl-1) Fixed: Shorthand if/then syntax error when using the form: (functionname)(param) Fixed: log.txt not saved in path specified by -home switch Fixed: Default application data folder created even when -home specified Fixed: Missing dynamic builds (pico8_dyn) from linux archives Fixed: Removed unneeded RPATH from linux binaries Fixed: export foo%d.wav fails to write multiple files |

Finding a rather strange situation. =ALL= BASICS I know would hang this code at 5.
PICO, bless it's strange and awkward self, however, does not.
for i=1,10 do i=5 print(i) end |
This could be a problem as I have oft directly modified a FOR/NEXT loop to skip over values or to return back to older ones. Is there some special argument to put in FOR() that will cause this to hang on 5 ?






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