This was fun to make. I added a bunch of juicy stuff I usually do in Unity just for fun. The code is heavily commented and more verbose than it necessarily needs to be, because I wanted to make it easy to pull apart for people less familiar with making stuff in PICO-8. I'll keep adding stuff over time, but figured I'd release it as it is so far.
My highest score so far is 232. What's yours?
UPDATE: Added a possibility of slimes dropping a heart if you blow them up.

NOTE: There's nothing to "play" in this cart! It's all in the cart's code!
I remember reading a thread a while back about the idea of having the manual for PICO-8 available in the console itself, maybe in cart form. I plan on getting a PocketC.H.I.P. and I really want to have the whole API reference available to me right from inside PICO-8. So I decided to just put it all in a cart to always have a reference with me.
I made a lot of use of Neko250's awesome API cheatsheet, which is why he's credited as well as zep. I'm sure there are probably typos to correct and maybe an error here and there, so let me know if you see anything needing fixing. I'll try to keep it up to date. In the meantime, feel free to use it yourself.

Just a silly little toy that I cobbled together over the last few hours.
Somewhat inspired by today's Castlevania streams during SGDQ and the DVD logo screensavers of old.
Additionally, it's the first time I used any shape more complex than circles or rectangles.
There obviously still is a lot of room for improvement, but I'm quite pleased with my first foray into maths in my projects.
A non-interactive view of a scene. It's roughly based on something I saw a few days ago, which reminded me of Virginia.
Some features:
- Infinite random props
- "Immediate mode" rendering - no spawning/deleting/pooling props
- Smooth LOD on tree leaves (more leaves on nearby trees)
Source code is commented, but the least-intuitive part of it (infinitely looping random objects) isn't really explained in there, because it would be a huge comment. Instead, here we go:
First, think of the casino signs with a ring of lights around them. When they light up one at a time in sequence, it can appear like a "single light" is "moving around" the sign, even though it's really different lights which are blinking at choreographed times. Our trees in this demo work similarly, but we can also move the positions of the lights separately from changing their states. Also, instead of on-or-off, each tree is given a persistent random seed.
Other than that, it's all pretty normal, I think?
I noticed while writing some debug code that
printh("string", true)
|
crashes Pico8 0.1.10c on Windows.
While the code is, of course, blatantly incorrect, this should probably throw an error, not crash Pico8. Some quick testing reveals the same is true when calling it with a false, table, nil or any variable that is nil.
This is my first Pico-8 cartridge, hope you enjoy it! Took me approximately 24 hours effective time to make.
Title screen artwork was created by @jellocube (Matthew Shelley), much appreciated!
Picopolis is a SimCity demake / idle game in which you place roads, residental/industrial/commercial zoning, schools, police departments, hospitals, and various other things. The city will grow depending on housing, jobs, pollution, and crime ratings, and the bigger it gets the more money you make.
Cheers!
// Jens
Changes in 1.1:
- Fixed placing large buildings outside of the map
- Added "Established" date to the victory statue, kind of like a highscore
- Made large commercial zones develop just a tiny bit faster

so, I modify my sprites and export the cart as html. works ok in firefox, edge etc. but not in chrome: the exported cart is stuck with a four-days-old version of the spritesheet!
long story short, this can actually happen on ANY html-export of any cart:
the js file starts with
var _cartname=['whatever.p8']; |
now if I change this for
var _cartname=['breakout.p8']; |
then the cart pulls old data from thin air! the data that was in "breakout.p8" FOUR DAYS AGO! I don't even have any file featuring the outdated data.
so:
- four days ago the data from "breakout.p8" got cached "somewhere" for some reason.
- the cart finds some cached data labeled "breakout.p8", and loads it instead of the data in the js file.
- gfx & sfx as far as I can tell, but code is ok.
- tried other carts names, no problem. something special happened with "breakout.p8".
- only in chrome. cleared the cache etc. no luck.
- seems related to the multicart system?
solved the problem by renaming my project file, but it's gotta come and bite me again...
semi-related question: where do the html exports save their cartdata?






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