Thought you guys might like it. I needed it to programmatically randomize the look of sprites in my map.
With peek you can read a 32-bit value, while a pixel color is 16 bits. One address therefore holds two pixels. A bit of arithmatic does the trick.
Long version:
-- set sprite pixel -- s: sprite number -- x: x position of pixel in sprite [0..7] -- y: y position of pixel in sprite [0..7] -- c: new color function ssp(s,x,y,c) addr=flr(s/16)*8*64+(s%16*4)+64*y+flr(x/2) -- current decimal address curr=peek(addr) -- current 2-pixel value if(x%2==0) then -- need to change pixel on the right lcol=flr(curr/16) rcol=c else -- need to change pixel on the left lcol=c rcol=curr%16 end ncol=16*lcol + rcol -- new decimal memory value poke(addr,ncol) end |
Shortened version:
function ssp(s,x,y,c) a=flr(s/16)*512+(s%16*4)+64*y+flr(x/2) -- 2-pixel address v=peek(a) if(x%2==0) then poke(a,16*flr(v/16) + c) else poke(a,16*c+v%16) end end |





After messing around in study hall and polishing it up at home, I've made a crude demo of a rotating map in Pico-8. It's in desperate need of optimization, but it works. This probably isn't the first (and definitely not the last) attempt to do this. I'll probably be trying to work on it over time. If anyone has suggestions, I'd appreciate it!
Current Features:
-Rotation (Hooray!)
-Culling
-A car
Current Bugs:
-There's a weird "Cut-off" effect if you go out far enough, and it shouldn't be a map-based issue.
-The culling is imprecise
-The whole thing is very inefficient
Controls: Z to accelerate, left/right to steer

So I implemented the following jump function in my game:
function jump(sp,vel,factor) for i=1,factor do player.sprite = 12 player.velocity+=sp if player.y<=player.origpos then player.y+=(player.velocity*player.speed) else player.velocity=vel player.y=flr(player.origpos) player.sprite = 0 player.jumping = false end end end |
The problem I am having here, is that the Y of the player every second jump is equal to player.origpos+0.24
I moved stuff around because what I feel is happening is that the routine is entering some condition one time too many, but why does it every second frame? Does it have to do with the fact that I am calling "factor" twice? And how would I fix this problem?
The difference is every second jump, the character ends up one pixel above the floor, and let me tell you, it does NOT let my OCD rest peacefully :D
Any help appreciated!




Okie doke, folks, here we go!
Glitch Jam is taking place from now until May 3 at 12:00am!
Rules are simple make a Pico-8 creation that features an assortment of fun, crazy glitchiness and post it with the #GlitchJam tag!
A few things to keep in mind while you're glitching away:
1.Any form of glitchiness is accepted at any level! It can be a relatively normal game that uses glitching as an effect or as a theme! It can be in the music as well!
2.Also, you do not have to make a game by anymeans! Glitch style demos are also excepted, audio and/or visual pieces featuring your own special glitchiness are more than accepted, interactivity is optional!
And that's pretty much it! Just jam out and create to your heart's content! Reuse old code, assets, and more! It's all acceptable here! Multiple submissions? No problem, the glitchverse is many and diverse! Keep 'em comin'!
Glitch-on! :D





Hi guys!
Besides aspiring game developer, I’m a musician too.
I make a weird form of instrumental rock music and I think some pico-8 visuals may fit this music well.
The idea is to make some kind of animation or video to go with it. It’s really a small, personal, experimental and independent project I do in my spare time. If you are interested please reply or send me a message.
Thanks.


S W O R D F I S H
An aquatic action game. Swim sword first into the deep to destroy the evil at the heart of the ocean.
Featuring:
- fast, dynamic old school gameplay inspired by Ecco the Dolphin
- Multiple enemy types each with their own attack patterns and weaknesses
- 25 levels of aquatic action
- A plucky swordfish with a charge attack and nothing to lose.
I hope you all enjoy the game! Post your final scores below :)
Let me know your feedback here or @danhowardgames










Hey, I did a search and couldn’t see anyone else discuss this. But correct me if I’m wrong!
I’ve ordered one of clockwork pi’s gameshell devices in the hopes of getting pico 8 up and running on it. As being able to play a game on a mobile console is a childhood dream.
I’ve got various pi’s etc, but I thought getting one of these would give me a complete little gaming package, as my knowledge on building something I could actually carry about would be a a load of boards sellotaped to a screen.
Is anyone else planning on getting or has ordered one one these?
It’s not garanteed pico 8 will work on it, but it seems hopeful from what little info there is!





.
Made this a long time ago, it's a WIP port/demake of the classic 1990 game Alpha Waves, or Continuum as it was known in some regions. Code is an absolute mess, this was the first time I coded a 3D engine from scratch and it really shows. Level data was imported from the original data files for the Atari ST version using a simple export script I made. I think this cart includes all the rooms of the starting area ('Dream'). My intention was to create a multi-cart release that includes a different cart for each area in the original game and use reload() to pull the level data and music from the corresponding data cart. If no other carts are present (BBS standalone version), a message would be displayed indicating the cart is running in single cart mode and no other areas can be visited.



Hey all. I was trying to create some sprites which would tile on the screen. I was looking for some sort of editor that would help me draw some easily but couldn't find anything.
Anyways, I started working on a little web tool where you can draw wrapping sprites. Check it out:
https://js-6sn6pg.stackblitz.io/
You can draw on either canvas. Kind of rough at the moment but functional. No export functionality yet. For me, this is mostly a way to visualize tiling sprites easily.

Sk8Border is a collaboration by Leif Halldór Ásgeirsson, Marc-André Toupin and Ben Wiley for the Anti-Fascist Game Jam.
Works in mobile browsers!
Hold Z or X to crouch, release to jump (Ollie). Do a tail or nose grind with Z or X. Rack up a nice combo to take down the wall!
More details and play instructions are at the game's official site. We recommend playing it on mobile there since we have specially tailored controls, and vibration support!
The game is "finished," but comments are always welcome.





Here's a landscape / flight simulation engine that I have been playing with. I'm still figuring out how to turn this into a game, but at least it's functional now and runs at 30 fps.
It takes a few seconds to generate the map using simplex noise mapped onto a sphere.
Controls:
Arrow keys to turn and pitch up and down.
Z-key to accelerate
Notes:
There's a 3D shaded polygon engine built into this as well, but I'm not using it yet.
Thanks Anthony DiGirolamo for the simplex noise:
--https://www.lexaloffle.com/bbs/?pid=32443
--ElectricGryphon










Ahoy! Here's a little fishing game for you.
The main goal of this project was to experiment with a bunch of fun rendering effects that aren't super common in Pico-8...
...so hopefully the gameplay is worthwhile enough to justify its own inclusion.
Some features:
- 3D character animation (with knees and elbows!)
- Spriteless animated fish rendering
- Water which visualizes a flow-velocity field
- Fullscreen "day to night" transition filter
- Realtime shadows, including soft shadows from the player
- "Windy grass" rendering
- Procedurally generated maps
- A shop with four gadgets
- Something unexpected, which I don't want to spoil for you
The version of the code that's included here is obfuscated to be illegible, but you can buy the real source code (formatted properly, with optional comments) on itch.io - the price is "$1 or more."









