So I dug up this old bootleg PICO-8 multicart I had. I honestly can't remember where I got it. It says it has 24 games on it, but really it's more like 10 or so? A lot of the games are just the same ones repeated with different names, and a lot of the games aren't labelled correctly. Also, don't select the "Janitor Man" cart, it'll just display a bunch of garbage.










A simple little arcade game made well within 48 hours.
I made this for WPI's A-term 2018 game jam. I didn't have a ton of time to spend on it, but this is what I wound up with.
It was based on this poem.exe tweet:
before this autumn wind
flower face
awake
You play as a flower with a face trying to keep its petals from blowing off by leaning into the unpredictably changing wind.
Controls:
- Z/X/C: Start Game / Retry
- Left/Right: Lean
There's no music but there are sound effects.
And if you want to follow my work, check out my Twitter: @Jusiv_


This is a small game based on the Famicase "Meteor Night" for the "Chill"-themed A Game By Its Cover jam 2018. (itch.io page here)
Instructions
There's a meteor shower coming, and you take your friend or date stargazing after dark. They've never gone stargazing before, so you'll have to point out any meteors you see to your friend or date.
It's chilly outside, so make sure you keep your friend or date warm. If they see a beautiful meteor, they will forget the cold for a little while; if they keep missing meteors you point out, they'll grow frustrated and cold.


This game was a remake of a game I made during my first game jam called racing squared (This game!). This time however, it is even better!
Mechanics
Your car can only move one square at a time (One square = 8x8 pixels), essentially making this a grid based racing game (Racing squared, Get it?)
Controls
Use the arrow keys to move the car one square forward. You can either spam the key to move forward or hold the key for a while to move automatically. All menu controls are explained in the game.
[i]Future additions


Hi everyone!
Yesterday I saw this video: https://www.youtube.com/watch?v=4CbPksEl51Q
and I thought that diagram was really neat, I so recreated it with Pico8 for larks.
Figures are accumulated by tracing them directly into the spritesheet with sset.
Controls:
Up/Down: adjust trace speed
Z: Toggle tracing lines
X: Toggle tracing dots

Hello everyone, it's been a while, life gets in the way and my little pico-8 project gets pushed away, but here I am again with more questions.
I got to the point where I basically have all the game elements I need running (I think), and I need to start building levels, but I have no idea how to go at this really.
My game is a flip screen type, 8 screens wide per level.
Each level will of course have an increasing number of features with different attributes.
Some of them are collectables (two types), some of them are enemies (3 types)
I know there's two ways I could approach this:
- Have a fixed amount of levels that are all the same and tweak them difficulty-wise as I see fit, by hand
- Have the levels be created procedurally
I don't have the foggiest idea about procedural generation of anything, so I don't think I would understand ANY explanation about that route. Although it would be nice to learn eventually and maybe change the game to do that in the future, at this point I think option 1 is my only course of action for the time being.
With that in mind, how would you approach this task?
My main idea was to have an object level{}, which would have as elements each level (up to 15 or whatever I decide I can have), and each level element would have the data I need, in some format.
i thought maybe an array of numbers representing each level would tell it what each screens has, but haven't really figured that one out yet.
Looking forward to hear your ideas!










Got PICO-8 yesterday, got dared to make my first project a speedrun timer, because I'm a giant speedrunning nerd, so this happened. I guess it may be useful if someone really, really needs to lay down a speedrun somewhere but only has access to a Pocket CHIP?
Z/O starts and pause/unpauses. X splits when the timer is running and resets when it's paused. No renaming splits or saving because I did this in 20min as a silly proof of concept.
I debated for a bit going on just frame counting or using stat to pull from the OS's RTC. Decided in 99% of cases the PICO-8 should be able to hold the 60 updates per second required to keep this close to accurate. Still, don't use this as a timer for anything important B)
Was just checking out some carts in SPLORE. I bet you didn't know this, if you press "P" on a game it pauses and gives you a few options:
> CONTINUE FAVORITE 💜 RESET CART EXIT TO SPLORE |
Yep, you knew this. But ... what if you pressed P while in SPLORE and looking at the name of the title ?
You get THIS:
> RUN CART FAVORITE BBS THREAD (BROWSER) OPTIONS CANCEL |
If you select options, you get THIS:
> SOUND: ON FULLSCREEN: OFF SHUTDOWN PICO-8 BACK |
I know someone was griping about not being able to see the thread that contained the actual game in SPLORE, and - guess what ? You CAN do it. Press "P" on the title, select BBS Thread. And Blammo ! It appears right in your browser. Now isn't that convenient of ZEP ?
All kinds of goodies I bet you didn't know about ! So keep on X-sploring ! :)
This is a simple graphic library for the user, "Scrub."
We got into a bit of a discussion last night, he wanted to erase the 3x5 font in favor of more sprites available. I told him he could do it with strings. This is a simple library with no compression to keep it basic.
That discussion forum can be found HERE:
https://discordapp.com/channels/215267007245975552/215267007245975552
USAGE OF FUNCTIONS:
Draw any sprites you want on the SPRITE page.
In immediate mode, command mode, type:
SPRTOCLIP(nn) |
Where nn is the number of the sprite you want to convert to a string. Press ENTER.
Then in your source-code, press CTRL-V. Rename the variable from IMG to whatever you like.
To display this string-sprite, anywhere in your code use:
DRAWSTR(xx,yy,tt) |




