-- 256-colors rehashed -- i think this is as fast as -- i can get the code. -- you will notice that the -- loop only moves a section -- of memory per frame now. mode=0 p=0 cls() function _update60() p=1-p if mode==0 or mode==1 then sfx(0) -- confirm drawing fillp(23130) if(p>0)fillp(-23131) for i=0,15 do for j=0,7 do rectfill(i*8,j*8,i*8+7,j*8+7,i+j*16) end end if mode==0 then memcpy(0,24576,4096) mode=1 elseif mode==1 then memcpy(4096,24576,4096) mode=2 end else if p==0 then memcpy(24576,0,4096) else memcpy(24576,4096,4096) end end end |






cls() print"mary jane's buster browns" -- 0=using memcpy() -- 1=using standard array kind=1 if kind==0 then memcpy(0,24576,320) color(0) rectfill(0,0,127,5) color(7) sspr(0,0,128,5,0,0,128,5,true,true) reload(0,0,320) sspr(0,0,8,8,0,0,8,8) print("",0,24) stop() end rev={} for i=0,4 do rev[i]={} for j=0,127 do rev[i][j]=pget(j,i) end end for i=0,4 do for j=0,127 do pset(127-j,4-i,rev[i][j]) end end rev=nil spr(0,0) print("",0,24) |
What makes programming interesting is the many different ways in which you can approach a problem.
I'm trying to understand PICO-8's method of NOT seeding a random number, that is, I want to return back to the original seed after I have seeded a number
cls() z=rnd() srand(1) ?"" ?"forced seed" ?rnd() ?rnd() ?"" ?"reset to random seed" srand(z) ?rnd() ?rnd() |
The only way I know how to do it is this. Get a random number to begin with. Seed the number I want, get the values for this forced seed, then return back by seeding with the initial random number. But isn't there a way to reset the SRAND itself ?
In Blitz for instance, you seed (-1) to return it back to normal non-seeded random numbers, but that does not work here.

I'm currently working on a game where you collect items from different areas in a map. I have around 10 spots on the map where I want items to be, but I feel like only 6 or so should actually have items in them when playing as so to create some mediocre replay value. I'm currently detecting the spots using map flags, and sending that data to a function in which I'll create an entity spawner. However I dont know how I can create these exceptions in the code when generating where the items go, does anyone have any hints or ideas for solutions to this problem?


Hello, I am back for a bit, maybe longer, depending on circumstances. Mostly I am programming in BlitzMAX though.
However, I have since come across a program that lets you run LUA in the Pocket Sony Playstation device.
Since PICO-8 is LUA, is it possible to run PICO-8 on PSP then, as an ISO or CSO ?
The emulator PPSSPP which runs PSP flawlessly is for Android, Windows, iOS, macOS, Blackberry, Meego/Harmattan, Symbian, Pandora, and Linux.
https://www.ppsspp.org/downloads.html
One major advantage of running PICO-8 on the PSP is with PPSSPP you can state-save and state-load. That will definitely be helpful to gamers.

As the resolution of the PSP is 480x272, the screen of 128x128 could be scaled and dithered to 272x272 or 362x272 for a 4x3 proportion.
And it would look great.
So how about it, can it be done ?
Can you do it ?
Controls
Arrow Keys: Move Ozelotl
X: Fire
C: Purge
Fire
Rapid-fire: quick-fireing gun
Power Shell: slow but powerful!
Wide Shot: bullets spread forward
3way Shot: forward and diagonally backward plasma balls
Circular: rotating plasma balls and forward shot
Purge
Detach equipped weapon and detonate for destroy all enemies and bullets.










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This is a game I used to propose to my wife.
It's a celeste mod (use S and F to cheat the levels and see the bonus Hot Air Balloon level)
I didn't program an option for if she said no...LMAO I figured she just would not of touched the ring.
If you're interested in how this all played out you can see my post on imgur here https://imgur.com/gallery/CuRSO




Stix: A Qix demake
Actually more of a remake of Stix for the C64 hence the "varied" colour palette.
My second pico 8 project and, although its a fair bit less ambitious than Boulder Run, I'm pretty happy with the result.
Had my 14 year old Blitz Max code for reference but have enjoyed making everything from scratch. No scanning the web for sound effects and music files this time, just some trig tutorials!
Everything was done in a most enjoyable "sick" week off work!







This is my first upload.
I started off with Benjamin_Soule's Chrysopoeia (https://www.lexaloffle.com/bbs/?pid=44647) and just kept editing it until it became this.
@benjamin_soule I'll remove this if you want me to take it down. let me know.
I made it for my wife's birthday. it's based off a "sleepcast" by the app HeadSpace called "Midnight Launderette".
It's one of the free sleepcasts that we use often to help us sleep.
Let me know what you think.



Hello I created a simple wrapper to enable iOS devices to autoplay Pico-8 games.
https://github.com/NinjasCL/pico8-ios-wrapper
The default html export shows a "Play Button". This wrapper can autoplay at full screen.
iOS 9 or newer required.
Cheers!.
My first jam submission, and also technically my first finished game. Thank you PICOWARE~
Based on the picoware template. I lowballed my assets a bit but I think I'm fine with how it came out
sorry about unoptimized code (also oops I forgot to remove the trail when you lose oh well)


this is a game(the first pico8 game ive released) that i made for the fantasy console jam 4
how to play:
arrow keys to move
z to eat anything that youre hovering over
eating pellets (green) increases your score and spawns a ghost in the same area
eating ghosts decreases your hp by 1, and breaks your combo
your combo increases by eating pellets in quick succession
on occasion, when your combo is high enough, a power pellet will spawn (yellow)
eating power pellets lets you eat ghosts, but if you dont eat all of them during power mode, your hp lessens by one and your total score gets subtracted by your comboscore. power mode is the only way to clean up the ghosts from flooding the screen

Started playing with pico and made something with a whole loop.
Figured out
-using the map
-player movement
-making sprites
-using the map for collision detection
-lua stuff
collect the coins!
next i want to:
-what is sound
-what is music?!?!
-actual physics
oh no i hope this isn't public
what am i doing


ALIEN, e x p a n s i o n .
Small game created in under 48 hours for Ludum Dare 44 with the theme of Your life is currency.
Game is built using Lua and MoonScript, with the PICO-8 Fantasy Console.
Entered as a Ludum Dare 44 compo game.
Play Original Version entered in Ludum Dare 44




Make sushi and feed customers using the innovative technology of conveyor belts!
Controls:
-Arrow keys to move around the kitchen.
-Bump into counter space to pickup ingredients (red=fish, white=rice, green=seaweed).
-Find out recipes from the book in the lower right.
-Discard used plates and botched recipes in the lower left sink.
-🅾️ (Z or C) to drop an item on the floor.
-You can carry up to 3 items!
Sushi Crafting:
-Dishes are made by combining three ingredients on the makisu (sushi mat).
-Order does not matter!
-If you don't know the recipe, it will become poop which should be discarded.
-The game is played over a week, each day you learn a new recipe.



This is just an experiment. It is a cellular automaton similar to game of life but the dead cells cannot suddenly become alive. Instead, alive cells can spawn cells near them. For that matter, alive cells can also kill cells near them. And each cell that is alive has some "DNA" that defines what it will do based on the state of its 8 neighboring cells. When cells decide to spawn new cells next to them, they inherit the same DNA with some random mutations.
In contrast to the game of life, the world is not updated all at once. Cells are asked to "think" and update the table one after the other and the effects of their decisions are immediate. But I avoid asking neighboring cells one after the other