Bit Defender: The Game puts you at the controls of your PC's very own antivirus software. Your ship, The Bit Defender, patrols your computer's system data, blasting away any viruses, malware, or other nefarious computer invaders that it detects. But be careful, if the Bit Defender comes into direct contact with too many of these malicious files, it could spell disaster for your computer system!
I've always been a big fan of old arcade shooters, Galaga, Space Invaders, Xevious, etc. I decided that my first game would be in the same vein. Hopefully the bit defender company won't get too mad that I used them as my inspiration lol. I've been coding it for about a week or two now, but this is my first official alpha release. The game is playable, albeit simplified for now. I have a working title screen, working gameplay, sound effects, enemies, and scorekeeping. Much more will be added as I continue to better my LUA skills. Stay tuned for updates!


I have an itch.io page
You'll be able to find my game Mellow Meadow Deluxe, as well as an asset pack of some Miscellaneous Super Gameboy sprites.
Link: https://niall-chandler.itch.io/

@zep it looks like if you do a cstore from a cart in splore or an exported binary, what it saves to the .lexaloffle/pico-8/cstore folder is only those regions of cart ROM that were cstored, and then next time you launch it from splore (or next time you run the exported binary), only those regions of the ROM are copied to base RAM; everything else is blank
I'm guessing the cstore file is intended be overlayed on top of the original ROM contents when copying from cart ROM to cart RAM (and that's why it only saves the changed parts?), but it looks like there was a mistake in implementation and the cstore file contents actually are the only thing copied to base RAM?
I can't reproduce the behavior when using a p8 or p8.png file; this happens only with splore or from an exported binary
To reproduce:
- load a cart from the splore or launch a binary export of a cart that contains data and calls cstore specifying a partial section of cart memory, e.g. cstore(0, 0, 0x2000) (which is what my jigsaw puzzle cart does but I'm about to change it to write the entire ROM as a workaround ;p)

Pico Dino
A reimagination of Google Chrome's offline game in Pico-8!
Features an expanded moveset and reimagined graphics!
It's based off this animation I made some time ago:
https://www.reddit.com/r/PixelArt/comments/g931lk/game_boy_style_animation_of_google_chromes_offine/
Available on itch.io too: https://yolwoocle.itch.io/pico-dino
Controls:
Jump - Up Arrow / C
Crouch - Down arrow / X
Made with ♥ by Yolwoocle
Jan 2025 update: Integrated 60 FPS version courtesy of @JPshoe!










Hellhound is a reverse-horror game where the goal is to burn as many humans as possible in hell before emptying the hunger gauge.
Gamepad
- Move up the left stick to start or retry
- Use the left stick to run
- X button to shoot fireballs
- A button to jump
Keyboard
- Up arrow key to start or retry
- Left/right arrow keys to run
- X key to shoot fireballs
- C key to jump
~ ~ ~
The classic holiday pastime of jigsaw puzzles, now in the cozy confines of your PICO-8 fantasy console!
~ ~ ~
Like all "Pro" versions of Jigsaw Puzzle Pack sold by KITTENM4STERSOFT, this version allows any PNG image (up to 128x128 px) to be transformed into a custom puzzle via convenient drag-and-drop!
Features
- 4 Pixel Art Puzzles (+1 custom) In 1 Cartridge!
- Drag-and-drop Custom Puzzles!
- Auto-Save!
- Devkit Mouse support!
- Traditional Background Music!
- RandoCut technology for random cuts every time!
Controls
D-Pad: move cursor
[O]: Pick up/drop
[X]: (Hold) move faster
When Mouse Is Enabled (in pause menu)





Hi everyone!
I am making a little game where you scare off crows to protect your vegetable garden:

I am trying to make the crows pick a vegetable to target when they spawn. I have a function that will make them chase down a point by entering its X and Y value. My problem is that I don't know how to extract the vegetables' X and Y values because of how I've set things up.
Every vegetable is decided at random at the game's outset, and stored inside another table, like so:
[note: dif is an integer, adding more vegetables at higher difficulties] function setup() for i=1,dif do add(vegetables, { x=originx+(rnd(40)+10)*cos(rnd(360)/360), y=originy+(rnd(40)+10)*sin(rnd(360)/360), w=6, h=6, [more variables and stuff you don't need to care about...] }) end end |
My question is, how would I go about accessing the X and Y values for these? I have been trying something like this...

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Trigonarium
Trigonarium is copyright https://twitter.com/gimblll, go buy the game on Steam, it's great! This is just a demake and he deserves all the credit.


Trigonarium is a top down twin stick shooter with an everchanging map. Fight your way through an arena of 12 enemy types through 4 different gamemodes while the map changes shape around you.



Features:
- 4 unique gamemodes - Normal, Super, Chase, and Quick Attack
- Normal - Fight through all enemy types with 3 lives
- Super - Enemy spawnrates are drastically increased, but so is your firepower


Help Santa cheer up some grumpy snowmen! I teamed up with @dddaaann for another advent calendar entry this year.




Chaser Of Dawn
Made for the Ludum Dare 47 game jam, with the theme "stuck in a loop".
Your spaceship just crashed on a tiny alien planet! Gather resources to repair your spaceship and go back home. But beware, the day is burning hot and the night is freezing cold in this strange world.
Controls:
Arrow keys: Move/Navigate
C: Mine/Confirm
X: Craft/Back
This was a very fun project, created in 3 days by:
Yolwoocle - Code and Art
Theobosse - Code
Arkanyota - Code
Elza - Sound design
Raphaël - Logo art









Hi everyone! First time posting on the BBS, long time fan but relatively new coder!
I've been going through the various tutorials found in fanzines, youtube, etc. and decided I'd start the foundations of a barebones strategy game using a fixed map grid of 8x8.
My logic was like this:
Draw the map using the map editor, then use a for loop to iterate through each cell and add it to a set of nested tables for x and y, getting its sprite value as a foundation for what can be done. Plains, mountains, water, etc.
The code in this cart is very rough but I wanted to print the contents of the tile the cursor was currently on. There's probably other issues but every time I try to call maptable via the this code:
function gamedraw() local xs = curs.x local ys = curs.y cls() map_draw() cursor_draw() location = maptable[xs][ys] print(location) end |
the maptable returns a "?" value and crashes the cart.
For reference here is where maptable gets filled:


