Hello, how you doing.
Well, I have found the PICO-8 Discord really useful, and the other day, I tried to enter the IRC chat, but it told me that it had been moved to another location or deleted.
Was it moved, deleted or neither?
If it has only be moved, how can I access it?
It's not life or death, because I already have the Discord, but just out of curiosity.+
BTW: I put it on the chat category, couldn't find a better one

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Changelog
1.3 [23/02/2021]
- Better Luisa
1.2 [22/02/2021]
- Added all the missing NPC/Buildings content
- Final Scene
- Improved Dog logic
- Improved baddies logic
- Make sure to remove a message on battle
- Balancing changes
1.1 [17/10/2020]
- Changed the door asset to make it more visible.
- Stop spawning enemies when you exit a room.
- The whole world is open! You can navigate all the world sections.
1.0 [15/10/2020]
- First area of the game available
- Walk around and talk to the citizens of this weird looking town
- Battle spooky spooks.
This is a work in progress






This is a simple pico-8 program that I thought I would share. The concept is simple; it's drawing circles where the center is a point on an (hidden) circle, incrementing the color each time. You can adjust the radius of the hidden circle by using left/right and the amount of circles being drawn with up/down. Since it never clears the screen, it gives really nice visuals with the trails left behind by the circles.
edit: there is now a version 1.1, which allows you to press x/o to swap whether or not screen clearing is on or not. While this looks much more boring, it allows to see how it works much better.

How to reproduce:
- launch cart
- set custom screen palette:
pal({140,1,139,3,4,132,133,7,6,134,5,8,2,9,10},1) |
- load data:
reload(0,0,0x4300,"cart2.p8") |
- while data gets processed, hit "pause"
- bug: screen palette gets reset
Can be reproduced on POOM on the loading screen (https://freds72.itch.io/poom)

If you'd like to support my work, feel free to make a small contribution to my ko-fi page.
Made a little chill climbing platformer. Let me know what you think!
x- Jump
o- use stamina coin
When your stamina bar runs out, you can't jump or cling to walls. You can replenish stamina by landing on the ground, or spending a green coin. Gold coins will increase your max stamina.
Patch notes:
1.1:
-Onscreen timer during gameplay
-Win messages for not using green coins
-Minor changes to climbing intended to address no clip bugs and weird interactions when dismounting the bottom of a wall




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Deep below the North Pole, Santa needs YOU to find some tasty anthracite to plop in some bad kid's stocking. Unfortunately the elves have already excavated most of the coal in the mines. The elves and an explorer have been digging deeper to try and find more coal... what could go wrong?
A quick little exploration game for the Holiday 2020 bundle. Happy holidays!





Please share this game with your friends if you like it or if it made you laugh!
Hey there! Here's another game that I made in the span of 48h. It's a game based on the legendary meme about Ronald Reagan killing all birds and replacing them with spies (https://www.youtube.com/watch?v=5uaCG2lvE9w). Not to be taken seriously, ofcourse, but honestly, have you seen a bird baby lately?
In the game you play Bob, a recent government drone (pigeon) who decided to do whatever he pleases. He now just exclusively eats fries and shits on cars. Use X to propel yourself up by shitting, making sure to hit the cars below! Beat your highscore, and tweet it at me or leave it in the comments on this page so we can see who's the best!




Expected behavior
When running any cart on BBS pressing CTRL-V makes stat(4) read pasted content.
Actual behavior
If the first cart that is run after loading the page is not the top cart then stat(4) fails to read pasted content regardless of which cart is run, even if the top cart is run later.
Environment
Firefox 83.0
Windows 10
Example
All three example carts are the same cart uploaded three times as three revisions to prevent another BBS quirk, which may or may not be a bug.
Run this first and it works:
Run this first and it breaks:
I made this game in a day for a jam and a break from the game I'm working on. I think it turned out pretty well.
It's a multiplayer game about who can convert the entire area. Standing near structures for a few turns will convert them. Converting castles causes more missionaries to spawn there. Converting houses causes castle missionaries to spawn quicker. Missionaries can also attack the ones on the other team.
Controller:
In white's turn, the white player can select a unit with x, select a square with x, go back with z, do the same to all his units, and then press z to end his turn. Black does the same thing.
Mouse:
In white's turn, the white player can drag his unit to a square he wants it to go. Right clicking will end the turn.
While trying to make a "class" (metatable + constructor function) for big integers I stumbled upon a weird error. It went off a couple of times before, but I decided to finish debugging the "class" before I report it in case it went away. It's not a memory error or a stack overflow, because they get reported properly. I don't use any actual coroutines, nor you will find "yield" anywhere in my code. The code itself is a bit computation and memory heavy, there's probably a better approach to this, but none of it justifies such an error. Another thing I noticed is that it breaks on seemingly random lines, and almost any change to the code makes it change the line it reports as the source of the error. It even breaks in a different spot on the web than on my computer! (look at the line shown on the thumbnail vs what actually happens when you press and hold X)
The showcase is a simple program showing more and more powers of 15 as you press X. An interesting fact is that it breaks on different values depending on wether you press-and-hold X or repeatedly press X. It's all very confusing.
CYBERCRUSH
In Cybercrush, you are a netrunner hacking into a corporate mainframe to steal confidential files…
In typical cyberpunk fashion, this mainframe is abstracted as an old-school low-res icon-based grid of swappable binary numbers (which you are naturally accessing through a glitchy old cyberdeck ;-)
The rules are simple: you steal files by matching identical binary icons (there are four: 00, 01, 10 and 11) in multiples of 4 (so 4, 8, 12 etc.) Doing so is called a hack: the files are downloaded, then erased from the corporate database. The higher the number of tiles in the group, the more advanced the hack and the more files are transfered. In summary: the first four binary icons are worth one file each, the next four (i.e. 5 to 8) are worth two files each, the next four (9 to 12) are worth four files each and so on and so forth. For example, matching 12 icons increases your tally by 4 x (1+2+4) = 28 files, 16 icons by 4 x (1+2+4+8) = 60 files!

A mod that procedurally generates levels for CELESTE Classic. :)
Just a little project to see how well it could work, so each room uses the same procedure and doesn't have too much progression- was pleasantly surprised by some of the levels though!
Left/Right to set the seed at the title screen.
Below's a near-endless version of the above (32768 rooms) with perma-death and a run re-cap at the title screen.









