It took me a while to update to PICO-8 0.2.1b, so when I upgraded, I took the opportunity to play around with the pattern feature implemented a while ago. I also wanted to try out the new oval tools. The result is this little guy. I wanted to draw with only shape drawing tools, and used a simple table with some runtime values. It could probably be cleaned up, but I think it's a cute enough demo to learn a few new features. I enjoyed figuring out how to draw a bubble without using the pixel editor.
If there are any style or logic improvement suggestions, please share them! The screen edge collision logic isn't terribly good, so I know that needs work.
What started as a school project built entirely on a knockoff of an already terrible engine, Pizza Delivery Demastered is the reimagining of that very game. Play as Stanley (Definetly not the guardian from Petscop) and explore the unique 7 levels this game has to offer. Collect pizza, shoot pizza, kill foes. Deliver that pizza!

Hi @All,
trying to run Pico8 on my Samsung NC10 Netbook without Luck.
Downloaded, unziped, chmodded +x and run with ./pico8_32bit but:
1st I had Win7 where the installer runs without errors, but I cannot start pico8.
2nd I tryied Lubuntu 20.4 LTS with some Linux Versions (Newest Picco8 and older), - no Luck.
3rd I tried Ubuntu Live. Same here. "Directory or File not found" (german) "Datei oder Verzeichnis nicht gefunden".
Are there any prerequirements?
Any hints?
Regards Rene´

Please don't ask me why i do tutorials and immediately come with a game remake coded all by myself. Just play this.
This is a 2D remake of a game i've always wanted to remake somewhere else. I ended remaking it in PICO-8 (here), which is an uncomfortable thing since the original game is in 3D, and this thing is in 2D. But i'll be cool and say that this is a demake instead. For now it's just a very hecking early alpha, but i'll be working on it.
Also also, i don't know if i'll be able to code moving platforms.
To-do:
The ability to climb blocks, if it isn't there how could i call this an EDGE Remake.
Not being able to move in certain places ( for example, when you're trapped in a little tunnel )
I finished this in 2018, but never uploaded it, so here it is;
Made in under seven days for the 7DRL (Seven-day Rogue-like) Challenge 2018. It was ranked 38 out of 110 completed entries.
Dungeon Penetrator 2018 was my second go at making Rogue-like in under seven days using the Pico-8, and a remake of a game I originally created in 2013.
Improvements over the previous years version include;
Procedurally generated levels
Sound and Music
NPC that move (although only randomly)
Friendly NPCs.
Combat
Multiple levels
and many more.
I'm thinking of doing this year's 7DRL (Seven-day Rogue-like) Challenge in Pico-8. So look out for that.

I found the original DVD program by @Ganty and thoroughly enjoyed it. But, I had to wonder, "how many times would the logo hit the corner in a day?" So I edited their program to include a score counter on the top, ran the program, and went to bed. The following night I checked up on how it was running and, to my surprise, it had reached just over 3000 hits over the course of 24 hours.
I'm just posting this here because I had a lot of fun making and checking up on the program over the day and I thought others may enjoy it as well.

I'm working on a cart to control the GPIO pins as if they were on a PLC (With ladder logic and such), but I really don't want the hassle of running the project on actual hardware (Say, a RPi) every time I make changes and want to test them (Even if I can automate the entire pipeline, I really don't want anything to do with rarspberrys at the moment).
Is there something like a python library that allows me to interact with the GPIO pins of a pico-8 that is running as if it was running on certain hardware?
If not, what would be the best way of making one? Does pico-8 have an API I can use? Or does it store the memory values in certain places I can access? (Sorry if it's a dumb question, I started using pico 2 days ago :P)

Hi,
Just came across this!
https://shop.pimoroni.com/products/picosystem
Wonder if anyone could ever get PICO8 running on this little machine!
Ultimate portability :-)
Cheers,
Paul.

This blog will be way to track ideas and progress related to improving MOTU’s background composition system and PicoDraw.
While developing Masters Of The Universe I was considering the idea of having some for of scrolling backgrounds but there was no time nor token space to experiment. Right now, I am re-using the same system on Klax to draw the biggest part of the play area (the conveyor belt) but it’s still nothing more than a static background.
The final goal of this experiment is applying it in scrolling games, generating backgrounds with a combination of limited tiles and “generated” graphics brushes using pico-8’s gfx primitives and fit a whole game with at least 3 big scrolling levels in a single cart.
A simple beat’em up could re-use a lot of MOTU’s code for sprites, input and states. I had my sights set on Double dragon because e it’s kind of short and simple, plus I played a lot on the Amiga version which had a limited move set and graphics compared to the arcade but was still fun enough.
Last week I saw @Pigmeat ‘s post about his Streets of Rage pico-8 demake and that gave me enough motivation to experiment a bit while finishing the most boring technicalities on Klax.
First thing, I did some research on Double Dragon to see what I have to deal with and found these 2 treasure troves of information:
http://www.electriccafe.xyz/double-dragon
https://doubledragon.kontek.net/
The arcade game has a resolution of 256x240 which is a good fit to be reduced by 50% to 128x120, 1 arcade screen can fit in 1 pico-8 screen with 1 row of 8 pixel left at the bottom. Characters can fit in a 2x4 composite sprite, like MOTU so I can reuse the same composition system.






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