Next demo! Pretty quick, I know. I actually made this one before the movement demo, but meh.
Basically, this demonstrates the system I made for storing planets in a compact way.
One sprite is equal to one solar system. The sprite is split up into columns, where every row is one piece of data.
0 - Sprite to use for planet. Once again, graphics not final.
1 - Start of what's known as the intelligence range. This range will limit species on this planet to minimum and maximum intelligence values, which will change the complexity of the species.
2 - End of intelligence range.
3 - Intelligence modifier. This value is in place to bring average intelligence closer to a certain value.
I'm planning on making a space exploration-game called EverLost and will be releasing demos of planned features. This is the first.
Fly around with arrow keys.
(O) key will switch between controlling ship and controlling pilot inside ship.
Yes, I am aware there are no collisions inside the ship. I'll add that in a later demo.
Please give feedback on movement and controls.
(graphics are not final)


Hi! I've been working for the past two weeks in implementing a realtime rendering engine for pico-8. It really is just meant to be a tech demo. The performances when a lot of the screen pixels are filled are quite bad, but it works well if the objets are not too close to the camera :). I have simple directional lighting working at the moment and plan on adding more soon, starting with omni lights and spot lights.
Tell me what you think or if you have any optimization suggestions! :)
PS: I first started off as a usual rtr pipeline where all vertices were shaded, then used the vertex fragments into a rasterization pass, then processed the pixels fragments. The issue was that the memory cost for holding the pixel fragments was too great and the pico-8 would just run out of memory very quickly. By fully processing one triangle at a time, I ended up with much better cpu and mem performance.


Hey y'all, I'm gonna use this thread as my rubber ducky while I flail around figuring stuff out. Hopefully someone here has insight or I am missing something simple and solvable...
I've been trying to create the audio atmosphere where button being held down (x) turns on an otherwise muted music track. In theory this seemed easy. I feel like I am always one step away from a graceful solution, but keep making a mess.
I have created the function squeak(voil) that goes through the music memory and peeks and pokes its way to mute and unmute (aka voil) the particular channel on key press. This only works for the NEXT pattern however and not for the current pattern playing.
Alright, well, since I'm doing the peeking, I know the sfx that is supposed to be playing on the heretofore muted channel. I can just run an sfx call, offset by stat(20)—and then when the music call rolls over to the next pattern, the newly unmuted channel will just take over and everything will loop fine from that point on forever, but the music tag doesn't take over from the sfx.

The Pico-8 BBS Download Link-inator!
Are you 😪 of tedious right-click, save-as routines?
Well, with this script, life just got a bit less tedious!

Where to get it?
Usage
This is a userscript written in javascript , that adds a nice, big download link right under the cart player on the Pico-8 Bulletin Board System. Does literally what it says on the tin.
To use this, you need something like TamperMonkey installed in your browser. (I'm using Firefox Developer ATM.)
Notes
Is this necessary? Nope, but I got sick of clicking the link, then right click save as...you know the deal. This just makes a big fat link on the page, in a bright blue color, right beneath the player for the game itself.
Thanks!
So this is my first Pico-8 Project!
I don't know if i'm going to finish this so don't wait for it.
This supposed to be an infinite rouge-like with randomized items and map. So far I've managed to write player movement with collision and a reaaaaaally basic room generator which I probably have to rewrite in the future. As you can see this is not anywere near complete and you can't really do anything at the moment. Feel free to have a look at my code, but be warned I'm not good at coding. I've just started to learn programming and want to use Pico-8 as a stepping stone towards a "real" game engine.
Controlls:
Arrow keys for movement
This is basically me testing how the "second palette" pokes work on PICO-8. The lower 24 rows of the screen are now occupied by a HUD strongly inspired by the game "Ultracore", which displays (fake) number of lives and ammo and (real) number of gems collected and level number.
The status bar area uses its own palette with lots of colors from the second set of 16 colors, but doesn't interfere with the game itself (though the camera had to be raised a bit to make it work).
2-player mode is not tested, probably will break.
Changelog:
- v2: made the game apply the second palette whenever the first one is updated, now that its existence is official and pal() resets it as well.






Made a weird fade-type thing. I'm not entirely sure myself how the deterioration thing works, I just divide the draw colour by the deterioration factor and increase said factor by the deterioration rate every pixel. Messing around with the deterioration rate, starting factor and colour range yields different results, some radically different from others. Adding randomised
pal(x,y) |
statements could be cool.

i don't know if its weird but i like my stuffs in one place as long as possible
and in terms of game dev i like stuffs i can open from steam,
if you know krita its an open source app but in steam you need to buy
i still bought the app to also support the devs,
godot engine is there blender is there krita is there aseprite also
too many reason to put the app there
you'll get an auto update you can also turn it off too
bigger community bigger forum bigger audience
steamworkshop but then again its up to the dev if theyll implement this
i like the concept of this and i hope ill see it on steam
endorse this to people make this game engine popular










It is far too easy to create a softlock cartridge.
RUN() -- Softlocks program if run from Splore. The only -- way to stop is by closing PICO-8 entirely. |
Of course, if run from the command line you can always just press ESC and everything will be fine. But I've tested this by running from Splore and there is no escape.
Try it yourself! Just make sure that you saved your work.