On my linux machine I use a window manager that swaps between tabs using win + tab number. PICO-8 treats win same as ctrl and if I have PICO on tabs 6 through 9 it makes screenshots, gifs and label images when I switch to (or sometimes from) it. In config there's an option to disable this functionality with function keys F6 through F9, but I would like it to work ONLY on function keys or just not recognise win as ctrl, though I might be the only one. Til then I'll keep PICO-8 on tab 5.


March 2025 update
It's been a while since I touched Solid Rogue, but here I am! I just wanted to put my final version here for the fans, but I've also uploaded it to itch.io if you want to give me money :) Those in the know (with a copy of pico-8) can export native files and see the source already, but I've provided those on the itch page for folks who want to support my work.
Thanks again to everyone who played it, and I'd love to see some top clear times ;)
-Mike














Hi! I decided to try out recreating a effect used a lot during the snes-genesis era, a warping sprite effect, it uses a little bit more cpu than what sspr would use and it doesn't support flipping vertically due to how the code warps the sprite, it comes in both spr and sspr flavors for people who are used to either of them, enjoy!
Also big thanks to Merwok and FReDs72 for giving me feedback and tips on how to make the function faster
I do say, Pico-8 is in fact hard to use. But besides the coding, I’ve gotten some stuff done.
Things done are:
- 2 Player Sprites
- 3 Ground Sprites
- Bikk Sprite
- 6 Sword Sprites
- 3 Spear Sprites
- 1 Shield Sprite
- 1 Gauntlet Sprite
- 20 VERY Satisfying Sounds
- TheKawGames Logo
- 9 Dialogue Box Sprites
- 28 Sprites in Total (58 if you include the 4x4 sprites of the TKH logo)
The programming part is ABSOLUTELY BIG BRAIN tho... Making video games with script coding turned out to be harder than I thought...
My current plans are:
- Make the controls easy to use
- Try to limit to just 7 (8 in multiplayer) actions
- Make the gameplay and visuals satisfying
- NOT SUCK
- Try to fit most sprites in an 8 by 8 space (which helps keep the sprite space from running out)
Current control ideas are:
Left: Move Left
Right: Move Right
Up: Jump
Down: Nothing
X: Attack
O: Nothing on it’s own
O + Up: Interact

Hey. I'm currently trying to make a basic RTS inside of pico 8 but my knowledge of how the mouse input works is a bit lacking. The first thing I tried doing was making it so that when you put the mouse close to the edge of the screen, the camera would pan that direction on the map. The only issue is that the mouse x and y coordinates aren't relative to the camera, and so the boundaries would get left behind as the camera pans away. Another thing I'm stuck on is figuring out how to tell if the mouse is over or clicking on a certain sprite.
Cart included


