I just started making my first small game in Pico-8, and the only complaint I have is that I cannot scroll horizontally in the code editor with my trackpad. Has this feature ever been under consideration? (And is the forum the right place to request it? In a search I saw someone else post a feature request here.)

The original PICO-8 puny font was just the uppercase letters, except slightly smaller, which does not follow the the "theme" of current fonts today, like sans serif. So I decided to "enhance" it by making the puny letters simular to sans serif or other fonts.
Also, credit to Astorek86 for the #FONT_SNIPPET with original font cart.

You are a parent who is dreaming of spending a fun evening without kids.
After a long day, your child refuses to sleep.
Navigate throughout the house, find your child and pick up bonuses along the way.
These bonuses will come together as you move along.
At the end of the game, you will win the opportunity to see the poem unraveling in its entirety.
I'm working on this little demake of Lumines. I spend a lot of time playing small pico-8 games to kill the time and this seems that it could be a good addition to the library. I'm still trying to figure everything out, it's not close to done, but if it interests anyone I could use some tips (I'm a dev but not for games so some things just go right over my head).

Hello there,
Krystman made an excellent Game called Porklike, you can find it here: https://www.lexaloffle.com/bbs/?pid=94445
I made a mod to this game which adds a german translation to it. Right after the Game starts, you'll be asked on which language you want to play.
I would've liked to add some more Functionality (like, a menuitem), but there wasn't enough tokens left to do so^^.
Here's the Mod:
Changelog:
Hello, I want to Buy Pico-8 But I have some questions Before doing that.
-
Do I need an account on the Other Platform like the humble bundle or Itch.Io? or do I just need to enter an email and buy the Produt?
-
How do I use The Product does I have to activate it with a Kye or do I have to link my Pico-8 account with Humble or something?
-
When I just have to give an e-mail what e-mail? I'm not Going the Product on myself actually my Mom is Going to get it of me as a Present. does she just have to Type in my E-mail or hers or does she have to buy it as a present??
- Whats about a Student I'm a German Student in 7th class do I get an offer? or not (I can Buy it for the normal Price too. I'm just wondering)
I hope someone can Answer the Questions I really want to Buy it
Thanks for your Time :>

PicoSquares is a PICO-8 conversion of DCSquares, a homebrew game I released for the SEGA Dreamcast in 2003.
Use your gamepad, cursor keys, or mouse to collect the green squares and avoid the red ones! The difficulty increases as you collect more squares. Special items can help you or hurt you, so choose wisely! Can you beat the high score?

Hey there,
In the 0.2.2 release, zep made a small tool for creating custom fonts:
https://www.lexaloffle.com/bbs/?tid=41544
I'd like to just slightly modify the Original-Font that provides PICO-8 by itself. I thought I could find an easy way to implement the Original-Font into the Spritesheet... But it seems there's no easy way to do so? And nobody did this before? So I decided to modify the Spritesheet, include the Original-Chars with it.
It SHOULD be the Original-Chars; if you find an error (misplaced Pixel or something like that), feel free to tell me so I can fix this :) .
--
While running PICO-8, type
import #font_orig |
to load the newest Version of the Cartridge.
EDIT: Of course, feel free to use it as you like^^.



Controller recommended
You are a SORCERER. There are a bunch of enormous BUGS(?) in the SKY. You should probably SHOOT at these SKY-BUGS, i GUESS
A simple little arcade game made over a couple days. I'm pretty happy with how it turned out!
CONTROLS:
- Directional Keys - Move
- (X)/ X - Shoot (tap to shoot a fireball, hold to charge up a triple shot)
- (O)/ Z / C - Strafe
TIPS:
- Triple shots pierce enemies
- You move slower when charging a triple shot
- As you progress through each wave, the subsequent waves get harder and harder
- Be careful around the edges of the screen!
Update 1.1: Added 60FPS support! Might be a little laggy on some devices, check below if you'd rather play the 30 FPS version.
Previous versions:
I'm working on a game which requires some fire. I looked at some examples of doom fire but while it looks really good the technique was often very cpu expensive and didn't really work how i wanted it to. I decided to use the ECS i am using for the rest of the game ( my edited version of Jess Telford's PECS https://github.com/josiebb/pecs) to come up with something close enough but cheaper. This is what i came up with.
Still working on making it resizeable and positionable, bc I want to use it more than just in the menu of my game. Also a lot of general use code in here that is intended to be used with the rest of the project.
For fun, I recently prototyped a little 'PICO-8 micro-console' (compact enclosure with a Raspberry Pi and square display that boots directly into SPLORE):
It's certainly less practical than commercial off-the-shelf handhelds that support PICO-8 -- it has no battery or keypad (you pair a bluetooth controller to it), but practical wasn't really the goal-- I wanted to build something designed around a high-quality square display.
For scale:
Internals being tested (Pi Zero W, Pimoroni Hyperpixel 720x720 screen (used pixel-perfect with 5x5 pixels and a minimal 40px black border), USB DAC -> speaker, etc):
I plan to make a smoother white enclosure, this was just a 3D printed first pass with a lot of hand-filing to get everything to fit and figure out hardware. Maybe some day I'll make an extended-case version with a custom PCB to add battery / charging / integrated buttons... but it's nice to call a prototype "done enough to use and share".



I've finally started working on an actual game. The programming is not a problem but art, on the other hand, well...there be dragons.
I'm not an artist and it doesn't come naturally to me but pixel art, 8x8 pixel art in particular, seems much more approachable than more traditional types of art. I think because the feedback cycle is shorter and more obvious: with only 64 pixels to play with, it's pretty obvious when you put one in the wrong spot and there are a limited number of choices available for how to fix the problem. So I spent a few days poking around the sprite editor doing a bit of an "art study" to see what I could figure out. Comments, tips, tricks, etc. very much welcome.
This is very much not a tutorial. I'm not and artist and I'm not qualified to teach anybody anything about doing art of any kind. If people find it interesting or useful, great! But mostly I'm just using this as a place to record observations for future me to think about when I'm trying to figure out what the heck my game should actually look like. I'll add the full sprite sheet at the bottom if anyone's interested in having a look at it.


Description
A recreation of the popular "Catch-Phrase" game!
Instructions
You try to explain words without saying them, once the other player gets the word correctly, you press the "Correct Word" button, which will change the controls to the other player's controls and the other player will repeat what you did, but with a different word.
Controls
Switch Words
Press 🅾 or Z to switch the current word to a random one from a table.
Correct Word
Press ❎ or X to confirm a word, and lend the controls to the next player.
Credits
@Noba (helping with table optimization)

For a color exercise, I did a couple of sketches using pico 8's full 32 color palette. It's not always easy to figure out when to use dithering and when to choose another color. Anyway, if nothing else, this might inspire some folks for their in game graphics. A sun set in a southwester US kinda thing and a more 'rocky mountain' scene during the day.
Neither of these are finished, they're just sketches, mostly working with color combinations.

Hi,
Run this simple (and dubious) code:
function _update60() _update60=nil end |
It then show this error:
runtime error line 2 tab 6 < eof > attempt to call global '_update60' (a nil value) at line 0 (tab 0) |
Go back to code editor: 5 empty tabs have been added.
While the code above may be questionnable (dont ask ;p) it shouldn't create empty tabs. It also seems it shouldn't push any error as there's no pb running the same code with _update in place of _update60.



Sirtet is an inverse tetris game. You control a cursor that has to carve shapes from a queue from ever increasing lines from bottom. If any block reaches top, it is game over. If any block is not connected to the bottom of the screen, they will fly up and fill up a meter (while giving you negative points and ruining your combo). If meter is full, new line will be added at the bottom.
Game has three control modes and saveable hiscore! Have fun!

