updated 9/3/22: Improved encoders with automatic escape-sequence insertion and updated tutorial.
Since getting into Pico-8, I've enjoyed finding ways to optimize my code and fit a lot in a small space, and this has included making Tweetcarts. Recently, I've found ways to cram detailed sprite graphics into a tweet and have made various animated demos like these:

::_::cls()k=ˇ\2%5memset(26624,204,5^5)n=0for i=1,86do v=ord("cS2C2Cr232$R$31b1CES2Kc32cKc2#2cK2S2c3K2C2c32KcC23nNfffff6%6565&E&%'575g'%ggggggggggg'",i)-35for j=0,v\16do sset(n%8,n\8,v)n+=1end z=i%2sspr(0,z*(k*2+6),8,6-z*4,60,65-k\3+z*6)spr(32,i*8-ˇ%8-8,73,1,2)end ˇ+=1flip()goto _ |

pal({-4,-5,15},1)::_::cls()for n=1,380do sset(n%6,n\6,(ord("+%K%C&S2_$?$7(2_C%K.[2S$S$?$:(&2K-K&S2S$3&S$?$S&C-K&S2S$3&3V7/_#+%K%C&S23&307(2_C%K.[2S$S$3&:(&2K-K&S2S$S$3$?$S&C-K&S2S$?$?T7/_",n\3+1)-35)\4^(n%3)%4) [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=96437#p) |




Octarine is a wand zapping roguelike.
With a variety of spells to learn and master, travel through the dungeon dimension and face great challenges
Inspiration from Cinqo Paus, Haque and Discworld.
Controls:
- Arrow keys to move,
- Z to aim, then Arrow keys to fire
- Z to reload a wand when empty (must be on a rune)
- X to change item
- Enter / Select to pause
Tips:
- All spells have a secondary tactical effect (stun, entangle or knock-back etc) not all of which are obvious.
- Stand on a rune to recharge an empty wand, or gain a heart
I'm revisiting the game to work on some updates, so I'm looking for some constructive criticism on what works and what doesn't.
Desc
A de-make from the video "Something About Sonic The Hedgehog ANIMATED" of Tails encouraging Sonic to bet em' Totinos pizza rolls!
Credits
@TerminalMontage (making the video)
@rnd (making the PCM sampler)
--enemies
function make_enemies()
e1={}
e1.x=20
e1.y=10
e1.sprite=6
end
function move()
if e1.x >= 120 then move = false
if e1.x <= 10 then move = true
end
end
end
function move_enemies()
if move == true then e1.x = e1.x + 1
if move == false then e1.x = e1.x - 1
end
end
end
this code is not working it should work at the bigining it starts off true and when the enemy x is equile to 120 near the screen it turns to false making it go left



Hello!
I'm curious if there's any (undocumented) way to play music starting from an offset in the pattern like you can for sfx(). My end-goal is to cross-fade between two different variations of a track. You can figure out the current music state with stat(16-26) but I haven't found any way to either start the music from a specified offset/row or a place to poke memory to move the pointer for the current music row to another row. Let me know if there's a way!
Me again, sorry.
I have a table called ENEMY that holds... well enemies.
Every thing works as want so far apart from deleting from the table.
I have two enemies at the moment.
Number 1 is a snake.
Number 2 is a spider.
Then I have this to kill them off:
for en=1,#enemy do -- this line below stops working if box_hit(enemy[en].x,enemy[en].y) then if enemy[en].mode=="patrole" then plyr.hit_enemy = true plyr.struck_by_x=enemy[en].x end if enemy[en].mode=="dead" then plyr.hit_enemy = false end if enemy[en].mode=="pickup" then plyr.hit_enemy = false score+=enemy[en].score del(enemy,enemy[en]) end end end |
If I kill the spider first, it works.
If I kill the sname first it throws an error attempt to index field '?' a nil value.
I put it down to the DEL line at the end.



You are now the ruler of a kingdom! Your job is to keep the people of the kingdom happy also while not going broke. You also don't want to make them too happy or get too rich or the emperor will have you executed!
You will be asked a series of question that you must answer yes or no to. Depending on your answer your gold and influence will either go up or down. Keep them balanced! Will you be able to get a good score?
key features:
-Just text. No sprites or graphics to look at just text!
-Some times the color of the text will change!
-The game will keep track of your hi score!
-There are like 10 questions the game will cycle through!
You can go play the game now... there isn't much else here to read.

Golf Sunday
Enjoy a sunny day at the golf course. Improve your putting skills and take the cart for a spin.
Made for LowResJam 2021 where it placed as 4th. Hope you'll enjoy it!
Controls
walk - ⬆️⬇️⬅️➡️
hit ball - ❎
enter cart - ❎
accelerate - ⬆️/🇿
steer cart - ⬅️➡️
leave cart - ❎
Credits
Design/Art/Code: Johan Peitz (@johanpeitz)
Music/Sound: Chris Donnelly (@gruber_music)
Special thanks to the testers at the discord!











This is my First PICO 8 project, Sphere buster.
It plays just like asteroids, press left or right to turn the ship, press Z to thrust, X to shoot, and hold down to activate shield.
you must destroy all enemies on the screen including spheres, saucers, and magnet missiles. after the regular wave, a bonus wave starts where you destroy blue aliens, get 3 different weapon power ups and shield recharger, and can't wrap around the screen. If you die in this wave, you automically pass to the next regular wave.
Every 5th wave features giant spheres.
you get a bonus life after every 1000 points.
Some tips :
-
Yellow saucers are deadly, especially after 5000 points. Move the ship and activate the shield wisely to survive.
-
manually pressing X is faster than holding to fire.
- the shield's energy decreases when the shield is collided with enemies or absorbed bullets. you can't use shield if the energy ran out.
Any feedbacks are welcome!




WARNING: Contains flashing effects
Controls
Use the arrow keys to jump.
Q - quit game at any point
About
Featuring Classic and Adventure modes, Q*Bert can be played in your browser or downloaded for Windows, Mac, Linux and Raspberry Pi from https://pahammond.itch.io/qbert
Jump on cubes changing their colours.
Avoid all creatures apart from the green ones which can be caught for bonus points.
Use the spinning discs to escape Coily the snake and lead him to his death!
Thanks To
- Finn for testing and telling me I should put a "flashing" warning on it :)









Welcome to Tiny Dungeon Explorer!
In this small game you will explorer a dungeon and kill enemies. Enemies will drop gold when killed and you can use that gold to buy weapon upgrades so you can get further into the dungeon.
~Why should you play this game?~
-About 30 minutes of gameplay at most!
-10 levels of basic turn based RPG goodness!
-2 weapon upgrades!
-As many health potions as you can afford!
-A good feeling in your heart knowing that you just played someone's game
What are you waiting for GO PLAY IT!
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SEEKING THE BEAST II
I made a sequel to my first game ever "Seeking The Beast" from 2008.
You are trapped in a valley where a Beast has gone wild. It created havoc and it has to be slain.
My best time was 10:15 Minutes. Can anybody beat that?
Let me know what you think, and have a great day!
Update: Added a Speedrun-counter and explained the ending better 15.8.21

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Shawn, go ahead and crop this/slow it down however you want. It's yours to do with as you please!


made by xeno in about 2.5 hours or so.
Persimmon alternative:
Hello all...
Would someone be kind enough to point me in the direction of where I should be looking to solve my screen boundary problem.
I'm slowly working on a scrolling platform game and all's working quite well. I have bad guys that bounce about when they get hit. I wanted to have these bouncing guys hit and bounce back from the screen edge when they collide rather than the map edge. Much like having a wall all around the area you're currently looking at.
I may be over thinking it but... when the screen scrolls to the left, for example, is the left most edge of the screen still 0 or is there some sort of display edge I should be looking into??
Thanks in advance and I hope this makes sense.
Cheers.
Peej



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isol8: Build & Isolate
An original arcade game inspired by old-school games like Jezzball and Qix.

How to play
You must build horizontal and vertical walls in order to isolate the bouncing balls from each other. Once all balls are separated, you will proceed to the next level. If a ball collides with your wall while building, you lose a life. An additional ball is added each level, up to a maximum of 15 balls. Continue playing until you run out of lives and post your highest level reached in the comments below!


