I've seen that some people have made their own boot animation carts, but I would like to make my own, and have it where it will run a command at the end of the animation that makes Pico 8 boot into splore.
This is how it could work in a dedicated Pico 8 machine:
Turn on machine > autorun Pico 8 via bash script or something else with the -run animationcart.p8.png command at the end> animation runs > code at end of cart executes extcmd(splore) or another command that makes Pico 8 go to splore.
I've came up a idea to go around doing this, but it is too clunky. I could make a bash script that runs 2 instances of Pico 8 at the same time. One will boot into Pico 8 and run the cart, but shutdown that instance of Pico 8 afterwards, then the other Pico 8 instance would still be running and be in splore.
I would like to see this added in a future version of Pico 8 if possible. Thanks for making Pico 8 and have a great day.


this is the start of my attempt to make a rhythm-based game
I apologize for the poor musical skills
v2: new spriteset, bug fixes, you can now die. (the effect is from Star Anise, but will change https://www.lexaloffle.com/bbs/?pid=76334#p)


Hello again. I've been working on different ideas for running Pico 8 games on physical media.
I've tried SD cards and while they are cool and can function as cartridges, they tend to have too much storage and I find that wasteful when Pico 8 games are less than a megabyte. I have been experimenting with other ideas such as using 3.5" floppies. They are much more smaller in storage compared to a SD card, but they have their own setbacks.
What would you recommend I try to use as physical media for Pico 8 games? I could try ROM cartridges, but they will probably be the most expensive route and be the most complicated.
Here is a picture of a Pico 8 game I put on floppy.

The tutorial I made for mounting SD cards 'should' work for floppies with slight changes.
https://www.lexaloffle.com/bbs/?tid=44530
I'm not going to sell Pico 8 games that aren't mine on physical media, I'm just trying out new ideas.








taipei1k # game in 1023 bytes
protect taipei! destroy the aliens & avoid the bullets.

type: game (demo)
size: 1023 bytes
features:
- galaga-like gamemechanic
- gamemechanic
- procedural sprites
- procedural music
enjoy
CONTROLS
←→ arrow keys
move between frames
↑↓ arrow keys
change animation speed
zx change draw color
ABOUT
I started this project on a 3 hour plane ride where I finished most of it project and had a lot of fun with it. A couple months later and I finally managed to get back to it to add saving/loading, bug fixes, onion skins and sound effects! I hope you enjoy this as much as I have while working on it ♥
If you enjoy it please consider donating so I can eat and pay rent 🙏
You can donate here: https://voxeledphoton.itch.io/aniwiggle


The PICO-8 manual as it stands today is flawed. What I mean by that is not only is it organized in such a way that makes it harder to gleam certain information out of it, but it also has flaws and inconsistencies with what the PICO-8 actually is. It also omits important information, such as cycle count and the extra 16 colors. eevee has already taken note of some of these flaws, but I still believe there may be more out there. There's the PICO-8 wiki, but that's not fully documented either. What we need is a new way of organizing known information about the PICO-8 into a manner which makes sense and is simple to use.
I propose the creation of a PICO-8 technical manual, a manual that fully documents everything the community knows about the PICO-8, both it's version of lua and it's editors, as well as the programs on it. It will be a collaborative project. Alternatively, we could fix the current PICO-8 wiki in such a way that it accounts for these flaws, is more detailed and easier to use. Both of these options I think could really help people like me who wish to delve deeper into how it works exactly.





Figured Pico-8 needed a Burgertime! This is a Burgertime demake, it uses about half the resolution of the original. I tried to make it as true to the arcade version as possible. Includes all 6 levels, as well as the level 28 kill screen.
Did my best on the AI for the enemies and speeds, but with the size differences, and a few other things, probably plays slightly different than the bigger arcade version- but pretty close! I also tried to reproduce some of the bugs- for example it only shows up to level 18 in the HUD (3 times through the levels), as well as 9 lives, even though you can get more lives and keep going- just like the original.
This was one of my favourites on the Intellivision back in the day, so enjoy!



THIS ERROR HAS BEEN RESOLVED (09-13-21)
Closing error ticket.
I was running into an error in the newest version of Pico-8.
If you have this code:
function _init() cls() for i=1,8 do a=rand(1,2) print(a) end end function rand(a,b) if (a>b) a,b=b,a return flr(a+rnd(b-a+1)) end |
And run it. It works fine in all versions of Pico-8.
However if in immediate mode you type:
print(rand(1,2)) |
It works just fine in version 0.1.12c but you get an ERROR message in version 0.2.3.
It does not matter if the functions come before _init() you get the same results.
If I read this correctly it means we cannot use immediate mode to debug our functions in the newest version whereas in the earlier version, you could. I personally need this so I can check my functions in immediate mode to make sure they are working correctly.
Version 0.1.12c is the latest version where it works correctly; you can call functions in immediate mode. All versions after this up to 0.2.3 will not let you. I checked and confirmed this.
Amika's Quest is a roguelite Zelda-like!
Controls:
X (X, V or M on a keyboard): Sword
O (Z, C or N): Item
Pause (P): Open menu
Once items are purchased, you can switch between items in the pause menu


Credits:
Design and coding: Tyler Davis
Character design: Te'shon Farr
Music: Cory Shane Davis





I've been working on a project for a week or so, and my PC crashed. When I loaded up Pico again it would not let me load the file. I simply get a 'could not load' message.
I can see the file clearly and even if I try to open through the file itself, it simply tells me again that it can not load the file - so either it has become corrupt or there's something else, but it is working totally fine before the PC crashed.
Any help is appreciated!


Conways Game of life
Created by Duffhause
Cart
Controls
You can only move cursor and toggle tiles while the game is paused
- Move cursor with arrow keys
- Press X to toggle a cell
- Press Z to play and pause
Code
You can view the code on Github

Chain portals together to collect all the gold!
Portal Golf is a physics puzzle game with portals. Place portals around the level in order to get the ball to collect every gold bar. You have no control over the movement of the ball and can only place portals before you start the run. Try to use as few portals as possible to earn medals, or just fill the whole level with portals and have fun!
Detailed Instructions are in-game
Controls:
- Left click on any wall with a white edge to add a portal
- Left click and drag an existing portal to move it somewhere else
- Right click to delete an existing portal
- Press C to start or stop a run





Hello!
I am going a bit mad trying to figure out how to make a simple 4 frame sprite animation run on a loop, and then transition to a different 4 frame animation loop after a button is pressed.
Simply - I am trying to make this Mario sprite look like it is walking forward when idle, or pressing forward, and then look like he is walking sideways when pressing left or right. I can make him animate on loop when idle, but I cannot figure out how to make it animate as a different sequence after a direction is pressed, and ensure the animation runs smooth (for example, I can get it to change to the new sequence, but holding the button down keeps the sequence locked into the first frame of the animation).



Hello all, this is My First PICO-8 Game™︎ and therefore My First BBS Cart Upload™︎™︎, hopefully I've done it right.


Unchecked-8 is a slight twist on the classic spike-jumping, maze exploration platformer. There are simply 10 stars to collect. Once you figure out how it works, I estimate it takes 15-30 minutes?
I wanted to dive into PICO-8, make something reasonably small, and actually release it - so I chose a remake/demake of my own short game Unchecked (previously existed in Flash and Basic). I like this so much it's now the canonical version of this game!
I first put it up on itch.io, because it had some HTML player customizations and also to hide My First P8/Lua Code™︎™︎™︎










A game about shooting aliens that i made cause boredom.
The collision system is also trash but i can't make it better
![]() |
[0x0] |
Anyways, it's pretty cool and i have like 3 days working on it, so please tell me what you think in the comments too!
and also print("have a good day :D")


Hello all...
Two things I want to ask about but don't think it'd justify two separate threads.
1/ Can someone explain how to do a particle explosion thing that emits in a circular pattern?
I've experimented with particles for dust etc. but thought it might be nice to have a pickup emit a circular particle system when picked up. I don't know how to work with the x and y for each particle.
2/ Can someone point me to a tutorial or code, or whatever for those old school passcode systems for level/life/score saves. I wanted to have a system in their as a homage to games gone by that one would type in a 5 digit passcode and it would carry on the game where you left off. Like Bubble Bobble used to have.
Thanks for your time.
Peej



