I've been working on a song in RP-8, and I've recently modified RP-8 to not just write song files to the clipboard, but also to timestamped save files on the desktop. After a long session of working on the song, I tried to save, and got a message about there being too many printh
files.
I wouldn't have lost too much work - the whole reason I have this many files is that I've been checkpointing frequently - and I was able to get the data out of the clipboard, but it was still frustrating. This was a very long session, Pico-8 had probably been open for 12 hours or more while I'd been working off and on. Creating so many save files would certainly be a problem if Pico-8 had only been open for a few minutes, but over 12 hours I feel like it's not unreasonable?
I'd love for Pico-8 to reset its number of files / amount of data limits after some period of time, even an hour or two would be fine for my purposes.
I'd imagine this isn't super high prio, but it would be very nice. As I get closer to releasing RP-8 I'm starting to think more about awkward situations and edge cases I'll have to explain in the docs, and this would certainly be one of them. The really awkward thing about this one is that it undermines trust (since the user feels like they're losing work), and it's somewhat difficult to get around in a nice-feeling way...
Revision History
-
1.1 (2023-04-29)
Fixed bug that caused 1-3-3-4-6 and 1-3-4-4-6 to resolve as small sraight.
-
1.0 (2022-07-17)
Initial release
Synopsis
Yacht Rocks is a single player 64x64 PICO-8 version of the dice game Yacht (not the brand name game, please don't come at me, Hasbro!). You roll 5 dice (up to 3 rolls per turn) and try to score the most points possible in all the categories. Surely everyone's played this game in some form, right? It's a classic!
I wrote this because it's a favorite activity of my sister & I when we're together. We get very competitive about it! I only see her every few years or so & I miss her a lot between those times. I thought this would be fun for her to play & screenshot for me while we're apart so we could compete between visits :).




This is a game I made in two days for the GMTK game jam 2022 (you can rate it here: https://itch.io/jam/gmtk-jam-2022/rate/1618378).
Its like a normal platformer, but the X button changes function randomly after each time you use it. There are three possible states it can switch to, and you have to think quickly using the move you end up with at any moment.
Personally, I think that this idea to utilize the theme wasn't the best. It certainly is somewhat creative, but it isn't always the most fun or engaging as I hoped.
I do have 16 more hours till submission closes, but I hope to spend at least 7 of those sleeping, and the rest doing things that mean I can't work on the game.



Only gamepads 0-3 are recognized by pico-8
Hi folks,
I can't seem to get pico8 to recognize gamepads beyond 4. Granted, my testing mechanism is a little haphazard, but I am confident it is working correctly.
Test procedure
Since I don't actually own enough gamepads to test this, I am using a python script to create "virtual" gamepads on my machine. Script for this is here: https://github.com/paloblanco/bros_mansion/blob/master/gamepad_test.py . This script registers 8 controllers, then just presses the a button once a second (which ought to get a response from my game).
Here's a screenshot of the whole setup. Note that windows recognizes 8 gamepads being plugged in.

desktop while running gamepad test script
I wait 3 seconds in between "plugging in" controllers so that I can watch them get registered in pico8. Only the first 4 get registered. I can't catch a gif of the joystick prompt appearing, so you will have to take my word for it.

I am very new to coding and pico 8 has made it that much easier for me to start. It's been a lot of fun!
In the last couple of months, I've been playing around with code and following various tutorials on youtube. Recently I started working on a rudimentary pinball game. It now has a bouncing pinball on scrolling table using the full vertical length of the map. While collision works for the most part, the ball does often 'catch' on sides of flagged tiles.
I would really appreciate some advice on what I am doing wrong in the collision functions.
... and a supplementary query I have is can I use existing code to change the angle at which the pinball deflects? I suspect it will require trigonometry but thought I'd check before moving on...




Updated to include World 6!
Hello, this here is NOT a fully contained Mario game, but instead a world map for a Super Mario Maker 2 project of mine.
You might be wondering why I chose to make this when super worlds exist, but to answer that: this project was started before super worlds were introduced! I decided to keep working on it even after the fact because super worlds do not include secret exits and cannons.
If you'd instead like to play through it as a super world, here is my Maker ID: 844-PXJ-HCG
The project laid dormant for a while, so this here is a demo featuring all the levels I had completed. It goes up to World 5. Timestamps for 'date modified' are included next to each level, just to show how old some of these are.

(v00 07-15-22)
TO LOAD THIS PICO-8 CART, in immediate mode, type:
load #joystix
VVHAT'S NEW ??
(07-17-22)
- Changed [A] and [B] buttons to 🅾️ and ❎.
Thanks @paloblancogames !
I did not see a cart that showed both controller buttons so I thought I would write one up here - mostly so I can try and find out and debug why my external joystick doesn't work properly when running a Pico-8 cart from Online.
While Joystick #1 is the regular UP, DOWN, LEFT, and RIGHT arrow keys, both buttons 🅾️ and ❎ are denoted by the "Z" and "X" keys.


THIN ICE
A top-down precision platformer where you play as an ice-skating snowman's head.
CONTROLS
arrow keys: walk, skate
x (when red): boost
z: toggle time
CREDITS
Code/art/design: Holy Mahogany (twitter, website)
Music/SFX: Gruber (twitter, website)
This game is -- in very loose terms -- a mod of Celeste Classic 2. It uses some of that game's code, and borrows Celeste mechanics, including collectible produce and a modified dash.



Full Controller Support
This question has probably been asked before but:
Is there any reason we can't have full controller support as a DevKit option? I know stuff like this exists but it feels janky and convoluted. And I know that full controller goes against the spirit of pico-8, but so does mouse and keyboard, so I feel like logically controller would be fine as a DevKit flag. Is there some technical reason this can't be done? Or is it just not a priority in general? Thanks for any answers!
(I'm sure this has been discussed a thousand times, so if there's a thread I should see please point me there)




Lemon Industries

Lemon Industries is a puzzle game inspired by Severance, a weird TV show (season 2 starts in January 2025!). In this game you work for Lemon Industries as a novice data sorter, and your task is to process files stored on a special computer by selecting and dropping numbers in certain boxes. Since not much is explained to you, try to find clues, observe, research and feel free to experiment.
Important: the game contains no spoilers and there are no actual references to the TV show! The visuals are similar but the content is not.
Controls and saving:





(v00 07-15-22)
TO LOAD THIS PICO-8 CART, in immediate mode, type:
load #secret_snake2
A couple of years back I wrote a post called, "The Secret Of The Snake" and it was me investigating the complex code involved in making a "Snake" type game. In the link below, the only way I knew was to update the entire screen, in the case I wrote was 16x16 and keep track of the snake segments this way.
https://www.lexaloffle.com/bbs/?tid=35685
Thanks to @SquidLight and the marvelous "array rotation" code I am now able to create a true "snake" type program where only two pixels are drawn at a time.



(v03 07-14-22)


TO LOAD THIS PICO-8 CART, in immediate mode, type:
load #gentle_rain
VVhat's new ?
(07-14-22) 2:36pm
- Added SPEED variable so you can confirm the animation is perfect now. It was skipping a few frames before.
There are a great many ways to create rain effects in a video-game, and Pico-8 is no exception.
In this link below can see years ago I did rain effects in the beginning by drawing a single 8x8 sprite randomly all over the screen and I had appropriate "rumble" of the rain in the background.

