I was wondering if we could do a demake of Densetsu no Stafy 1 for GBA
It will be fully localized in english
It will have the same HUD as the original Gameboy Color Prototype
It will have the soundtrack recomposed Pico-8 style
It will be split into 9 carts, each depicting every world
How you like that idea?


So obviously it’s difficult to find cheap Raspberry Pi’s anymore but Libre Computer’s Le Potato and La Frite seem to be really similar. I don’t have a ton of experience with Raspberry Pi or anything but I can follow guides just fine, would I be able to follow the Raspberry Pi handheld guides found on these forums and just replace the Pi with a Libre Computer?
Thanks


Was looking through UFO Swamp Odyssey and saw that they had multiple sprites or sprite pieces per sprite tile. Like how they have 2 pairs of eyes in one sprite tile. And I'm completely clueless as to how they accessed the bottom half of the sprite. I know in the arguments for SPR() you can choose to only use a fraction of a sprite, but it always starts at the top left corner. So how did they only use the bottom half? I looked at the code for a good couple minutes but couldn't find anything and I don't know what this technique is called so I don't know what to search for.

So I recently had an idea for a pet game on PICO-8 akin to Tamagotchi, or nintendogs. where you take care of pets, and you would use a cursor and buttons. My ideas was to have 2 main areas, one area for just watching and feeding your pets, another for mini games and for training your pet. My idea was once you feed a certain pet enough it would lay an egg and give you more pets My idea for the mini games would be something simple like button mashing or something easy to do. I'll also have to figure out how to make the pets move around on their own (I already have the pet sprites). I'm still pretty new to PICO-8, and have only made short top-down adventure games, so sorry for my lack of knowledge. Comment how you would go about this idea. Thanks!
P.S if I use your code or ideas I'll give you full credit where it's due.

Hi all,
I'm still working on a better version of my first game, Alien Invaders.
I make a map, add new features, like bonus dropped by dead ennemis, 3 levels and one boss lvl, 4 differents ennemis type, life persistance bettewen level and more...
I want to make 3 more level but with another gameplay, more like a space shooter, but that's mean i have to make a lot of new things to spawn ennemis, make their mouvement, fire...
And i wonder if it would be better to make a full new game rather than make one big game with two different gameplay...
Wath's your thoughts ?
🙏



YouTube introduced user handles recently (somewhere around September/November 2022), making it possible for channels of any follower count (not just 100+) to have the username which starts with "at" ("@") character. For example this is my channel: https://www.youtube.com/@beetrootpaul
Sadly, Lexaloffle BBS profile doesn't allow to use "@", since it is just removing it: I type "@beetrootpaul" and save, then it changes to "beetrootpaul". In result URL of my YouTube channel is broken on BBS – it points to https://youtube.com/beetrootpaul


I just wanted to make a quick summary of what content foxpedition is going to have:
4-5 Levels: depends on if i have enough space.
A collectible in every level
A new "gimmick" in every level
A timer
Some funky beats/ background noise
A good but simpple story
Very responsive character controller
And last but not least: JUICE!!!


Hello. It's been a while, but i didn't do nothing! I am working on the third stage right now, and im trying to make the world more varied. I've come up with a story, and added spikes. I also created ramps so the platforms can have more natural shapes. And the checkpoint-statues are now broken before you use them.
I'm working on a game using procedural generation and although the game is nowhere near done I thought the generation technique itself was interesting enough on its own to post about.
Rather than try to explain it myself I'll just send you to someone who already has, better than I likely could. BorisTheBrave: Graph Rewriting for Procedural Level Generation
Instead, I'll just share some of my initial results. The general idea is to generate the "big picture" details first and then successively refine them to build a fleshed out so the levels generated here are shown at 1/8 scale. Eventually every pixel in these maps will expand to be one tile at full scale with additional generation filling in the fine details along the way.