This code uses 11% CPU according to Pico-8, but if I delete the v[0]=1
lines in the if false
block it uses 7% CPU:
v={} ::_:: if false then v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 v[0]=1 end for i=0,1023 do v[0]=5 v[0]=5 v[0]=5 v[0]=5 end flip() goto _ |
Other observations:
- If I put the
v[0]=1
lines in a for loop with a huge iteration count this code uses 7% CPU. (No bug.) - If I put this code into
_update()
or_draw()
it uses 7% CPU. (No bug.) - Adding / removing
v[0]=5
lines bumps CPU by roughly 3% per line. - Replacing
v[0]
withv[1]
makes no difference. - Pico-8 does act on this CPU info, the contents of the
if false
block will affect whether Pico-8 visibly stutters if I add draw code and the non-executing lines push CPU over 100%.




I had only played with the AI-generation stuff without any real thought as to how I can actually benefit from it. But with the release of Don't Dig Up the Dead, I had a happy accident when using AI to generate some supporting art.
Don't Dig Up the Dead uses a mix of borrowed and original in-game assets. Music and sound came from some packs and some of the animation came from other games, but a large part of what you see is my own art and I'm proud that I was able to put something together that felt like it all belonged. There's enough of "me" in what people see that I'm not embarrassed to show it off.
I marched along making my game and got it to a very happy spot that I thought I was ready to release and be done. But then AI showed up. I took the bait like the rest of the world and started playing around with the art generation AI to see what it would do...just for fun without any real intent to use it for anything. But then I thought, "hey, I could use this to make art for my game." My game was done so this wasn't about generating pixels or sprites, just supporting material, like cover art and promotional stuff.


Every hole digs up a soul
You must find 3 magic relics to help rid the land of evil. Use the Find-O-Meter and your trusty shovel to search the forest. But if you dig up the dead you'll need to fight them off to stay alive, so pay attention to everything you unearth...it might just save your life.
- Find more than 30 items scattered throughout a spooky forest
- Challenging shmup action as you fight off the dead
- Simple and rewarding inventory management
- Secrets and riddles abound
Playing the game
For PICO8 owners: Play through Splore or by running load #dontdig
from the PICO8 commandline.
Gamepad recommended for best experience.
- D-Pad/Arrows: Move your character
- B Button/Z: Action button. Hold down to dig and shoot.
- A Button/X: Inventory
- Start/P: Pause and settings
- > Read the manual to learn more (PDF)











Pico-View January
Hello Pico-View reader, this January Issue marks the beginning of the monthly "Pico-View" Web-Zine. Formerly Pico-View was a small interview series. From here on out, it will be a montly Web-Zine featuring several exclusive articles, perfect for anyone wanting a "view" into pico-8. Without further ado... We hope you have fun adventuring through the pixels and paragraphs of this brand new Pico-View web-zine.
-Achie, Nerdy Teachers, Celesmeh, AlexWolfe, SmellyFishSticks, Louie Chapman, and Marina
Contents:
-Growing and learning in Pico-8
-Little Eidolons - Achie Reviewed
-Yasuhito (Quantattack Dev) Interview (ft. Marina)
-Random Reviews
-Creating Better Sound in Pico-8 - Louie Chapman Article
-Secret of The ̶O̶o̶z̶e̶ Flip... In Pico-8 - AlexWolfe Pixel Article
-Goodbye (Epilogue)
Growing and Learning With Pico-8 - Celesmeh
Odds are if you are reading this, you know what Pico-8 is. You've seen videos, looked at the forums, Reddit, watched gifsor seen tweetcarts. Pico-8 is an amazing fantasy console that opens the world of game development and programming up to many, But what makes it such a good starting point? Why is Pico 8 generally seen as one of the best tools to enter the world of programming and the world of game development?


This prototype was made for Pico-View, a monthly web-zine hosted here on the BBS and also on NerdyTeachers.com.
You are challenged with taking on this mechanic of rewarding the player for nearly missing obstacles.
You can:
1) Play this prototype as-is, and share your highscores below.
2) Take this cart, and edit it as much as you'd like to create your own spin-off!
Don't forget to share it here on the BBS with the tag "Prototype Party" so we can see all the imaginative creations that all started from this prototype. And keep your eyes out for more in the coming issues of Pico-View!
Read the full issue here:
BBS Pico-View
Alien Bread
Antoine Foucault
Alien Bread is a short experimental shooter that allowed me to learn the basics of Pico-8.
I will continue improving my Pico-8 skills and create small prototypes and short games.
Don't hesitate to give me feedbacks!
Story
Play as a piece of bread whose day was interrupted by aliens!
Shoot butter to attack your otherworldly enemies!
Controls
Arrow keys - Move
C / V - Shoot
X / Z (hold) - Switch to horizontal shoot mode
I don't know if people are still having problems with the inline music player but here's a cart with the song just in case.
I've made no attempt to optimize space and used pretty much all the sfx slots. Though some are duplicated just so if you happen to listen on the editor music/sfx tab it's kind of satisfying to watch. To me at least.

switching between custom and default fonts (?"\015"
) behaves a bit strangely; the first line of text is spaced differently from the rest, depending on whether:
- custom fonts are enabled by default (
poke(0x5f58,0x81)
), and - the line height (
peek(0x5602)
) is more or less than 6 (the size of the default font)
run this cart to see what I mean:
specifically:
- when the custom font is enabled by default and the custom font's height is more than 6, the default-font text in this cart has a large gap between the first and second lines:

- when the custom font is not enabled by default and the custom font's height is less than 6, the custom-font text in this cart has a large gap between the first and second lines:


Prologue
PIXBURGH, PIXELVANIA, 5/13/2023 - The city has fallen. The dead pixels have taken over. You can hear them growling all around you. They hide everywhere & pop out when you least expect it. They smell you, they get hungry. Hungry for pixel flesh. You can outrun 'em . . . for awhile. The longer you avoid them though, the faster & more determined they get. They got Spot, they got Dot, and now they're after me. I'm the last one left. Well, me & my buddy Point up in the tower. He's real good with fixin' stuff up, but parts & power are scarce. Every now & then he'll hit me on the radio with a new place to hide, or to let me know he's got a few seconds of juice for the lights & fences. Heck, sometimes he even rigs up a bomb for me to blast a few of the dead to oblivion! Just hoping it's enough. Hoping I can hold out long enough for them to give up & maybe take out a few along the way.




