SONIC BLAST ON PICO-8?
I have been just getting into PICO-8 recently, and since I'm a fan of the blue hedgehog, I decided to try and make a de-make of sonic blast on to it.
Controlls
left and right arrow is to move, and x is to jump.
Credits
This is a fan game distributed for free and is not endorsed by Sega. Sega Games Co., Ltd owns the Sonic the Hedgehog trademark, and copyrights on the original assets.

You can grab it with a mouse click and drag it to throw it.
Shellsort seems to have a slightly better affinity with this 3D rendering engine.
Release note
- v0.2 Added sorting functionality and the ability to toggle object states.
- v0.1 Release
PELOGEN 2 is a 3d model engine running on pico8.
https://www.lexaloffle.com/bbs/?tid=140324
Pico Door

Pico Door is a family-made game that took about a month to build (learning Lua and Pico 8 at the same time). I would like to thank my team (my kids) for the awesome pixel art, sound effects, and excellent ideas (and tricky debugging) that they contributed to this project. Much of the dialog and other text are references to many different games we play, movies we watch, and music we listen to. See if you can pick up on these. There are some inside jokes for the family in there, but should be entertaining for anyone else that plays this game.
The object of the game is to explore the map, avoid death, destroy things, collect all the upgrades (in the chests), interact with things, and defeat the huge door you'll see in the starting area.





Mod Manager
Mod Manager is a simple tool for modifying your system!
Installation
Simply install the cart to your system and run it! The first time you run, you will be prompted
to select a mod path. This is where Mod Manager will look for ".mod" files to load.
Next time you run, if there are any ".mod" files in that directory, they will load it!
Command Line Usage
modman
- Starts Mod Manager and loads mods
modman --config
- Opens Mod Manager Configurator
modman --force
- Reloads Mod Manager even after running for the first time in the session
modman --compile [path/to/uncompiledmod.txt]
- Compiles mod and stores it in "compiled.mod"

My beta version of cubed destiny! It is kind of messy, but any feedback is still appreciated! I aim to make a full version that is more level based. For now, this is kind of more of a showcase of the enemies and features, but do not take this a finished product.
Controls:
Standard movement controls using the arrow keys.
X - Shoot a bullet.
Features:
-A boss enemy that takes 3 hits to kill
-A Mine enemy that takes 2 lives if you run into it
-A normal enemy that shoots and deals 1 damage.
-2 Powerups (Temporary speed boost powerup, +1 life powerup)
-Player character
-HighScore and score system
-3 Screens (Game over, Main Game, Title)


"Open in Terminal" in FileNav!

Here, you can see it big and clear, a "Open in Terminal" option in FileNav!
How did I do this?
By modifying "/system/apps/terminal.lua" and "/system/apps/filenav.p64", you can do this yourself!
Before modifying anything in "/system", if you want it to stay after reboot, check out my Localize System Tool!
NOTE: Localizing your system folder can be very dangerous. It can brick your Picotron installation, and even allow malicious carts to install themselves and harm your actual OS drive. This demonstration wont do as such, but be careful when installing untrusted carts. This will also keep your system at the same version that it was localized at, and you will need to unlocalize your system to update, and you will lose all of your changes
An alternative to localizing your system is sedish.


Localize System - A small tool for managing and saving your /system folder!
Normally in Picotron, when you make changes to /system, they go away on reboot. This is fine, and actually ideal, because any errors could easily brick your Picotron installation, or even allow malicious programs to gain kernel permissions (THIS IS VERY BAD. THEY COULD ACCESS YOUR ACTUAL OS).
NOTE: Localizing your system folder can be very dangerous. It can brick your Picotron installation, and even allow malicious carts to install themselves and harm your actual OS drive. This program wont do as such, but be careful when installing untrusted carts. This will also keep your system at the same version that it was localized at, and you will need to unlocalize your system to update, and you will lose all of your changes
This is my first PICO-8 game! It's an endless runner. I hope you enjoy it.
Controls:
- Up and down arrow keys to hop
- Buttons to speed up
Rescue eggs, and don't crash into anything.
Developer notes
My original idea was to create a one-button game, but it ultimately evolved into three buttons. I also originally intended to make a cowboy-themed game, but it was too difficult to animate horses so I went in a different direction.
Originally the game had a more elaborate design with "bosses" that needed to be chased or outrun, and some more complex rules around generating obstacles. In the end it felt clunky -- it made the code a lot messier but didn't make it more fun. In the end I stripped that stuff out and stuck with the simple plan of going fast and avoiding obstacles.
Reflections on using pico-8
- Overall it has been a ton of fun! I am excited to make another pico-8 game (after some other projects)
- This community is a great motivator. Seeing all of the cool games people make helped me get this to the finish line.
- I really like that pico-8 provides self-contained tools for code, graphics, music, etc. It takes me back to developing games in Macromedia Director and Flash in the early 00s.
- The platform limitations are mostly fine and definitely help to keep things in scope. The most frustrating limitation was the color palette - the game features a lot of earth tones which was sometimes hard to work out given the limited palette. Conversely, I like that the limited color palette means that it is easy to spot a p8 game.
- Using an external code editor helped me a lot - largely because of better typography, as well as making it easier to divide the code into modules.
- I never ran into the token limit, but it was a psychological barrier. I did some premature optimization early on to avoid it, which wasn't necessary.
- I did very little on the sfx and music side. It seemed difficult to make subtle sounds like bird footsteps on sand. I would like to go back and explore these features more, though I'm not musically inclined.








I'm working on a game that notes how high players climb. Right now I'm trying to put together a "ruler" that stays on the left side of the screen and scrolls with the player, letting them know at a glance how far they've traveled. Every 50 pixels, the ruler has a slightly longer line, and a printed numerical value indicating the corresponding height. Here's what I have so far.


Right now, the ruler is powered by a for
loop in the function draw_elevation()
, which means that it has a definite start and end. Could anyone recommend a method for making the ruler extend in both directions indefinitely (without crashing PICO-8)? My efforts to try while
and repeat
loops have failed. (Bonus points for making the 0
line start at the bottom or center of the screen!)

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