

This is a very simple cartridge. A kind of 'my-first-Picotron-game' cartridge.
I wanted to choose the simplest game I could so that I could finish the game in an hour or two.
The ball gets progressively faster as you play, and a high-score per session is maintained.
PICODEX DUAL - BY ALANXOC3
alanxoc3 welcomes you to the world of pico-8 pokemon... again? thats right, picodex is back with a gen2 sequel. released on the 25th anniversary of pokemon gold and silver!
this is a complete battle simulation game for pokemon gold/silver/crystal/stadium2 (GSC2) somehow crammed into just 32kb. for perspective:
- 152 kb is the size of this game's manual.
- 373 kb is the size of pokemon red/blue.
- 503 kb is the size of pokemon yellow.
- 710 kb is the size of pokemon gold/silver.



I just found a weird bug where pushing play in the waveform editor seems to corrupt the first note of sfx 63
Steps to reproduce
- click the "waveform" button in any sfx 0-7 and push spacebar to play
- view sfx 63 and see that the first note has now changed to a C2 using the waveform instrument that you were just editing
using version 0.2.6b

Asteroids - A Game Boy Throwback

There are many versions of Asteroids developed for many consoles — and even more than one version of the shooter for PICO-8 —, but this is something I wanted and made for myself. A look back to a title played on a chunky grey Game Boy.



v0
Navigate the admittedly unnervingly tight space and clear the area to rank up the points.
There is no screen to display the high scores, only one you may want to improve. Alas there is also no sound, be it a high-pitch sound effect or a low-key, syncopating beat. I struggle with music and ultimately decided not to venture in the two docks. I might add them as I learn more about the panels, but in the meantime, you are more than welcomed to take the cart and add your tracks. Welcomed and thanked in advance.






tONIGHT i CAN ONLY c u
CC BY NC 4.0
(295 chars)
cls(7)::_369px::t=time()/2for i=1,50 do pset(rnd(138)-10,rnd(52)-5,0) end circfill(693-(t*300)%1369,20,2,7)circfill(120,10,20,7)for z=30,1,-1 do a=t+z/15x=-20+cos(a)*(z/2)y=10+(30-z)*4+sin(a)*(z/2)c=(z%2==0)and 1 or 6for i=1,80 do circfill(x+(i*3)+c,y+(i/10)+c,3-z/7,c) end end flip()goto _369px |
I needed a BigInteger implementation in Pico-8, so today I made one with the help of Sonnet 3.5.
The cart includes tests and test utility functions. Copy only the relevant code for you project.
It's not minified/compressed whatsoever, and the big integer functions come in at just under 700 tokens.
The cart is not very interesting in the browser, as it just printh
s the results of an array of test cases.
The cart:
- Download using
load #bigint-0
- Save using
export bigint.p8
- Run using
pico8 -x bigint.p8
The cart code:

One day, it starts to rain acid from the sky. It's dissolving everything, destroying trees, buildings, all life. Who's responsible for this?
A little mole-man digs his way through the dirt to find out, and save his friends.
A puzzle adventure based on falling-sand cellular automata.
Version 1: updated label image (much cleaner)







Building on last week’s progress, some of the original plans have been adjusted. The goal of implementing 10 different types of monsters and a boss has been temporarily postponed. This is because I decided to focus on implementing a battle mode similar to Vampire Survivors, which made developing the player attribute system a top priority. Currently, a pause function has been implemented, allowing the player to view attributes and return to the main menu during pause. The implemented player attributes include: max energy, attack power, attack cooldown, movement speed, crit rate, crit damage, and energy regeneration per second.
In addition, the experience and leveling system has been implemented. The plan is to show 3 random upgrade options each time the player levels up (this feature is not yet implemented).
Regarding enemy behavior, two additional types of enemy logic have been implemented. The first is a charging enemy that hovers in the air at a chosen spot and, after a short time, charges toward the player, dealing significant damage. The second is a shielded enemy, which generates on both sides of the screen, moves back and forth at a certain height, and occasionally enters a defensive state to block damage for its allies. The next steps include expanding the enemy types, improving the upgrade selection AI, and adding appropriate effects and sounds to enhance the current monster behaviors. The next monster I plan to make is an explosive enemy that charges at the player and explodes upon contact. If the player kills it beforehand, the explosion will damage nearby enemies. Additionally, I plan to create about three types of enemies that shoot different kinds of bullet patterns.
this was based off of a dream i had.
the dream was of a sokoban like game.
you couldn't move the boxes like normal though.
you could only move them like you can in this game.
your goal is to squish all the red blocks. : you can not squish stacks of blocks.
the name is a play on words of "maneki-neko".
publishing this quick, i have a new project i need to focus on.
controls
z - land
x - reset cart
arrow keys - move crow
find links to this project and others on this website -> church basement website
Lexaloffle, If you're seeing this post, There is an error that says "Failed to load resource: the server responded with a status of 404 ()"
Solutions
- 1: (For Lexaloffle Owner) Try to fix this bug ASAP
- 2: (For Everybody) Await further Instructions
After this bug is fixed, We will Update this Post
Footage Caught on Camera



