Pico Party is a... I think, 95-98% finished?? ...demake of a Mario Party concept. There's a bit of polishing to do still, and I'm having some trouble getting minigames to stay engaged (which sucks because I rescoped like FIVE TIMES to make them fit in the first place); so it hurts a bit to call it for now. I'd really welcome some code feedback. There's still one or two crashes or softlocks I'm trying to work out.
I'd also like to make more graphical polish around the player characters - I ended up scrapping a lot of the finite state machine I had planned for action games, sadly; and sprite page 4 was always supposed to end up being a different skin altogether. Currently, players are differenciated by their pallete only.
Noob question: I want to make a text adventure ("go north", "get key", etc.) for Picotron. The way to publish a graphical game is well-defined: you publish a cartridge. But I don't want to publish a cartridge and then hear from people that it would have been better to make it a system utility installable with "yotta", or whatever would be most optimal. Here's what I need:
- Accessible to noobs: Easily runnable in-browser via BBS by users with zero experience.
- Convenient: Experienced users install and run the game in the way an experienced Picotron user would expect a text adventure to work.
- Save progress: progress is saved, either automatically or via a simple "save" command, and loaded for the next session either automatically or via a simple "load" command. It's okay if this doesn't work on the BBS.
These needs are in order of importance, but I'm hoping none of them are mutually exclusive.
I'm sure I can figure most of this out on my own, but y'all can save me a couple false starts. Any advice? Would be good to know both the downsides and upsides of what you suggest!



Hi, people. I like this project, but I wonder if there is some complete list of the carts for easy download like TIC-80 has: https://tic80.com/api?fn=dir&path=play/Games
When I want to download all the carts for my Batocera installation, I have to scrape whole website what is resource consuming. Would it be possible to make some complete list to simplify download? Thanks!





Does anybody remember rock-falling puzzles?
Our first PC, back in the late 80s, was an Olivetti M20. It didn't have many games: Battle Chess, Crazy Golf, Solitaire, Digger and this weird little falling-rock puzzle game called Felix. This last one seems to have been completely lost to time, so I thought I'd try and recreate the mechanics as best I remember (it was like 35 years ago). The garden theme was added after.
It would be interesting to find out if there's a reason these type of puzzles died a death.
The game is tricky, but I assure you it can be completed. (My PB is 437 steps)
Update:
-Added clarification if keys are used in the wrong door
-Added extra checkpoint near beginning






Hello everyone, I've been working on an RPG prototype and polishing it a bit, and here is the result.
The game features 4 types of enemies with different attacks, and the player can perform 4 types of attacks, 2 of which are unlockable.
Below is a description of the enemies and the player's attacks.
Player Attacks
- Sword: Deals regular damage and does not use MP.
- Hammer: Deals 10 more damage than the sword but uses MP.
- Healing Flash: Restores 50 HP and consumes MP.
- MP Extractor: Deals little damage but recovers MP.
Enemies
- Skeleton: Has 3 attacks with varying damage amounts.
- Vampire: Has one moderately weak attack and one that drains your MP.
This is a (heavily) Puzzle Bobble-inspired match-the-bubbles puzzle game with a Bee theme.
Can you make it through to the end?
Score big points by dropping bubbles out of the hive.
Watch out for the Evil Bee that jams up the hive with rocks!



Credits
Code & graphics by myself
Music: Several tracks from Gruber, a remixed version of 'Cuban Cake Walk' by packbat, and other bits by myself.
SFX from Gruber's SFX pack, and some by myself.
Release history
1.2
- new label image
1.1
- hold O (z on keyboard) for fine-tuned aiming




Hi everyone!
I'm making a game where two players try to knock their opponent's balls off a table. Functionally it works just like pool, except instead of a cue ball you pick one of your balls on the table to shoot.
I'm stumped trying to make a game state where you can cycle through the balls you have on the table to pick which one you shoot.
I want to collect the xy of all p1's balls in a table, just once, each time p1 starts their turn. Is it possible to do that in the update function?
Currently my code looks like this, but it's not working as intended because it just keeps adding to the table infinitely as long as a ball meets the conditions:
function ballselect() foreach(balls, playerballs) end function playerballs(pb) if pb.ontable==true then --check ball still in play if player==1 then --check player if pb.c==12 then --check ball is p1 colour add(bc1,{ x=pb.x, y=pb.y, n=count(bc1) --assign number to cycle thru? [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=163753#p) |



A remake of the last 3 levels of Celeste from an earlier version.
How did I do it?
1 day before Celeste was released, Noel Berry made a post on his Pico-8 account. It was a bug report for some random bug in the map editior. Anyways, in this, there was a gif showcasing the bug. However, in Pico-8, the bottom half of the map is stored in Sprite Data for some reason. Noel showed Tab-3 of the sprites, which holds 3 levels. These are all early versions of final levels. Anyways, I recreated this pixel-for-pixel, and got this!
Hey there everyone!
I've been testing the binary exporters today and, first of all, love having this feature, but I have a few questions on how to "polish" the user experience on those exported games.
First, I struggled with not having an exit option on the menu, but figured adding a button with send_message(2, {event="shutdown"})
does de trick.
Now there's a few other things I'd like to know:
- Is there an in-system function to toggle fullscreen/windowed mode other than using the alt+enter shortcut?
- Is there a way to disable the alt+left, alt+right shortcuts, or the topbar in general? I'd like for the player to stay in the game workspace and not access the Picotron system on the exported binary.
- Saving/loading data with store / fetch doesn't seem to be working, at least on windows. Is there a way to enable this, or maybe another way to persist data?
Thanks in advance
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[8x8] |







Hi everyone,
Pole Station is a short, linear, 2bit color platformer with secrets!
Goal
Navigate through the levels and find the exit to the next stage. The first five stages each contain three secret pineapples (15 secrets in total). Collecting minerals protects you from one hit (except for freezing water). If you are protected by minerals, your boots will turn white. If you collect more than 25 minerals, you will receive a 1-up.
Controls

- Walk with the left and right arrow keys / D-pad
- Use Up or Down to climb ladders
- Press Z to jump
- Press X to use the current item or break crates








the screen address remapping when using weird values crashes my pico8 often and when it doesn't as shown in the gif is kinda weird. overriding the ide and splore I think I understand but then the framerate for games played like bubblegum spin here is less than normal and I'm not sure why that'd be?

But the main thing is the crashes. (on mac 0.2.6b)
I wasn't sure if you were already aware or not about the address remapping stuff being odd still @zep and I don't know if there's problems with the other addresses or not.