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Cart #picomonstruos-1 | 2025-04-01 | Code ▽ | Embed ▽ | No License
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Picomonsters me ha gustado tanto que lo he traducido enterito.

La verdad es que para ser un juego de Pico - 8 es una pasada, esta muuyy currado. Mogollón de mecánicas del primer pokemon están perfectamente programadas, capturar monstruos, sistema de batallas, objetos,, misiones, etc...

Tabla de Elementos

Un picomonstruo de agua es fuerte contra uno de fuego

Los picomonstruos de fuego arrasan con todo salvo los de agua

Los de aire vencen a los de tierra

Los de tierra no valen pa nah

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Kronos 1.0, Lightweight Timer Manager for PICO-8

What is Kronos?

This is my first experiment with PICO-8, one of the basic element of an application, as I am used to work.

Kronos is a fast, simple timer manager. It allows you to schedule delayed or recurring actions using a simple and intuitive API.

Whether ou're creating game logic, effects, cutscenes or test harnesses, Kronos lets you easily manage multiple timers, track their status, and trigger custom functions when they expire.

Cart #kronos_scheduler-0 | 2025-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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How It Works.

Kronos maintains an internal list of timers, each with:

  • A unique ID (either auto-assigned or manually specified).

[ Continue Reading.. ]

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@zep there is a way to get free pico-8 plz fix it LOOPHOLE

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Cart #c1pt1-1 | 2025-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #namegenerator-1 | 2025-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A simple name generator that should generate reasonably pronounceable names.

From a list of approximately 9,000 first names, I created a 26 x 26 table. This table contains the number of times a letter follows another letter.

The name is then generated by selecting a letter and determining the next letter based on its probability.

edit: stupid mistake in the data-creation - update. Should now generate better names. Also enforce that a vocal is on the first or second place.

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Hello! I am new to Pico-8 and I just purchased an RG35XX Plus solely for Pico-8 since it runs natively. I installed muOS PIXIE on the device, downloaded the Raspberry pi files for Pico-8, put the .zip file in the ARCHIVE and installed it with Archive Manager. All of that seemed to work fine. However, I also created a separate folder under ROMS called "pico8" and in there, as instructed, I included a "dummy file" called "Splore.p8". I also put a .png cart file in there to test. When I put the microSD back into the device and go to Explore>pico8 it says "No Content Found..." Can anyone tell me what I've done wrong?

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Full qwerty keyboard implemented with only direction pad and 2 buttons. There is a demo to help learn how to use it and to get practice. The bottom shows 8 current keys, button 1 will switch between the rows. The first button press will switch to another table, next press will send the key. Button 2 will bring you back to original layout.

When playing this game this is only the alphabet being scrolled only right and down arrows as well as button 1 is needed to input the letters for the demo.

right
abc
desf

button1 [switches to bottom row] right
ghsi
jk l

down
mno
pqrz

button1 [switches to bottom row] down
tuvz
wxy

Cart #porekirdo-0 | 2025-03-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #sacrifix-1 | 2025-03-28 | Code ▽ | Embed ▽ | No License
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(code is zlib, everything else is CC0. you can do whatever you please with this cart)

This is Sacrifix.

Connect the villages to the altars. Feed the altars. Their hunger is never ending.

It's heavily inspired by mini metro, but I think I managed to make it something quite different. It's really about managing the flow, and deciding how to connect everything together.

This is the first game I really sat down and DESIGNED. Like sat and thought through how the mechanics would make the player act, and how to make the game be interesting. A few hours of squishing my brain with draw-io got me a to a point where I had a quite complex game, but I knew quite well how I wanted it to turn out. It was really nice to have a checklist that I could just work after.

[ Continue Reading.. ]

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Hi all!

I scraped the PICO-8 API Reference from the manual as a side project, and would like to share it here, feel free to use it :)

API Reference JSON file

Please note that as the manual's structure is a bit messy, some API elements may be incorrect or missing. I tried to account for all anomalies, but there may be some that went unnoticed.

Lua Definitions

I also made a definition file for the Lua Language Server based on the extracted data, you can find it here:

Lua definitions file

GitHub

The project's repo is on the following link: https://github.com/vupdivup/pico-8-api-scraper

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Cart #void_requiem-0 | 2025-03-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Void Requiem

A bullet hell roguelike with upgrades.

You pilot a small orange spaceship through endless space filled with enemies and danger. Absorb enemy bullets to charge up your weapons. But, if you let your energy gauge overflow, you're the one taking the damage.

Defeat enemies to gain XP, level up, and choose from a set of upgrades to customize your run.

Features

  • Absorb to fire mechanic - Turn enemy bullets into your own
  • 8 upgrades - Try different builds

[ Continue Reading.. ]

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3 comments


Cart #dashclicker-1 | 2025-04-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Updates

-Added the Deliveryman
-Added new items/upgrades
-Replaced magnet with repulsor
-Added inventory system
-Added enemy reaction time
-Added some other cool stuff, I guess

Controls

Use the D-Pad or arrow keys to move your character around the map. Press X for general actions, like buying items, accepting deliveries, and navigating your inventory. Press/hold O for special actions, like using selected items.

Basics

To start the game, you'll move into a yellow square. Inside, there will be a click--which you want to collect--and an enemy, which ALSO tries to collect the click. You can buy items in the shop for clicks, to aid you in gaining EVEN MORE CLICKS! The goal of the game is to buy the trophy before the enemy does. Don't let the enemy deceive you, though. They appear slow at the beginning, but as the enemy gains more clicks, they become more and more challenging!

[ Continue Reading.. ]

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4 comments


Cart #color_experiments-0 | 2025-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Alright, I often find myself wanting to arrange colors next to one another to build gradients of different types: gradient by value, gradients that share a hue, etc.

I had previously been trying to do this by cutting up screenshots in gimp but.. man is that labor intensive.

So, I got the idea to turn on the undocumented 5bpp mode so that all 32 available colors can be toyed with on the screen at the same time (at half horizontal resolution, which works fine for this tool) and make a simple tool that both displays the colors and labels their color indexes (I prefer the -16 through 15 numbering so that's what this tool uses) and makes it easy for me to rearrange the colors vertically in any fashion that I want.

[ Continue Reading.. ]

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Introducing the PICO-8 version of the full release of Celeste!

Celeste Full Release Edition

Cart #celeste_full-1 | 2025-03-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I might later add different music but I'm not very good at the PICO-8 music tracker.

All credit for ideas and stuff goes to Matt Thorson and Noel Berry (As mentioned on the title screen.) Have fun and I am open to suggestions!

Also contains Theo so definitely try.

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Braid game

Solve all braids to win. Could you beat my record 2700?

Version 1.0

Cart #braid_game-0 | 2025-03-26 | Code ▽ | Embed ▽ | No License
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Version 2.0

Added options to turn on/off the mechanics in the game, which makes the game more flexible. Also, I made the difficulty curve flatter.
The score of this version can't be compared to version 1.0.

Known issue: since Pico-8 only supports 16-bit int, you cannot hit a score higher than 32767; it will become negative after that.

Cart #braid_game-3 | 2025-04-06 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

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A single-screen puzzle-platformer.

Collect hats with various powers and defeat all the on-screen enemies to progress!

You can't be hurt in this game - so just relax, explode those baddies, and try to get all the collectables on each screen.

Cart #super_hat_girl-1 | 2025-03-27 | Code ▽ | Embed ▽ | No License
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Credits

Code, graphics and music by myself.
Some SFX taken from Gruber's SFX pack.

Controls

  • < > to move
  • O (keyboard: z) to jump
  • X (keyboard: x) to use hat power

The music can be turned off via the select menu.

Version history

  • 1.0 - Initial release.
  • 1.1 - Add 'exit level' to the in-game menu. Fix issue where levels had no baddies after finishing the game.
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Cart #sahikeniki-2 | 2025-03-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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super mario bros but, with stick man
Cart #sahikeniki-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #rerohiniko-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

this is pacman with the green stick figure from alan becker, dont let the poor stickman touch a ghost or he´´ll turn into one, the last life is the real stickfigure, while the others are clones

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I came up with a (possibly) new idea. To make a Pico-8 cart filled with some art (rhyme intended).
I'm new to making Pico-8 carts and to pixel art so it might not be that great, but still, I made it. So I might as well share it.

Cart #super_mario_art_cart-0 | 2025-03-25 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi. I'm new to PICO-8 and programming in general.

I followed the guide for Squasy in the first issue of the fanzine. After that, I decided that I wanted to try and add a few stuff. I managed to limit the paddle to the inside of the screen and was able to add a menu screen (with some tutorial help). My problem is that for some reason, the game over screen doesn't work. Not sure what I'm doing wrong.

My idea is to display the game over screen if lives==0.

Here is the code to see if lives==0:
function losedeadball()
if bally>128-ballsize then
if lives>0 then
sfx(3)
bally=64
ballx=64
lives-=1
else
ballydir=0
ballxdir=0
bally=64
ballx=64
sfx(4)
over_init()
end
end
end

The idea is that the over_init() sets the game state=3 and the displays the game over screen. Here is the game over screen code:
--initiliaze game over screen--
function over_init()
state=3

[ Continue Reading.. ]

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