Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

My little 3D screensaver, found here: https://www.lexaloffle.com/bbs/?tid=149127

9
1 comment


Cart #picotron_screensaver-0 | 2025-05-21 | Embed ▽ | License: CC4-BY-NC-SA
10

Made a neat little screensaver that I thought I'd share. Smoothly transitions between some different scenes.

(Sped up a bit, but the GIF lags):

10
2 comments


Cart #memex-3 | 2025-06-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7


I wanted a way to easily view the entire memory of a cartridge as though it were spritesheet data - so I designed this tool to do just that!

By entering the filename of a cartridge as though you were calling LOAD from the PICO-8 console,
MEMEX will copy its entire ROM region (0x0000 to 0x42FF), and project it to the screen.

With the available tools, you can easily edit and save huge swaths of memory. Use caution doing this!


Using MEMEX


Pan (shortcut: SPACE)

The Pan tool will display the current memory region shown on screen, and the address your cursor is currently pointing at.

Hold down the left mouse button to drag the screen up or down. The right button/mousewheel can also be used, even when a different tool is selected.


Select (shortcut: M)

The Select tool works about how you'd expect. Click and drag to select.

By default, your selection will be treated as though it were GFX - the selection region will be square, and you can even paste your data into the regular PICO-8 sprite editor!

Holding SHIFT while making a selection instead enters an alternate mode that allows you to copy the data as a raw series of bytes, saved to the clipboard as a binary string.


Stamp (shortcut: V)

Pressing CTRL-V will load data from the clipboard into memory. Left click to place it on the screen.

As with the Select tool, GFX copied from the PICO-8 sprite editor is supported.


Save Cart (shortcut: S)

Entering a filename into the Save Cart menu (loaded cart is entered by default) will CSTORE the entire ROM you have loaded to it, including any changes made.


Export as Screenshots (shortcut: P)

The "Export as Screenshots" button will save the entire visualization as 3 screenshots at 1x scale.

An example of JELPI.P8 visualized this way:


Show Sidebar (shortcut: B)

The analysis sidebar breaks down and colorizes where specific regions of memory begin.
The layout is as follows:

RED    (0x0000) - Spritesheet
ORANGE (0x1000) - Sprite/Map
YELLOW (0x2000) - Map
GREEN  (0x3000) - Sprite Flags
BLUE   (0x3100) - Music
PURPLE (0x3200) - SFX Data

[ Continue Reading.. ]

7
6 comments


Repository: https://github.com/abledbody/picotron-external-template
Direct download: https://github.com/abledbody/picotron-external-template/archive/refs/heads/main.zip

How to use

  1. Copy this directory to wherever you want the project to be.
  2. Rename the directory and template.p64 to match the name of the project.
  3. Open template.p64/main.lua and...
    - Change this line: cd("/projects/template") to point at the directory of your project, keeping the leading slash.
    - Change this line: DATP = "template.p64/" to match the name of the cartridge, keeping the trailing slash.

If you're using Visual Studio Code and would like to use LuaCATS definitions for Picotron, you can either put them in C:\lualib\picotron-definitions, or you can edit settings.json to point to the directory of your choice. I personally recommend cloning Rayquaza01's definition files, but bear in mind that at time of writing, there are no fully complete and accurate definitions for Picotron, and Picotron itself is still in active development, so you may occasionally see warnings for things that are actually valid in Picotron.

[ Continue Reading.. ]

0 comments


Cart #make_ten_deluxe_demo-0 | 2025-05-21 | Code ▽ | Embed ▽ | No License
2

tl;dr: use left-mouse to play, this is a free demo, the full game is on itch. have fun!

Features

Make Ten Deluxe is an expansion pack that builds on the original Make Ten, featuring 35+ variant modes. Some modes modify the rules slightly in ways that significantly change the flavor of the game, some modes are particularly puzzley situations for you to solve, and some modes are too strange and specific to describe.

There's something for everybody to love: each of the game's dozens of modes were carefully chosen to be interesting, surprising, or otherwise delightful.

[ Continue Reading.. ]

2
0 comments


Admit it. You're all gonna do it...

3
0 comments


Starting on VS. mode art!

1
0 comments


Cart #templescore-0 | 2025-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

This is my first ever game created. It is a simple highscore game in which you must avoid enemies, use power ups to help avoid enemies and collect coins to increase your score.

Controls

  • Move around with arrow keys or dpad
  • Start the game and retry with X on keyboard or controller
  • Use C or O on controller to interact further with the game

Enemies

Slime - Picks a target on the map and goes to it

Goblin(Looks more like a Frog) - Works in the same way as the slime but moves much faster

[ Continue Reading.. ]

4
2 comments


Pico-8 has on-screen controls when playing an .html game on iPad
but Picotron does not.
Am I missing something or is that feature yet to come?
Thanks

0 comments


Cart #yudawesemo-1 | 2025-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Version 1.1

The goal of the game is to clear the screen of all the balls by forming lines—diagonal, horizontal, or vertical. You can swap two adjacent balls by pressing O.

Enjoy !

7
2 comments


Pix - Color all Pixels

This is my first ever game in any engine that I publish. It's still a WIP and I would love to collect some feedback and also suggestion for improvements or additions.
It's heavily inspired by coloring pixels game that are commonly available on steam and other devices.

When you are in the "draw mode" you can select different modes, holding X and O and then choose something with up and down arrow.

You can also save your progress per Image, with the menu (Enter) and hit Save. This will store the progress with cstore although I don't know if it works here in the browser on BBS but I guess I will find out soon :D

Tipp: You can hold X while moving the cursor. Also dont worry, already correctly painted pixels are set in stone and can't be drawn over with with a wrong color.

Have fun!

[8x8]

[ Continue Reading.. ]

4 comments


If any font is printed with a height greater than 31 on the OS X version of Picotron, Picotron crashes. To replicate: poke(0x4002,32) instantly crashes the terminal.

poke(0x5602,32) -- no crash yet
print("\014this will crash") -- crashes

This does not affect the Windows version.

0 comments


Hi there.

I would like to make a suggestion to @zep: I would love if there was a public or private (developer key based for instance) API allowing to list all the carts with their associated meta data: stars, submit date, last thread update, tags, etc. to allow 3rd party pages to propose alternative ways to discover them.

I would love to be able to surface easily the latest new "hot" games when I come back to PICO8 every six months or to order them by popularity, just to find some gems I've never encountered yet.

I used to look at the picotracker website a user made long time ago, but it is now dead (and it had very limited features).

It could be achieved by scrapping the website but it's not respectful, not elegant and a pain to develop.

To avoid abuses, the API could do something like caching the result of the query once per day and return that?

I hope this feature request will get some attention :) ♥.

2
3 comments


Cart #hopeyiyuhi-1 | 2025-05-20 | Code ▽ | Embed ▽ | No License

0 comments


Cart #block_shots-4 | 2025-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
16

Game Overview

"Block Shots" is a Pico-8 game similar to a block breaker or brick breaker style game where players shoot balls to break blocks. The game features:

  • Blocks with numerical values that decrease when hit
  • Balls that bounce off walls and blocks
  • A launcher mechanism with directional aiming
  • Progressively advancing blocks that create increasing difficulty
  • Score tracking based on block hits
  • Highscore

Controls

  • ⬅️ ➡️: Adjust aim angle
  • 🅾️: Fire/release balls
  • ❎: Restart

Core Mechanics

Launcher System

  • Player aims using left/right buttons to adjust angle
  • Balls are released in sequence with a timer delay
  • The launcher has a visual aim indicator

Ball Physics

  • Balls bounce off walls and solid objects
  • Ball speed and direction are determined by launch angle
  • Balls are removed when hitting the kill zone (bottom of screen)
  • Ball colors dynamically change based on the highest block value

Block System

  • Blocks have numerical values that decrease when hit
  • Blocks are removed when their value reaches zero
  • New lines of blocks are added at the top after each round
  • Blocks advance downward after each round
  • Game ends if blocks reach the bottom deadline

Level Progression

  • New rows of blocks are added with increasing difficulty
  • Block count per row is randomized within min/max constraints
  • Block positions within a row are randomized
  • More balls are provided as levels increase

Technical Implementation

  • Uses a tile-based collision system with flag checking
  • Tracks game elements (balls, blocks) in tables
  • Uses sprite-based rendering with dynamic sprite selection
  • Implements simple physics for ball movement and bouncing
  • Handles collision detection between balls, walls and blocks
16
20 comments


Hi!

I'm looking for a fellow game creator hobbyist to collaborate in making a game. I've been coding games for about six years using various technologies and for dirrerent platforms, such as the Commodore 64, NES, Pygame and Pico-8. I can handle programming pretty well, but I'm especially looking for some assistance in creating the graphics and in game design.

I want to make an adventure game with some storyline. I haven't decided yet if it would be an action game like Zelda or a Final Fantasy style RPG. I can usually manage drawing background art for my games, but where I need most help is in designing and drawing character art: player, enemies and bosses.

I'm a big fan of classic games and I always tend to copy their mechanics, but I'd like to create something new. So if you've got an idea for a game in mind, let me know and we'll chat about it and plan it together!

1 comment


Cart #audioplayer-0 | 2025-05-20 | Embed ▽ | No License
3

It plays raw, headerless unsigned 8-bit PCM @ 44100Hz!

For technical info, see here:
https://www.lexaloffle.com/bbs/?tid=149091

USAGE: audio /full/path/to/file

This will play any .raw audio file exported by Audacity when exported as Raw (headerless) unsigned 8-bit PCM (stereo) at 44100 Hz.

3
0 comments


Cart #polyformer-1 | 2025-05-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

This is my first Pico-8 game.

Story

The four tribes of Dogs, Ducks, Slimes, and Humans are hosting a compitition! Find the statue of each one and go to the big sky island for a prize!

Features

  • Play as one of four unique characters, each with their own physics
  • Optionally grab the poly-bandanna, which lets you transform into the enemies you encounter (without it, attacks knock out the enemies)
  • A big world with unique areas

Controls

O: Jump
X: Attack
D-pad: Move

Credits

Many thanks to Nerdy Teachers for their platformer engine and some textures (especially the humans, dirt, and grass)

7
6 comments


The font lil.font has bugged characters from 16 to 26. All of the pixels that should be there are indeed present in the userdata; however, their width adjustment nibbles are not set and so they appear cut off:

print(chr(26)) --Yen symbol is cut
poke(0x4008, 34, 34, 34, 34, 34, 3) --fix nibbles
print(chr(26)) --Yen symbol is whole again!
1 comment


Couch CO-OP bullet hell with a cute cat and slot machines

9
4 comments




Top    Load More Posts ->