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Cart #picometric-6 | 2025-06-07 | Embed ▽ | No License
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this is ready for others to play with and such. excited to see what people make :)

not entirely sure what the upwards limits are - mind the RAM usage and please prioritize reporting bugs in the thread on discord if able.
un-sandbox for full utility; default-app pcm files for convenience

video playlist -
https://www.youtube.com/playlist?list=PLhy5rmaHHiN69SN4jzkNDB-AmAMP8anxO

*note: this is not a standalone tool and is strictly intended to design for Picotron inside Picotron.

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patchnotes:

v1.6 - shading rework, now uses a color tabling system for shading (view guide for details) - removed the auto-regenerate lighting setting as it's unnecessary with new system - bugfixes on group merge - probably something i forgot

v1.5 - fixed a bug in the collision template

v1.4 - added alternate dither option (changes the base tileset - reimport textures to see changes) - added group merge (merges down any higher index layers that are unlocked and share a group) - added layer shifting (scroll the X and Y to adjust the entire layer - pair with duplication and you have prefabs) - probably minor things I forgot

v1.3 - more bugfixes - flipped tile collisions fixed in app and in demonstration code - added groups - added demonstration door feature - modified the demonstration draw_map function to accommodate the group IDs - probably other things i've forgotten

v1.2 - small bugfix where undo stacks were being added erroneously (if tile placement/removal failed, it stacked anyway)

v1.1 - fixed tile generation for walls (oops!), added origin crosshair toggle and offset, added forgotten hotkey to guide (ctrl+click places a tile in rear of layer), modified the base offset to position 0,0 at center of workspace. All code snippets modified (movement simplified, collision is still WIP, and draw_map now takes arguments - thanks @xietanu for the suggestions and bug reporting
make sure to modify the code snippets as necessary!

v1.0 - initial release

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Cart #pocket_tactics-4 | 2025-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 15/06/25: Added additional level and new cover image. Fixed damage calculation when enemy is on tile bonus tile (tree/mountain.)

4 new levels and some UI improvements. Thanks for all the encouraging feedback so far :)

More updates to come in the near future.

How to play:

Controls:

D-Pad/directional arrows - Select tile
X - Confirm choice
O/Z key - Cancel

Rules:

Use the directional arrows/D -pad to put the in-game cursor on a character to view their stats. X will open up a menu of commands for the playable characters (heroes).

Each turn, each character can move up to one time and use either their attack or special (if available) up to one time. Unlike most tactics games, you may take these actions in any order you like.

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Cart #warp_camp-0 | 2025-06-02 | Embed ▽ | License: CC4-BY-NC-SA
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Originally composed by:
Ollie E. Brown
Jerry Knight

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Cart #bomb_the_hellmouth_v1-0 | 2025-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made for a weeklong game jam (Mini Gim #2: Portal)

A portal to hell has opened in your backyard. It doesn't do anything. It just sits there. Get rid of it.

Throw increasingly large and explosive things into the hellmouth!

Instructions: Invest button converts all damage done into money, but you lose any leftover cash when you do. Get x5 on any weapon to unlock the next one. Do 1 million damage to win.

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This game was made for the Pursuing Pixels James Jam Game Gam #4 with theme Positioning.

Cart #dailyverse-0 | 2025-06-01 | Code ▽ | Embed ▽ | No License
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Gameplay:

Paint the universe with the tiles you are served and achieve the highest score among your friends! Both daily and Random seed options available.

⬅️⬇️⬆️➡️ - Move around

❎: X Help Menu

🅾️: C Place items

Devlogs:

You can read all about the development if you are into things like that:

There is a devlog articles series and a Youtube VOD about the development!

Dev Discord

Started a little Discord server around gamedev, gaming! Invite link: https://discord.gg/zjWFeSQnXa Best place to provide feedback about the game!

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Cart #pinonizana-0 | 2025-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Playtest Goals

-how does lack of goal feel?
-how does movement feel?
-find unintuitive things
-find frustrating points

How To Play

⬅️➡️ - To Turn Boat
⬆️⬇️ - To Accelerate / Slow Boat

🅾️/Z to open trap menu & confirm selection to set trap
❎/X to exit menu

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I’ve been trying to run pico-8 carts on a new Anbernic RG40xx cube handheld device and although they run they crash when trying to access the menu commands (and some also crash mid game). The message reported is ‘NO CARTS FOUND! PLACE P8 CARTS IN SDMC:/P8CARTS/‘

I have installed the pico-8 raspberry pi files and tried just about every permutation of folder but nothing fixes the problem because it seems the pre installed pico runtime ‘fake08’ takes over (I. Hope this makes sense). I have tried removing this program but it is reinstalled every time I start the device. Any ideas on how I can fix this?

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After some feedback, I have redesigned slopes and one certain feature (that was not well received) and added 15 new levels! Now including world 4, and a bonus world with 5 challenging levels! Glof is still unfinished, however I am ready to move onto a new project, but if you have any suggestions still drop them here!

Cart #glof_0_1-1 | 2025-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #farmingit-2 | 2025-07-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

New crops and music :)

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Cart #invaders8-0 | 2025-05-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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ABOUT GAME

INVADERS-8 is a basic arcade Shoot 'em up game reminiscent of Space Invaders or Galaga. Pilot your yellow spaceship on a mission to protect Earth against alien invaders!

CONTROLS

Use the following controls:

Arrow keys - Move the ship
X - Shoot
Z - Bomb
PICKUPS

Occasionally, defeated enemies will drop pickups. Collect them to increase your bomb strength or use to recover your lost lives.

CREDITS

INVADERS-8 was made using the Lazy Devs Shmup Tutorial on YouTube.

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A flyer for picotachi vol.74

(this Friday 7pm at Pico Pico Cafe for anyone who is nearby!)

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Cart #hsibuwuji-1 | 2025-06-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Watch your wallet grow alongside your fish!

Only supports mouse and keyboard for interactive play. Limited gamepad support now available! Enable in menu.

All players may select pets using the arrow keys. They are currently just for show.

This is not my IP, the original is called Insaniquarium.

(Patient players will be rewarded...)

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Cart #progger-0 | 2025-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:

⬆️⬇️⬅️➡️ move
⭕️ [Z/C] Start button
⬅️/➡️ previous / fast forward Menu pages

Game:

My Pico-8 demake of Frogger (1981 Konami)
trying to keep the original arcade game vibes and look&feel.
I actually finished it like one year ago lol and quite quickly; in one week the core of the game was there but took quite some time for tweaking difficulty ramp, few touches here and there. I initially imagined adding some Prog music to give some sense to the title but finally opted asking @Trog and his son to prepare 7 of the 26 random tunes the original game has, along with the main theme.
There are 15 level layouts, increasing enemies (snakes and otters). The timer is actually 60 seconds instead of the 30 secs, thus making the remaining time bonus easier to get.

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Cart #siyokepre-4 | 2025-06-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Hi-Score of 1307 on Level 7

Austin's Flappy bird clone using a chicken Jockey, Work in progress.
v4

Press x on keyboard, or (x) on mobile, to start.
Cave Level.. only the up button to flap your wings, keep the rhythm.. too frequent pushes increases height

  • avoid TNT and the walls, you start w/ 3 health
  • collect diamonds for 100pts towards high score
  • totem adds health
  • food will be used for +10 fuel in landing levels (you start w/ 50)
  • Armor speeds up the game and allows invisibility for 2 seconds

--Survive for 18 seconds to get to the next level

Lander Level... land softly... retry if you have any extra life left.

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Cart #mot_airpico-1 | 2025-06-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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UPDATE: Now with mouse support. Enable from the pause menu.

A cozy flight sim lite for PICO-8.

Become a pilot for Pico Air, a small air company operating between the islands of Pico Isles.
Perform deliveries, charter flights, crop dusting and other jobs to unlock new planes.

Features:

  • A 16km x 16km map to explore
  • 3 different planes
  • External camera views
  • Photo mode

Controls

  • Arrows - Ailerons and elevator (roll and pitch)
  • O + Up/Down - Throttle
  • O + Left/Right - Rudder
  • X + Up/Down - Adjust elevator trim
  • X + Left/Right - Flaps

Or use player 2 controls for throttle and rudder.

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Cart #tictactoe32-0 | 2025-05-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first PICO-8 Game!

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Cart #pinbowling-10 | 2025-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first cart.

I hope you all enjoy. Please do not criticize my unoptimized coding, I just wanted to post this ASAP. Anyways this took a lot lot lot of play testing, and I am really satisfied with how it turned out!

Very curious to see the highest score..
Don't worry, the pin layout is not random!

Version 1.4:

  • Improved the customization menu greatly
  • Added CHAOS mode! Play classic but with only chaos!
  • Added ZEN mode! Play casually, just for practice and fun!
  • Added brief descriptions to some menu options!
  • Spent way too long optimizing tokens. This will probably be the last major update

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expint(): Counting To Eleventy-Bajillion In PICO-8 With Exponential Integers (v 1.01)

Cart #mcg_expint_test-2 | 2025-06-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Overview

Hello, everyone! I'm back with another Quick 'n' Dirty code snippet: extreme range, low precision Exponential Integers!

expint() lets you easily work with extremely large numbers at low precision in PICO-8. You can create them, add to them, "spend" from them, display them in a friendly format, and save/load them using a single 32-bit data slot.

expint() is particularly well-suited to games where you need to track very large amounts of points or money, like incremental games/idle clickers, large-scale exploration games, and other places where 32k just isn't gonna cut it.

Update: Version 1.01

  • Fixed weirdness with the print() function
  • Shaved a few tokens off, to boot

The Snippet And Its Use

Install

Paste the following snippet into your cart:

[hidden]

function expint(new_sig, new_exp) 
	local num = {}

	function num._step_up(steps)
		while steps > 0 do
			num.sig \= 10
			num.exp += 1
			steps -= 1
			if num.sig == 0 then -- we've lost all precision; for whatever we're doing, this number is as good as zero
				num.exp += steps
				steps = 0
			end
		end
	end

	function num._norm()
		while num.sig >= 10000 do
			num._step_up(1)
		end
		while num.sig < 1000 and num.exp > 0 do
			num.sig *= 10
			num.exp -= 1
		end
	end

	function num.add(val, sig)
		local to_add = expint(val, sig) -- be non-destructive with arithmetic; copy info into another expint to protect precision
		to_add._step_up(num.exp-to_add.exp) -- instead of doing any logic, just run step_up 
		num._step_up(to_add.exp-num.exp) -- on both the numbers. It'll only affect one of them.
		num.sig += to_add.sig
		num._norm()
	end

	function num.spend(val, sig)
		-- if val < num, subtracts val from num and returns true
		-- otherwise, returns false
		local to_spend = expint(val, sig)
		if to_spend.exp > num.exp or to_spend.exp == num.exp and num.sig < to_spend.sig then
			return false -- to_spend is greater than num; can't make the spend
		end
		to_spend._step_up(num.exp-to_spend.exp) -- instead of doing any logic, just run step_up 
		num._step_up(to_spend.exp-num.exp) -- on both the numbers. It'll only affect one of them.
		num.sig -= to_spend.sig
		num._norm()
		return true
	end

	function num.print()
--		local suffixes = split("K,m,g,T,P,E,Z,Y,R,Q") -- SI suffixes
		local suffixes = split("K,m,b,t,qU,qI,sX,sP,oC,nO,dE") -- number suffixes
		local return_string = num.sig
		if num.sig > 1000 then
			local modval = num.exp%3+1
			local suffix = num.exp\3+1
			if suffix > #suffixes then
				return_string = sub(return_string,1,1).."."..sub(return_string, 2).."X10^"..(num.exp+3)
			else
				return_string = sub(return_string, 1, modval).."."..sub(return_string, modval+1)..suffixes[suffix]
			end
		end
		return return_string
	end

	function num.save(cart_slot)
		dset(cart_slot, num.sig | num.exp>>16)
	end

	function num.load(cart_slot)
		num.sig = dget(cart_slot)\1
		num.exp = dget(cart_slot)<<16
	end

	num.sig = new_sig
	num.exp = new_exp or 0

	-- handle special cases: input can also be either an integer in string format or a table (assume it's another expint()!)
	if type(new_sig) == "string" then
		num.sig = tonum(sub(new_sig, 1, 4))
		num.exp = max(#new_sig-4, 0)
	elseif type(new_sig) == "table" then
		num.sig = new_sig.sig
		num.exp = new_sig.exp
	end

	num._norm()
	return num
end

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Cart #nesadekase-0 | 2025-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Well I am now 99% complete my Pico-8 version of Mr. Robot and His Robot Factory. I loved this game back in the day when it was new on my Commodore 64 and now here is a Pico-8 version for everybody to enjoy. I can't believe I am right at the limit of the Pico-8 memory and made it fit. barely.
It is complete, although I have about 6 more levels to draw still and my trampoline logic needs some love. I doubt very much that I will fix the trampoline logic since the levels with trampolines were difficult to make work just like the original due to the limitation in screen width. Regardless I think I got the general look and feel of the original game pretty close, and the sounds aren't too bad either.

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