Hey everyone!
Is there a way to change the menu items' texts?
I know I can add/remove menu items with menuitem(), but I want to have a full multilanguage UI in my next games, and for that I need to translate the default menu items
Any help is appreciated!
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My music cover dump + A fun music visualizer for you to use!
Hello again! I decided to reuse this post instead of making new ones whenever i publish more covers / update the visualizer. I've moved all my covers here.
This visualizer observes everything about your music BUT it does not visualize buzz, reverb & dampen effects. If you have any ideas on how to visualize them, please feel free to let me know!
If you want to try this visualizer on your music, download it with LOAD #COLLINNEWMAKER-VIZUALIZER (yes, there's a typo) and type RUN [filename].p8
Or you can just copy the code from this cartridge and paste it into your music cart. You can also tackle some controls or add lyrics/titles in the _init section.
You can also extract the get_music_data code! It allows you to get the (simulated) real-time sound data!
If you publish your music cart with this visualizer, please make sure to credit me somewhere.

Controls
Use z or x to flap and avoid hitting the pipes. You get points for flying in-between the pipes
and it is endless. There are 3 difficulty's easy medium and hard(witch is extremely hard).
Behind the Scenes
This is a remake of Flappy Bird in Pico 8. Some things that were harder
than I thought they would be is coming up with ideas for games so I just decided
to make a remake, and backgrounds. I did also try to add in the rotation when the
bird is falling but I found it did not look the best so I took it out.
Over all I thought that it was pretty fun to do.

..just another space invaders clone...why?
Well, because as a teenager I always wanted to write a space invaders game but lacked the knowhow.
Now at 56, I have finally achieved it :)
I tried to capture the essence of the game, with original sprites and similar movement.
Soundwise, I did my best to emulate the original sound effects as best I could.
Particulary hard to emulate was the invader killed sound.
It's not perfect, I have seen the invaders split sometimes and start moving in opposite directions...if this happens...bad luck!
However, I am still proud of how it turned out.

Controls:
Arrows or ESDF - move Player
Mouse to aim
Left click - swing sword
Right click - fire magic
Z to move HUD from top to bottom or back
X to talk
This is a WIP expansion on my Zomboslash concept from a few years back. I'm not sure when I'll work on it next and it is woefully incomplete, but I wanted to put out what there is in case I forget to come back to it.
Defeat The Superhuman
Made in a couple of days for the Mini Gim #4. The theme was Ignite.
A simple reaction game themed around the upcoming AI invasion. I'm proud with how this turned out, simple as it is. The art for this was a ton of fun to make!
There's a lot of destroying robots and turning them into dust. If that's your sort of thing, enjoy!
Itch.io Page -> https://stadam.itch.io/ignited-circuits
Game Jam Page -> https://itch.io/jam/mini-gim-4/rate/3640432
made using a 3d engine I am developing. the plan is to make it usable by anyone. a post about it can be found on my profile or here: https://www.lexaloffle.com/bbs/?tid=149569
Pico3D is a 3d engine I have been working on. The engine is mostly finished. What is missing is proper documentation for use (there is some present in tab 3 of the carts but it needs to be better worded and more explanatory). The intent is for anyone to be able to use it for 3d rendering in pico 8! Its highly optimized and feature packed. It includes drawing of polygons, lines, spheres, textures in 3d space and textured polygons as well as angle based lighting or distance based fog, custom resolutions and fov. A bunch of functions that are necessary to make the 3d rendering work are included as separate functions that can easily be reused. It should be stated though that there are some drawbacks/faults. Firstly the way faces are sorted may lead to incorrect drawing order, there is not a better alternative that i have found that would fix the problem without presenting other drawbacks, what can be done is manually splitting the scene up so that its drawn in correct order. Second is that there is bad texture warping for textured polygons, done this way for the sake of speed. Third, if polygons get to big they stop being drawn correctly because of integer overflow, can be overcome by scaling everything down or splitting larger faces.

Hello :)
I am really sad that after a year these simple things are still broken:
- The app icon does not fit in with the system, and breaks the user's ability to customize the app icon by overriding it at runtime with SDL_SetWindowIcon.
- This also breaks the macOS 26 Tahoe icon renderer preventing the system from theming it.
- The icon changes in the dock after you run the app, very unusual behavior.
- The viewport inside the window incorrectly calculates the resolution by using the resolution divided by 2, causing it to miss the possibility of a bigger window with sharp pixels.
I hope Apple simply turns this API abuse into a no-op in a future update, but in the meantime I made a small patch you can use with your arm version of Picotron 0.2.0d. The patch changes the SDL_SetWindowIcon function to simply ret back to the caller, preventing the call to SDL.
Because the patch is a radare2 script which finds the linked SDL symbol in the binary it should work for any version of Picotron, not just 0.2.0d. In fact, it should even work on PICO-8! :)
Alien Invasion
This was originally going to be Dodgebrawl (a Brawl Stars kinda sorta game), but I do not want to do all that crap. So instead I just made this simple Alien shooter game. The controls are a little wonky only because I don't want to purchase Pico-8 right now. And I am sorry to people without mouses (is it mouses or mice, someone tell me), but you do need a mouse to play. You might be able to use a D-Pad, but good luck with that.





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