



Coroutine bug
Looks like multiple coroutines of same function have shared memory on coresume+yield pairs (or local variable space)
That leads to no uniqueness of coroutines and unexpected behaviour
Steps to reproduce:
- Create 2+ entities
- For each entity add unique coroutine of same function
- Function should have entity as an argument
- Function should have local variable at the beginning
- Coresume each entitys coroutine passing entity as an arguement
- Get yield() result inside function (argument of coresume)
- Operate on yielded entity
After operating on yielded entity it seems that our separated entities were somehow operated by same coroutine.


My first PICO-8 game, and what better place to start than a shmup? Started by following along (very loosely) with @Krystman LazyDevs' shmup tutorials and just started doing my own thing around halfway through. Feedback would be greatly appreciated!
use the D-pad to move and hold X to shoot. kill everything on screen to progress. Each wave is completed when the boss at the end is defeated. Only Waves 1 and 2 are complete. There is no ending yet, and you'll just be softlocked in Wave 3 when you reach it.
The final version will have 3 waves, each with a unique boss at the end. I hope to cram as many surprises into that token limit as I can!
UPDATE: Completed Wave 2
SelvaCol is my first game made with PICO-8.
It’s still a work in progress, and I’ve been building it by following tutorials and learning as I go.
That’s why the code is full of comments... they help me understand what each part does.
I plan to keep adding levels, improvements, and polish things over time.
Thanks for the suggestions..





A little interactive scene based on Lukasz Buda's shepherd animations
Click and drag mouse to select sheep, then click where you want them to move
Use arrow keys to control the shepherd
Right click near sheep to pet


Ragged Souls is NOT a real game - at least won't be anytime soon. I've only begun learning how to make software but I wanted to try making a cool looking title screen in the 128x128 resolution so that I have a vague idea of the kind of end product I'm working toward. Title screens also seem like a fun way of practicing pixel art, so I might make more on the side.


"What The Flag!" is a flag-guessing game. Test your skills in 2 game modes and check if you know the flags for different continents!

Controls
- ARROW KEYS: move the cursor when writing country for given flag
- X: Submit current guess
Game modes
- NORMAL: correct guess gives points and increases streak (which multiplies points for the next flag), incorrect guess gets 1 point away and resets the streak
- TIME ATTACK: no penalty for incorrect guess and no streak, but the time runs away and each correct guess adds more time
Why this exists
I created this for myself to learn flags of the countries around the world, but I had so much fun creating it (and playing along the way), I thought I'd polish it and share with the community.



Cooperate to make delicious slushies
How to play
In Slushie Heroes, players have to create stripy slushies by using dual-nozzled slushie machines:

Use 🅾️ to switch nozzles!
There are two slushie machines, each with a different pair of color. You will have to use both to create more complex patterns:

Use ❎ to swap the glasses
This game can be played alone, or with two players, each controlling one slushie machine. Be careful though: each player can swap glasses whenever they want...
Controls
- ⬇️ Down arrow: Pour slushie
- 🅾️ O button: Switch nozzle
Hi!
I am trying to bundle main game + 16 other p8 files together.
However I get the warning:
TOO MANY CARTS MAX:16
In the documentation it says
Up to 32 cartridges can be bundled together by passing them to EXPORT, when generating stand-alone html or native binary players.
LINK: https://www.lexaloffle.com/dl/docs/pico-8_manual.html#Exporting_Multiple_Cartridges
If I use 15 games + main then I get a success. Is the documentation wrong or am I doing something wrong?
Version: v0.2.6b
/ Sebastian





Maybe the first textadventure for pico8.

I originally needed a scripting language for another project, so I thought a text adventure would be a good opportunity to practice. I was actually planning to keep it simple, but then things escalated a bit...
Simple type sentences like:
Take the shoes and wear it.
Fill the jug with water.
Fill water in the jug.
pick up all.
should work. In fact something like
fill water with jug
will also work. The parser is a little bit stupid. But it can handle one verb and two subjects with adverbs.
the textadventure is a conversion of the c64-textadventure fantasia



PicoTLS
A demonstration of using picotron sockets to connect to a HTTPS website.
Source Code on Github
Sockets don't work in the web player, but it should work fine running locally!
Tested on picotron v0.2.0h3

I have a counter that's incremented by 0.05 every update and wanted to perform some work when the the value rounds up to a whole number, e.g. 3. I noticed this code never executed. After some more investigation I discovered that 20 * .05 does not equal 1.0 but rather 0.9998.
Is this a known issue? Here's an example:





Regarding to the title, I tried to make a camera function which has 2 behaviors.
- Between room and room : Transition just like Zelda series
- In a large-sized room : Scrolls just like Mario series
However, 1.'s transition animation won't work. Screens just change instantly...
What should I do to solve this problem? Thanks in advance.



My game Kingdom 8, developed entirely with Pico-8, just took 2nd place in the Abyssals Game Jam! 🎉
What makes this result even more exciting is that the theme of the jam was RPG, a very broad and challenging genre to tackle. Competing against games made in different engines and styles, I’m really proud that a project built on our beloved Pico-8 could stand out and achieve such recognition.
Thank you so much to everyone who played, rated, and supported the game! 🙏