
Description
Arto is a robot artist.

Program Arto to paint, feel and move to reach the flag:

There are eight paint colors, feelings, and movements:

Arto makes decisions depending on two variables:
1) Arto's current feelings,

2) and the current floor color.

Arto's brain is an 8 x 8 matrix you edit with the mouse:

First PICO-8 cart just making a little goofy stream of consciousness song and gfx
Press X to randomly swap palette colors, C to reset them
The caterpillar body rendering is adapted from zep's post about inverted draw operations
Third game project! A space survival shooter game. You have to dodge or destroy the meteors and collect gold coins. If you manage to get more than 3000 points you beat the game. I enjoyed creating the meteors, the explotion animation, and maybe in the future I learn how to make them more real (adding rotation, for example) I added a modify fire particle animation that I found in a youtube tutorial.
I hope you enjoy the game!
Any feedback is welcome

This tech demo recreates the iconic fire effect from the DOOM intro in PICO-8 running at a stable 60 FPS!

Technical Challenges
There aren't many detailed resources or tutorials online for implementing such effects efficiently. Many examples too simplistic, so a lot of trial and error is required to stay within the constraints. Here, I've used a 2D array for fire intensities that's updated per frame, and optimized drawing by rendering pixels in four sections to save computation time.
Implementation Highlights
- Initialization: A 32x36 pixel grid is filled with minimal intensity; the bottom row starts at white (maximum intensity).
Previously: Dungeon Design Assignment v 0.1
More progress today.
Added:
- Chests and items
- Adversarial enemies
- Traps and water
- Health and Inventory system
- Game reset conditions
Son thought it would be a good idea for the enemies to spawn new enemies if a shot misses. Chaos ensues. The first implementation produced unplayable framerates as every single enemy on screen immediately aimed at the player and started shooting regardless if they could hit or not. Suddenly infinite enemies. lol Another fun feature was the enemies running away from the player to make it harder to destroy them.
Still more to do, but this is going great.
I use Karabiner on MacOS to rebind e.g. Caps Lock to Left CMD, and Left CMD + j to Arrow Down. Sometimes Pico-8 interacts strangely with this, interpreting it as though I'm pressing CMD and Arrow Down, while Karabiners Event Viewer shows it as:
CMD pressed
CMD released
Arrow Down pressed
I understand this is tricky to solve, but I think it could be all right if I could just unbind the Cmd + Down = end of document hotkey in Pico-8. Is there a way to unbind or rebind editor hotkeys in Pico-8?


The Challenge
The assignment today for my son was to design a dungeon that used these principles:
- Clear goal
- Have a challenge
- Adds new elements one at time
- Rewards and surprises
- Multiple paths
He's super into Kirby, so of course, this was just an extension of Kirby and the Amazing Mirror. First he drew out his map, then designed it in Lego. From there I helped him iterate until we came up with a final dynamic dungeon. Next I built his map into an actual game. There are a lot of things missing still, but the basic functionality is there.
- Clear goal: Find the final piece of the mirror (in the big chest)
- Have a challenge: Enemies, final boss (gray Metaknight), traps
An example for quadtree implementation, including following functions:
- divide the quadtree nodes by a line segment. The nodes will subdivide until size is 1.
- find a node that contains the given point. floor inclusive, ceiling exclusive.
It is somewhat bulky(around 600 tokens), and might need flood filling or some other features to be practical.
A simple chess game to play with a friend.
There is no turns and no move limitations, so follow the rules if you want.
I might add a start menu and some modes later.
This is my 3rd game ever and I had a lot of fun coding it.
Have fun
Version 2
- added a menu with multiple variants
- added sounds
In crazy house the pieces can appear outside the cemetery if there is too much on one side. Might fix that or not.



You are the paddle on the left
UP, DOWN: Move the paddle
Z: slice the ball and send it downwards
X: lob the ball, sending upwards and slowing it down
Z+X: perform a smash! Send the ball flying with great speed!
First to 10 wins! :)
I'm struggling a lot with the "graphics" + collision; right now the ball only collides with the back line of the sprites (the left side of the player paddle) no matter what the graphic shows. Hoping to fix that soon.