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Thank you @zep for the new version features!
I was thrilled to test the new outlines on one-off chars, at first I've seen they worked on a single glyph... but then the disappointing realization the outlines are rendered per single char 😥 thus overlapping the previous glyph when they are contiguous like it's usually done for 8x8 one-off characters.

A visual example to render the idea.
If I have this string, in this example printing both one-offs and text,

 ?"ᶜ7⁶.ナスム◜ラクタフ⁶.⁷•7○sクタフ ♥\n⁶.◝◝ᶠロ>ュヲナ⁶.◝◝ヲwo?゜⁷ abc\n\n⁶w⁶ta⁵ehb⁵ehc",40,40

without outlines will appear like this:

Now If I apply the new outline control code ⁶o85a to draw a red + outline on cardinal points... the horror:

You see each single one-off char is overwriting its outline on neighbouring chars (specifically the one on the left or at the top) thus splitting the one-off graphics into a sort of grid.

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Cart #fast3dspace1000-0 | 2025-08-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just a simple project with 3d space with 1500 particles at 60 fps 😊

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UPDATE: I have version 2.0 which takes care of some bugs and better balances the game. I thought this upload was it, but it's not. How do export this as the current cart and update the cart on this post? It says zoltan_level30-3. That should be the right one, but when I play it, it's not different from the original version. Thanks for your help.

Cart #zoltan_level30-3 | 2025-09-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Level 30

Hello. This is the game I made while learning programming. I learned it from the Lazy Devs YouTube channel. It was a tutorial on how to make a shmup in Pico-8. It took me a few months to get it, but I eventually managed to make this shmup my own original thing. So, this is a shmup with experience points. You can level up your weapons, shields, and options. I ended up using all 8,192 tokens. The GIFs below show the difference between level 1 and level 30. I hope somebody plays it and gives me some feedback on what they liked or disliked. Thank you.

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Cart #winojibuni-0 | 2025-08-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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I was inspired by some of the other Japanese learning games I've seen the community make to give it a shot. Admittedly I bit off way more than I could chew with this.

So some background, shiritori is a word game in Japan where you have to come up with a word that starts with the same kana (like a letter) your opponent's last word ended with. The word you choose also can't end with an n sound.

You and your partner will go for as long as you can chaining words together until someone gets stumped and can't come up with another word.

The dictionary I made for this game is around 100, mostly, common Japanese words. And because I couldn't figure out a better input method that didn't create other issues, all the Japanese is written using the Roman alphabet (romaji).

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Cart #suwajumazi-0 | 2025-08-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Test game

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Cart #star_splore-2 | 2025-09-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's like browsing "Featured Carts" in SPLORE... But they are ranked by STARs!

Controls

  • ⬅️➡️: previous / next page
  • ⬆️⬇️: previous / next cart
  • 🅾️: filter by game genre or by year
  • ❎: run cart

After you are done with the cart, enter the pause menu and select the last option:
back to ★SPLORE

About

STAR SPLORE aims to help you discover some of the best PICO-8 carts ever made.

  • That's why only featured carts are included.
  • That's also why carts are ranked by stars, the BBS version of "likes".

As imperfect as these metrics may be, they are the ones we have.

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Cart #madelineisdying-0 | 2025-08-22 | Code ▽ | Embed ▽ | No License
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!!!!!!SEIZURE WARNING!!!!!!

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My first Pico-8 project i started a few days ago. I was originally planning on creating a Galaga-like game, or some space flying game but then ended up with this. No sound or music yet, haven't even looked at that. And yes graphics and gameplay is sloppy...

Cart #starglide001-0 | 2025-08-22 | Code ▽ | Embed ▽ | No License

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Cart #arto_oortcloudchamber_v1-0 | 2025-08-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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:

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Cart #tic_tac_two-1 | 2025-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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On a long, dark night in a Stockholm hotel while on vacation, a vision came to me of a version of Tic-Tac-Toe where there were only 4 tiles. The idea was so hilarious to me that I decided to spend the rest of my trip designing it. Enjoy!

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Cart #hungry_hungry-0 | 2025-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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

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Cart #space_gold_rush-1 | 2025-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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

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Cart #fireintro-0 | 2025-08-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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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).

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Cart #picobomino-2 | 2025-08-24 | Code ▽ | Embed ▽ | No License
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Cart #bubbles_experiment-1 | 2025-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just playing around :)
Will probably make something fun of this, maybe a game or maybe just graphics
lmk what you think!!

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Cart #wagamotja-0 | 2025-08-20 | Code ▽ | Embed ▽ | No License

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.

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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?

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Cart #station_7-0 | 2025-08-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi! this is my first pico 8 project and I am super proud of it. It took about a week to develop, and there is some jank (ok, a lot of jank) but I'm still proud of how it came out. Have fun!

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Cart #joyobesigi-0 | 2025-08-19 | Code ▽ | Embed ▽ | No License
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The Challenge

The assignment today for my son was to design a dungeon that used these principles:

  1. Clear goal
  2. Have a challenge
  3. Adds new elements one at time
  4. Rewards and surprises
  5. 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.

  1. Clear goal: Find the final piece of the mirror (in the big chest)
  2. Have a challenge: Enemies, final boss (gray Metaknight), traps

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Cart #fegiyokoga-0 | 2025-08-19 | Code ▽ | Embed ▽ | No License
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