
Just a small demo of Material UI for PICO-8. The interesting thing is that the code was entirely written by GPT-5 + Claude 4.1 Opus, with me just providing them with the input about the bugs/things to change.
Obviously, those LLMs cannot create efficient PICO-8 code - there's already 6.5k tokens even though this is such a simple demo. But it's interesting how far they got since 2022. And, of course, they still cannot create nice-looking graphics or music/sfx for PICO-8, at least not directly. They might make something, but it won't look/sound good.
Even after repeated rounds of fixing bugs with the LLMs, there are some bugs left. But it's still a nice little demo in my opinion :)



This is my first attempt at writing something for the Pico-8. I used to enjoy playing a game called Bubble Breaker on Windows Mobile 5.0/6.0 many years ago. It became an obsession and my wife and I would compete for the best score.
The idea of a Same Game has been around since the 1980's. This Pico-8 version uses simple ball sprites. In theory it can have a board size of 16x15 with up to 8 colours, but I have chosen the following setups:
- Pocket: 11x12 with 5 colours, just like Bubble Breaker
- Big Easy: 15x14 with 4 colours. Big scores.
- Six Colours: 15x14 with 6 colours. Much harder.
Mark a block using X. Clear by pressing X on the block again. Use O to undo. You can only undo the last clear and no more. There is a bonus for clearing the board.
As the title says, I'd like to know what are the consequences of setting carts as forks.
Here's an example... I submitted STAR SPLORE last month. This week, I got a reply asking for some changes. I wanted to accommodate the request without changing the main cart, so I submitted an alternative version of the cart.
I didn't want to start a new thread for this alternative cart, though. So I just embedded it in a reply on the original thread. I guess that's why the cart doesn't show up in "New Carts", nor does it appear in my profile under "Cartridges".
And that's fine! It's an alternativo cart, I don't want anyone to find it before the main one...
But I noticed that, when I click "Edit" on a cart, there is a "Forks" section. I know what a fork is in GitHub, but what does it mean here?

Should I set this alternative cart as a fork of the original STAR SPLORE? What are the consequences of doing that in the BBS?




一个关于异乡人,和死亡的故事。我的老家房子后面不远的地方有很多的小房子
因为 Bitsy 把我的存档搞丢了,所以我转而用 pico-8 来做。
我还为此制作了一个工具用来在 pico-8 中渲染中文(也可以渲染其它语言)。Github - Picozh,目前可以很好的渲染中文,其它语言的字符还不能很好地存储在Sprites中(但是存在lua代码中是可以的),我应该还会继续使用并改进这个工具。
Work in progress was built to aid in "Pico-1k Jam" submissions to create print statements for loading sprites from the sprite sheet. so you can edit test then deploy with print commands.
load in cart with "load #printspr"
Encode/Decode is an option but printing raw memory dumps work as well.
Controls:
All Locations
- C: Copy to Clipboard: then Ctrl-C to set
- X: Save Sprite Sheet
- Arrow Keys: Adjust Print Box Size
Sprite Editor Area
- Left Mouse Mouse Click: Draw Pixel
- Right Mouse Click: Set Pixel Color as Active Color
Palate Select Area
- Left Mouse Click: Select Active Color
Sprite Sheet Area
- Left Mouse Click: Select Active Sprite


Hey everyone this is my first game, I had a ton of fun making it, right now controls and gameplay are pretty basic. Your goal is just shoot as many feral hogs as you can. I took a lot of inspiration from Duck Hunt and hunting part of the original Oregon Trail game. There might be a few bugs with the game and I plan on hopefully adding some more content later down the line, for right now I'm pretty happy how it came out. Below are the basic controls and weapons in the game.
The controls are
X to shoot
O to cycle weapons
P to pause the game
Weapons
M60
FlameThrower
Ak47
AR15
Shotgun


Picominer is my first game made in Pico 8
it is based off an old mobile game i used to play called RoboMiner
currently is it mostly finished, it is just missing some final sound effects and could probably do with some balancing for the upgrades
there are small things i would maybe come back to add like clouds in the sky and maybe cleaning up the code some more but they are all extra things
for now i am just uploading it as it is and i may come back to finish the final bits at a later time
code can be found here: Github/Josie5734/Picominer
Welcome to British Square! The game of territory control and outflanking your opponent!
British Square is a a semi-obscure board game that was originally released in 1978 by Gabriel Games. I discovered the game at a used book sale where a friend and I picked it up for $1. We played it quite a bit and I was enamored with how simple and fun it was. A few years later and I convinced another friend to help me make a video game version. We started in GameMaker and got a prototype functioning but never finished it.
A 4 years later I wanted to dip my toes into programming and decided that making a mobile app version of British Square would be my goal. With the help of a friend, I was able to make that happen. And another friend provided a piece of music for the game. We released the game on Android and iOS and had 10's of downloads.




Hello again, all! Here's a handy little function to make setting multiple values on an object less token intensive. quickset()
is flexible and will properly identify strings, numbers, booleans and (basic 1-dimensional) tables.
It's only 74 tokens long (once you remove the assert()
, which is useful for debugging!)
function quickset(obj, keys, vals) local v, k = split(vals), split(keys) -- remove/comment out the assert below before publication assert(#v == #k, "quickset() error: key/val count mismatch ("..#k.." keys, "..#v.." values)") for i=1,#k do local p,o = v[i] if p=="false" then o=false elseif p=="true" then o=true elseif tostr(p)[1] == "{" then o = split(sub(p, 2, -2),"|") else o = p end obj[k[i]]=o end end |
Usage
Instead of doing this:
-- this is 32 tokens worth of code [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=173360#p) |

This is my implementation of Tetris, inspired by the game created in 1984 by Alexey Leonidovich Pajitnov on an Elektronika 60.
I tried to bring a bit of the original feeling, with the game entirely in text and some cursor effects on the screen that caught my attention when I first saw this version on the First Versions website.
In addition to the arrow keys, you can also use the numeric keypad to control the pieces. The instructions are displayed on the game screen.
Be careful with the space bar — it restarts the game without asking for confirmation. I plan to improve this soon.
With the Highscore feature, you can try to beat your own record.

UPDATE 1.1 - Fixed typo - Now every 30 seconds it gets harder - Updated instructions - Added visual indicator of player stats - Grately improved random items algorhitm |
Hey, that's my first game in Pico-8.
I know, it's not good but it incorporates many things and programming skills and tricks so it's an ugly, but still loved, first baby :-).
How to play
- Use arrows to move, X to select.
- Every 2 seconds money and red $ will appear, the more money you collect the more you are slowed down.
- You must put money you collect in the chest which will add them also to the timer.
- You can use chest money to power-up at the shop.


