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Cart #outlinetool-0 | 2025-09-11 | Code ▽ | Embed ▽ | No License
3

Simple tool to generate outlines with the text outline functions introduced in Pico 0.2.7

Usage:

  • Click on the boxes in the center to define the outline
  • Left click on the color boxes to set outline color
  • Right click on the color boxes to set text color. Text color is just for preview purposes. It will be not encoded in the exported string
  • Click on the button to export the P8SCII string into the clipboard

As showcased in this video

Let me know if there are any issues or anything you wanted to add!

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1 comment


Cart #statemachine_kkp-1 | 2025-09-12 | Code ▽ | Embed ▽ | No License

Template

Cart #statemachine_template_kkp-1 | 2025-09-12 | Code ▽ | Embed ▽ | No License

Code

State Machine

function _init()
    gsm = sm:new()
    gsm:setsts({ s_title, s_game, s_gameover })
    gsm:init("title")
end

function _update()
    gsm:update()
end

function _draw()
    cls()
    gsm:draw()
end

State

s_game = st:new("game")
function s_game:enter()
    psm = sm:new()
    psm:setsts({ ps_idle, ps_move, ps_dead:new() })
    psm:init("idle")
    player:spawn(64, 96)
end

function s_game:update()
    psm:update()
end

function s_game:draw()
    psm:draw()
    player:draw()
end

Add State Properties

ps_dead = st:new("dead")
function ps_dead:new(o)
    -- inherited state
    o = state.new(self, "dead")
    o.timer = 0
    return o
end

function ps_dead:enter()
    start_shake(10, 10)
end

function ps_dead:update()
    update_shake()

    if self.timer >= 30 then
        gsm:trans("gameover")
    end

    self.timer += 1
end
0 comments


Cart #fasisinede-0 | 2025-09-11 | Code ▽ | Embed ▽ | No License
4

A fighting fantasy adventure inspired by Ian Livingstone books!

It's still work in progress, but the game seems to be functioning as intended with a possibility of multiple endings.
Can be controlled with either mouse or keyboard/controller.
If you find any bugs or have feedback let me know!

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1 comment


Cart #jones1114_rgbeam_1-0 | 2025-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

RGBEAM

How to Play

Shoot your laser at the falling blocks to change the color and match the bottom bar

Controls

Left & Right: Move
X: Shoot

0 comments


Cart #updated_donut-0 | 2025-09-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


Updated torus(donut) 3D render with accurate FOV.
Feel free to scrutinize the code I know it needs a lot of work before it could be used for anything.

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0 comments


Cart #honoyibahi-1 | 2025-09-10 | Code ▽ | Embed ▽ | No License

Teaching myself PICO-8 -- why not a demake of the holiday classic Skeal?

Still on the fence about whether trees/rocks should cause collisions or if that's more punishing than necessary for what's basically an extended joke.

0 comments


Pong

Cart #rodusutamu-1 | 2025-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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1 comment


Sparkly particle fun for the pico 1k jam!
Use ←/→ to change the spin speed, mouse to move the cursor, left click to attract and right click to repel. Have fun!

Cart #sparkle_orbit_1k-0 | 2025-09-10 | Code ▽ | Embed ▽ | No License
6

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0 comments


I got my player character to walk, jump, die, and be idle. But I haven't been able to get its attack animation beyond one frame.

For context, this is how I update and draw the player:

function _init()
 plr={
  x=10,     --x position
  y=75,     --y position
  dx=0,     --movement direction
  fl=false, --flip sprite
  sp=1,     --sprite
  state="idle",
 }

function _update()
 moveplayer()
 animate_plr()
end

function _draw()
 spr(plr.sp,plr.x,plr.y,1,1,plr.fl)
end

function moveplayer()

 --attack
 if btn(🅾️) then
  plr.state="attack"

 --move left and right 
 elseif btn(⬅️) then
  plr.dx=-1
  plr.fl=true
  plr.state="walk"
 elseif btn(➡️) then
  plr.dx=1
  plr.fl=false
  plr.state="walk"
 else
  plr.dx=0
  plr.state="idle"
 end
 plr.x+=plr.dx
end

To animate, I use the below function. plr.sp calls the sprite number, which are as follows:
1-2 = Walk
2 = Jump
3-5 = Attack
8 = dead

function animate_plr()

 --handle animation state
 if plr.state=="dead" then
  plr.sp=8
 --idle
 elseif plr.state=="idle" then
  plr.sp=1
 --attack
 elseif plr.state=="attack" then
  plr.dx=0
  plr.sp=3
  while plr.sp<5 do
   plr.sp+=1
  end
 --walk
 elseif plr.state=="walk" then
  if plr.sp<2.75 then
   plr.sp+=0.25
  else
   plr.sp=1
  end
 --jump
 elseif plr.state=="jump" then
  plr.sp=2
 end
end

So the problem is that when I use btnp in the code above it only shows sprite 5 and then immediately switches back to the walk frames. If I use btn then the character just stays frozen in sprite 5.

What I want to achieve, is to have it go through all three attack sprites (3, 4, 5) in succession and then revert back to its previous state, e.g. walking animation or standing still.

Thanks in advance.

6 comments


Cart #flappymeat-0 | 2025-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

My First Solo Game Project!

This is my first time ever coding a single thing. When I started I had no idea how to code a single line, but with the help of SpaceCat on youtube and a few other resources I found my way into making a game that feels like a game! I ended up making most of the code up myself, and while it's a mess, it's functional!
Looking forward to making cleaner code in the next one.

Controls

Use X or Up to raise the meatball.
Press O/Z to skip the death animation or restart the game.

Unlike most Flappy Bird games I wanted a jump motion that felt more like a jetpack for our flaming meatball. Sometimes holding the button is better, and sometimes quick presses get the job done.

[ Continue Reading.. ]

4
2 comments


Cart #brgrboss-0 | 2025-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

BRGR BOSS

Take on the role of a brilliant entrepreneur who's taken a sizable loan out to buy an experimental food printer.
Pay off your crippling debt with your own Burger Business!

How to Play

  • Use the arrow keys to issue commands, holding X or O will open up different options.

  • Holding X- Hire employees to automate your process, buy more locations to make room for more employees.

  • Holding O- Conduct research and train your existing employees to make even more money, even faster!

Tips

  • Watch out! Your loan accrues interest over time, it might be tempting to add more debt, but this only makes the interest rates worse!

  • Throw your employees a pizza part to (temporarily) motivate them.

  • The Bank limits your cash on hand to 30,000. They CLAIM its to avoid an overflow error that will actually give you a negative balance, but you're pretty sure its just to keep you down...

  • Cashiers work a LITTLE faster than cooks, what can I say- people love the Burgers!

  • If your Burger/Combo count is -1, that just means they need help in the kitchen.

Updates

  • 9/9/25 added prices to the R&D tab, and made it more obvious when they were purchased.

This is my first crack at a ground-up game for Pico 8, I think it went pretty well!

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2 comments


Cart #dungeon_generator-0 | 2025-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Ciao,

the famous Rooms and Mazes from Bob Nystrom for PICO-8

more info here

⚠️ sadly the script is token intensive ⚠️

[Z] New dungeon
[X] Show map

1
0 comments


Cart #kroom8-7 | 2025-09-12 | Code ▽ | Embed ▽ | No License
14


A game heavily "inspired" by Among Us. Fans will find the map VERY familiar.

CONTROLS:
Mouse/Left/Right Arrows - Rotate left/right
Up/Down Arrows - Walk forward/backward
O button - Run forward
X button - Perform action
Player 2 X button - View map (Not everyone has this button)

FEATURES:

  • Usable Command table
  • Usable security cameras
  • Usable vents
  • Proximity-based NPC footsteps volume
  • Very sus but hopefully amusing player names
  • Stars go wooooooooo

UPDATES:
[09-12-25]

  • Fixed jittery textures (thanks @freds72 for pointing them out)
  • Fixed some other miscellaneous graphical bugs

[09-10-25]

  • Added mouse lock (I've heard it doesn't work on every platform so YMMV)

[ Continue Reading.. ]

14
4 comments


Cart #hadubiguku-0 | 2025-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

A simple graphical demo for the PICO-1K Jam 2025 which creates an animated Dragon Curve.

A Dragon Curve can be generated physically from repeatedly folding a strip of paper in half and hence the lines in a Dragon Curve never cross each other.

The different colours represent the level of recursion that each segment was generated at by the algorithm.

You can use the cursor keys to move he viewport and ZX / NM / CV to zoom in and out to explore the curve in more detail as it renders or once it has finished.

The compressed byte size of the cartridge is 643. I've made very little effort to save bytes because the program is so simple in the first place.

[ Continue Reading.. ]

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0 comments


Cart #etris-0 | 2025-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is definitely not Tetris. We actually never played Tetris and have no idea what it is.

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0 comments


Hello! I'm new joiner and following Dylan's zine.

I understood the relation btw map and sprite... partially. And seems something is incorrect. Please check my understanding!

  • map has 128x64 tiles.
  • each tile is 8x8 pixels.
  • lower half of map, that is 128x32, is shared with sprite sheet.
  • there are 4 sprite sheets. Each has 16x4 tiles, which has 128*32 pixels.

At this point, I'm confused because a single sprite sheet already covers lower half of map. So no need to use both 2nd and 3rd sheets!

...or isn't it?

5 comments


Day 1

Cart #pobujusego-0 | 2025-09-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Starting a small snake game as a (hopefully) short first project. Hoping to do a series of classic games (snake, pong, flappy bird, etc) and make a blog post about each, maybe going into design decisions, what I learned, what I'd do differently next time. Or maybe the blog posts mentioning them would just link to here, idk 😆

I'll be using this post to save my day-to-day progress, and keep plugging away at it until it's done! Hopefully tomorrow, or maybe the next day! 😆

Right now it does absolutely nothing except initialize the grid and the snake's head though. 😆

2 comments


New cartridge in works

1 comment


Cart #fpbojaf-0 | 2025-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Ciao,

I got really inspired by how LDtk handles auto-tiles with rules, and I thought — why not try something similar for PICO-8?

If you’re curious, I put together some instructions here: PICO-8-autotiles README.

⚠️ This is not the most elegant code you're gonna read today but it does the job :P

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0 comments


Cart #jiyoyiwesi-0 | 2025-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

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1 comment




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