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

Small tool / sample code to show off how to encode a 1-bit bitmap into CARTDATA. Uses the ability to utilize multiple CARTDATA IDs per Cart introduced in 0.2.7

Usage

  • Use mouse and left mouse button to paint
  • Use the menu to save, load or clear the image
  • The image will also automatically load on _INIT

Functions for encoding are in Tab 1

As showcased in this video

Let me know if you have any questions!

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1 comment


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


A simple little character widget

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


A widget that stares at your mouse with the ability to cycle between characters.
Right now its mostly My Little Pony and Fnaf characters.

a and d or left and right to cycle between characters.
z and x to cycle outline color.

0 comments


Cart #bugbard_oneoff_creator-0 | 2025-09-11 | Embed ▽ | No License
2

a little tool i made for myself to create one-off characters easy-peasy!

left click to draw, right click to erase
press ctrl+c to copy when you are done!!

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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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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


I've been enjoying playing with Picotron, but one thing that bugs me is that it keeps launching in a window that's fairly small for my (real) screen.

There doesn't seem to be a way to quickly resize the program window so it fits snugly to the next pixel scale increment. I keep just manually pulling the window edges until I get it just right.

Is there a command-line argument or something that controls the resolution that Picotron launches at? Or a setting I missed somewhere? If not, it'd be really nice to have!

0 comments


Cart #sphere-0 | 2025-09-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

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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.. ]

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2 comments


@zep I was recently trying to make a dynamic soundtrack with Picotron but found it to be likely impossible. Ideally I'd like to switch between two tracks and have them sync up (if you're on beat 3 of measure 2 of track A, it should switch to beat 3 of measure 2 of track B). However, music() has no parameter to specify where to start a track. Since sfx() has an optional offset parameter, I can't imagine it would be hard to add, and it would help a lot with creating dynamic soundtracks or other things like pausing music and resuming at a specific point.

Edit: Alternatively, a good approach for creating dynamic soundtracks would be temporarily muting channels. Track A could be made on the first four channels, and Track B on the last four. Then, by changing which channels are muted, you could effectively switch between tracks. I don't know how this could be implemented, though.

0 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

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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.. ]

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4 comments


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

Shuffle button from Washburnello - "Wash: is good at art"

Drag and drop .sfx or .pod playlists onto Musik to play them!
You can shuffle or set playlists to repeat.

Selecting the vinyl record lets you edit playlists by:
dragging and dropping .sfx to add songs
dragging and dropping a playlist to load it

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2 comments




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