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!

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!

Template
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 |



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!

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!
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!
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.



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.


@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.
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!



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


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)


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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