Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

Cart #mosujuferu-0 | 2025-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

DoorNotes

My First Cartridge!

This is my first cartridge, a simple silly song. I wanted to test to see if I could have sound effects playing in sync. I don't know if it is the best way to do that, but I was happy that I got it to work.

Controls

The arrow keys open and close the doors.

2
0 comments


Cart #spy_vs_spy-0 | 2025-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

Spy vs spy demake

One mission. One rival. One survivor.

Game overview

A faithful retro demake of the classic console/computer spy duel.

Collect all five secret items and escape through the airport before your rival.

Set traps to slow him down, and find antidotes to avoid his tricks.

Search furniture, outsmart your opponent, and be the first to get away!

26 levels available.

Play against human or computer.

Any feedback/suggestion is welcome.

[email protected]

Controls

Exploration mode

ARROWS: Move inside rooms

X: Search for items

[ Continue Reading.. ]

10
2 comments


Cart #slidetrack-0 | 2025-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Does not work on the BBS

This game is multiple cartridges (mapdata and stage selector) - which doesn't work on the BBS.
See the itch.io or neocities for a playbale version!
https://astralsparv.itch.io/slidetrack
https://astralsparv.neocities.org/creations/play/slidetrack/

The original Slidetrack (predecessor to Slidetrack Expanded) - now open sourced!

Copied from ITCH.IO:

Slidetrack is a short relaxing game made in Pico-8 consisting of 4 stages and 32 levels.

You finish each level by solving simple puzzles to reach every tile.

Using a downloaded copy, you can save your times for each stage and speedrun the stages for the fastest times

Controls

Arrow Keys - Movement

Z - Toggle the touchscreen

X (Hold) - Restart the level

Enter - Open the menu (when in a level)

1
1 comment


Cart #watekurayu-0 | 2025-09-13 | Code ▽ | Embed ▽ | No License
3

My first project!
No doubt this has been done before way more elegantly but for a first go at anything coding, I am quite pleased with my attempt.

3
0 comments


Cart #penguin_icarus3-3 | 2025-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

This is a P8 adaptation of a "Rainbow Magazine" type-in video game called "Penguin Icarus" by Nick Bradbury for the Tandy Color Computer 3. Although the level layouts are different the game play is mostly the same, but faster and with more sound effects, particles and more. The code has not been optimized!

You are a penguin in envy of the other small birds and the large metal birds that fly high in the sky and dream of one day flying...

4
2 comments


Cart #freefall_prototype-2 | 2025-09-12 | Code ▽ | Embed ▽ | No License
2

2
0 comments


Cart #power_grid_v1-0 | 2025-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

1
0 comments


Cart #yiyzapiw-0 | 2025-09-12 | Code ▽ | Embed ▽ | No License
2

Plonk in space

A little autoshooter game for the Pico-1k Jam 2025, work in progress.

2
2 comments


Cart #starshipdodger_v2025_6-0 | 2025-09-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5


A classic vertical shoot-em-up reminiscent of a famous space war movie. Written and created by a 9-year-old with the help of his dad.
Cart #starshipdodger-0 | 2025-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

v2025.6
The following changes have been introduced:

  • Implemented highscore recording
  • Implemented highscore initials
  • Eliminated continuous fire
  • Translated the help from Italian to English
    [Thanks to Heracleum for the valuable advice!]

[ Continue Reading.. ]

5
4 comments


I'm running Pico-8 0.2.7. When I use the underline P8SCII code together with the double-wide character P8SCII code I get an interrupted line.

Also, while we are discussing P8SCII interactions, here are two odd behaviors that could also be intended behavior:

  • Double-tall P8SCII code doesn't make the underline two pixels tall. I would have expected it to be so, but I would understand if this was intended.

  • Outline doesn't seem to be drawn around the underline. Personally, I would prefer if it did get drawn around every foreground pixel.
1
0 comments


Cart #masking_demo_emalan-0 | 2025-09-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Simple, interactive demo of a custom masking technique I was playing around with for fun.
A good example of an application of bitwise logic in computer science!

← and → to change the background fill to emulate changing opacity
(x) [x] to toggle masking effect
(o) [z] to show only the mask layer

The pulsing background is drawn into screen memory at 0x6000.
Shapes and background fill for the mask layer are drawn into memory at 0x8000 with color 15.
Four bytes each from 0x6000 – 0x7FFF and 0x8000 – 0x9FFF are compared with a bitwise AND operation (band()) and the result is written directly to screen memory.
There's not a lot to it besides that, but I thought it looked cool and wanted to share.

4
0 comments


I'm not quite sure this is a bug and not intended behavior, but I can't see why it would be intentional; at least for my use case, it's quite an annoying quirk that I really can't come up with any good workaround for.

Here's an example of where this gets in the way:

I started using one-off characters to insert 5x5 icons into text, but it seems that as soon as the line has ANY one-off characters, print thinks that since it could theoretically take up to 8x8 pixels, the line height should be increased to 8.

For the width of the characters, I actually just add \-e at the end of each icon, so that the icon takes up 6 pixels horizontally; but I wasn't able to find any way to correct the line height - this behavior seems to completely override \^y as soon as a one-off character is present.

(in fact, bizarelly, setting line height to lower than 6 reveals that print will actually crop away the pixels of all characters EXCEPT for one-offs, while the vertical spacing remains at 8:)

[ Continue Reading.. ]

1 comment


Hello!

This is my first game, so I hope you enjoy it.

Paddy Kapow is an interdimensional burgerpatty, that can send an eplosive shockwave outward from its body. It uses this power to avoid getting hit by varies sized scoops of raspberry iscream, while flighing throw space.

I have made a few changes, and added a highscore list, so everyone who plays, can earn bragging rights.

Cart #paddy_kapow_v3-3 | 2025-09-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

3
2 comments


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!

3
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!

3
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!

4
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.

2
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




Top    Load More Posts ->