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Cart #xorberax_slots_v1-25 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_shop_v1-14 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_crypto_v1-11 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_cashout_v1-10 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_town_v1-6 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_gas_station_v1-5 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_fry_hut_v1-4 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_vista_suites_v1-5 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_small_v1-3 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_bistro_v1-3 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_roulette_v1-3 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_cheats_v1-1 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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Cart #xorberax_slots_stand_v1-3 | 2025-12-22 | Code ▽ | Embed ▽ | No License
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[ Continue Reading.. ]

6
56 comments


function _init()
 plr = {
 x=16,
 y=16,
 fcedir=1,
 moving=false,
 stpct=0
 }
 movespeed=1
end

function _update()
	movement()
end

function _draw()
	cls()
	spr(0,plr.x,plr.y)
end

--player--

function movement()
	if plr.moving != true then
		if btn(0) then
			plr.fcedir=0
			plr.moving=true
		elseif btn(1) then
			plr.fcedir=1
			plr.moving=true
		elseif btn(2) then
			plr.fcedir=2
			plr.moving=true
		elseif btn(3) then
			plr.fcedir=3
			plr.moving=true
		end
	end

	if plr.moving==true then

		if plr.stpct>=8 then
			plr.stpct=0
			plr.moving=false
		end

		if plr.fcedir==0 then
			plr.x-=movespeed
			plr.stpct+=movespeed
		elseif plr.fcedir==1 then
			plr.x+=movespeed
			plr.stpct+=movespeed
		elseif plr.fcedir==2 then
			plr.y-=movespeed
			plr.stpct+=movespeed
		elseif plr.fcedir==3 then
			plr.y+=movespeed
			plr.stpct+=movespeed
		end

	end

end

I'm curious if what I wrote can be done a lot more simpler. And I'm trying to figure out how to improve it. The issue is, because of the order in which the game checks for input, if I hold down right and then press left the character moves left. But if I hold down left and then press right the character keeps moving left. (same for up and down.)

Since I was trying to make a stupid simple monster catching clone I booted up pokemon emerald to check how that game handles input priority. And funny enough it doesn't, it has the same issue as my movement does.

2 comments


Cart #ryoma1492picotrio-0 | 2025-11-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

PICO-TRIO — A Pocket-Sized Otrio-Inspired Strategy Game!

v1.0 – PICO-8 Cartridge

Hey everyone!
I’d like to share PICO-TRIO, a compact logic/strategy game inspired by Otrio and rebuilt lovingly for the PICO-8.

If you enjoy quick tactical decisions, satisfying patterns, and a surprising amount of depth packed into 128×128 pixels, this one’s for you.

🎮 How to Play

Take turns placing your rings (small, medium, large) onto a 3×3 board.
There are four ways to win:

Concentric Trio — all three sizes in a single cell

Same-Size Line — same-size rings in a row, column, or diagonal

Ascending Line — sizes 1→2→3 across a line

[ Continue Reading.. ]

2
0 comments


Cart #portilleza-0 | 2025-11-27 | Code ▽ | Embed ▽ | No License

0 comments


Cart #slots_0_4-0 | 2025-11-27 | Code ▽ | Embed ▽ | No License

1 comment


Cart #hangaku_gozen-0 | 2026-02-28 | Code ▽ | Embed ▽ | No License
45

HANGAKU GOZEN: one hundred arrows

Become the famous Japanese female archer and carry death with each arrow you release into the air. Collect arrows shot by your enemies, dodge spears and shurikens, and figure out how to deal with 5 different enemy types. Be quick, but patient, and earn the TRUE HANGAKU stamp.

In 1201 Japan, Hangaku Itazaki from the Taira clan joined her uncle, Jo Nagamochi, in his Rebellion aimed to overthrow the Kamakura Shogunate. During three-month long defense of Torisaka castle, Hangaku commanded 3000 soldiers to defend against 10 000 soldiers loyal to the Hōjō clan. Dressed as a boy, Hangaku stood on the tower of the castle, and all enemies that approached her were shot down by her arrows. According to historical records, for each hundred arrows she shot, one hundred enemies dropped dead.

[ Continue Reading.. ]

45
18 comments


STRIKEIST COMMAND:

BATTLE OF FALCON BEACH

Cart #fzogoyidi-1 | 2025-12-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Battle of Falcon Beach is an arcade Tower Defence game with shooting mechanics, the player can build and upgrade towers to hold off waves of enemies, as well as shoot them and pickup powerups!

CONTROLS

Arrow Key <--- Move Player Left + Move grid left
Arrow Key ---> Move Player Right + Move grid Right
Arrow Key UP Move Grid Up
Arrow Key DOWN Move Grid Down
X Key Shoot Bullets
Z Key Place + Upgrade Towers

NEW UPDATE

Thank you for the Feedback! I have made a few changes to the game, a few tweaks, and also added some more depth to the gameplay!

[ Continue Reading.. ]

4
3 comments


Cart #fujufezozo-0 | 2025-11-27 | Code ▽ | Embed ▽ | No License

1 comment


Cart #wasdly_1kb-2 | 2025-11-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15


A small game made in 3 days, it's not for Pico1k (817 compressed bytes)

CONTROLS

  • Left/Right : Move
  • Up/Z/🅾️ : Jump
  • Down/X : Crouch
  • Down/X (in air) : FastDrop
  • Crouch + Jump : Tiny Jump
15
5 comments


Cart #mazugonag-0 | 2025-11-26 | Code ▽ | Embed ▽ | No License

0 comments


Cart #duputotike-0 | 2025-11-26 | Code ▽ | Embed ▽ | No License
1

1
2 comments


Cart #ryoma1492seclone-0 | 2025-11-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


This is a scorched earth clone which currently implements a 2 player head-2-head, wind, and a little movement.

I have plans for more, but its a working game loop already

2
0 comments




First look on PICO8. Random dungeon generation with basic movement/collisions.

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1 comment


Cart #bowuminuka-0 | 2025-11-26 | Code ▽ | Embed ▽ | No License
1

1
2 comments


Cart #able_normal_map-4 | 2025-11-28 | Embed ▽ | License: CC4-BY-NC-SA
38

38
6 comments


Cart #spacetonbow-1 | 2025-11-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

A port of my Sega Master System game, Space Tonbow, to the PICO-8!

Soar through outerspace as the giant mechanical dragonfly, Tonbow, taking out enemy orbs swarming the stars in this arcade-style highscore chaser!

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1 comment


Hey! I'm new to Picotron and also coding in general, but I'm having fun playing around in picotron. Is there a way to get the dimensions of sprites in a gfx file?

3 comments


Cart #twixmaster_knifight-1 | 2025-11-27 | Code ▽ | Embed ▽ | No License
8

This is my second game(the first being Meteorswarm), and stands as a testament to how much I've grown as a game developer since. After having abandoned its development for like four months, I locked in this morning as I should have done four months ago, polished it to a playable state, and published it. Better released than not I suppose:) Enjoy!

Changelog 1.1:
-Increased money drop rate
-Slightly increased base player speed
-Fixed cyber knife teleporting player into walls
-Increased lives by one
-Added indicates when the next stage is a boss fight
-Increased the time it takes for a round to be cleared
-Patched slowdown issue at start of game
-Removed the boss's hitbox when the player hasn't attacked it yet

[ Continue Reading.. ]

8
6 comments


WARNING: VERY LOUD AUDIO. DO NOT RUN WITH HEADPHONES

Hey, all! I'm playing with the instrument editor on Picotron, and I absolutely love how an instrument I'm making sounds when it's clipping the audio system. Really warm distortion, can't get enough of it. Issue is, it being a clipping effect, It really only works with max audio, which is bad for both mixing and people's eardrums. Is there a way to keep this hot audio signal and reducing the volume later in the audio processing chain? If not, I may put in a request for a peak limiter fx. If you want to hear what I'm talking about, feel free to have a listen, it's just a simple arpegio. But seriously, turn down that volume first.

Cart #ferogogina-0 | 2025-11-25 | Embed ▽ | License: CC4-BY-NC-SA

1 comment




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