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

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

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Cart #split-0 | 2025-11-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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luz
by choses
Cart #luz-1 | 2025-11-24 | Code ▽ | Embed ▽ | No License

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Cart #random_walk_nuclear_throne-0 | 2025-11-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Implementing nuclear throne's level generation on pico8

I have been tinkering around with procedural level generation and Pico-8 for a few days which lead me to reimplementing a portion of Vlambeer 's iconic game Nuclear Throne's level generation.
I decided to not exactly follow their algorithm but a pretty close implementation of it. Mainly because the 1:1 implementation didn't create a very good looking map on pico8 imo.

Using a combination of

  • Random walk and
  • Weighted directional bias (a.k.a a random % that I hand tweaked to look satisfactory, no maths involved :p)

The algorithm was able to carve out organic levels that were pretty similar to Nuclear Throne.

[ Continue Reading.. ]

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I am making a typing game in pico-8, however when I press the enter and p keys it always brings me to the pause menu. Is there a way to prevent this?

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Cart #hojijehahi-0 | 2025-12-11 | Code ▽ | Embed ▽ | No License

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Cart #sezesoroji-0 | 2025-11-18 | Code ▽ | Embed ▽ | No License

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Cart #hugobuwigu-0 | 2025-11-18 | Code ▽ | Embed ▽ | No License

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Cart #mipawazaza-0 | 2025-11-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #fenipayawu-0 | 2025-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Just got PICO-8 installed on my uConsole yesterday.

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So I found an interesting approximation algorithm for converting to and from floating point data (bitwise not in a supported variable) but the issue is its based on the assumption one has u32 to work with.

I got some of the base code working in theory but the big int library doesn't work with byte anding and oring totally in a way I'm wrapping my head around entirely yet.

The problem is while I could do it one by one with a string, that would not be efficient.

Splitting bytes and relocating to just a high byte set on two variables should work but is melting my brain. Anyone else fall down this rabbit hole before?

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Space invaders: trying to achieve how defenses are destructed

Cart #sidefenses-0 | 2025-11-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #ss_bitplanes-0 | 2025-11-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

My latest game, Spooky Stylin' uses this "bitplaning" technique to store two 2-bit spritesheets instead of a single 4-bit spritesheet. I took a shot at animating the process to show how it works.

Read more about it on my neocities blog!

Acknowledgements

I owe a lot of my understanding to Two Owls and 8-bit Caaz. Check out these posts for more

[ Continue Reading.. ]

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So the Pico-8 supports GPIO on the Raspberry Pi and Pocket Chip, but I don't want to have to use Raspberry Pi or the pocket chip just for GPIO! The Pi Pico does have GPIO that could be used, but I don't know if it connects with the Pico-8, I really want to make something interactive and it would be really helpful. Does anyone know any alternatives?

I just want to make some LED's light up, nothing to fancy, just want to send stuff in and outside of the Pico-8!

It would also be extremely helpful if I could at least do the same on Picotron, because that has WAYYY more room to put microcontroller GPIO entries in

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Cart #yeteworabu-0 | 2025-11-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first pico-8 game.

A solitaire chess type of game where the goal is to capture all pieces on the board.

It is a re-implementation of a mobile game I wrote in the past.

Hope you like it!

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Cart #yifurikika-0 | 2025-11-12 | Code ▽ | Embed ▽ | No License

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

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