Tonight, Saturday November 29th from 9:00 pm to 11:59 pm Pacific Standard time, I'll be playing Picotrons ultimate-tic-tac-toe online. If you want to play me, hit me up on discord and we will share the join link. If you dont have discord you can use this comment section.
I'm also open to any other Picotron turn-based games if you know of one.
Hope to see you then.
My first PICO-8 game, Replicide is a Signalis themed version of the Regicide card game!
I ran out of tokens, so there's no sound or animation, which might make it a bit hard to figure out the rules. The game comes with a manual, but you can also read the official Regicide manual online instead, or watch a video tutorial: https://badgersfrommars.com/en-eu/pages/learn-to-play-regicide
The single player game is well tested and beatable, local multiplayer for up to 4 players should work, but it's less tested.
It contains some wild Lua code with partial application and function composition, so you might want to check out the git repo: https://gitlab.com/michaelzinn/replicide
Feedback welcome!
When using alt+up or alt+down in a text box, it will can sometimes freeze. I have narrowed it down to this loop: while (first or y != start_y) do in search_for_function().
The reason it freezes is because start_y is 0 if the cursor is at the top of the text. The code responsible for wrapping the search position will wrap it between #text and 1, which means if there are no functions or bookmarks to jump to, and the cursor is at the top of the editor (which will happen if it's only a single line), then y != start_y will never be false, and the loop will never terminate.

My burgeoning hobby engine & a few creations! Only Sokoban Russia (& the main menu!) is a purely original design, the others are nintendo clones
- Sokoban Russia - reverse sokoban where you control all the blocks at once & push the character to the goal. 7 levels so far, will probably make more!
- The Blue Avenger - I couldn't get this idea out of my head, it is software art about a blue avenger mario that stomps on the goomba on your behalf after it kills you.
- Emory & Watch - a fairly true-to-source clone of Game & Watch - Fire!

Pico-fication of Harmonies (the boardgame).
You can find rules on BGG (too much to post here).
There is no restrictions for animal placing, no scoring, no CTRL-Z...
But now you can play Harmonies everywhere!
(great game, go buy it!:)
CONTROLS
- Arrows: navigation
- U|D + 🅾️ while placing: choose block to place
- L|R + 🅾️: rotate view
- 🅾️ over animal: detailed view
- ❎: place|choose button
You must firstly choose an animal and\or place some from chosen on the board (if you want it).
After that choose one stack of tiles on top to begin placing.
UPDATE 01.12:
- added check of tile for animal placing (only tile below animal and hight)
- added RESET TURN in main menu (ENTER|START)
Expt12
An experimental 12 step sequencer where you move the nodes on the screen to control each instrument's pattern.
- Switch between C Minor Pentatonic and C Major Pentatonic with the left/right arrow keys.
- Use X to toggle synchronization between bass and melody.
- Adjust tempo with the up/down arrows.
- To move the nodes, simply click and drag with the cursor.
Happy experimenting!


This is a little adventure game I've been working on inspired by Barbuta from UFO50. So far I've made mostly score based arcade-y games in pico-8 and I wanted to try my hand at something more substantial.
The map is now closer to what it will be in the final game, though still not complete. Feel free to give feedback. Also, if you can be bothered, I recommend drawing your own map while playing so you don't get lost.
Instructions
⬅️/➡️ - Move
⬆️/⬇️ - Climb ladder
❎ - Shoot
🅾️ - Jump
⬆️ - Interact

Howdy! Can anyone pretty please help me figure out why the heck my cart stops passing my variable CURRENT_MENU through my functions UPDATE_MENU AND DRAW_MENU? I checked that everything worked properly at a single layer and explicit values. Now that I added a second layer (which functions the same way - calling a specific menu through CURRENT_MENU) it suddenly breaks. I've even tried passing specific menus instead of the placeholder and calling inside Update and Draw instead of passing into the function. I absolutely cannot get it to run anymore.
Any help would be greatly appreciated.

This is a space invaders style game.
Main Menu:
You select 2 out of three ships:
1.Rapid Fire
2.Bullet Charging
3.Short Range Flame
Game:
Press X to shoot and Z to switch ships.
There are 8 waves of enemies.
The waves come down as 10x4 grids.
When you kill the enemies, they sometimes spawn candy.
There are multiple types of candy:
1.Red:
Collect 3 to restore a heart.
If you are already at full health, then the instant you lose a heart it refills it.
2.Yellow:
Collect 3 to get a yellow heart.
If you are at 5 yellow hearts, then the instant you lose a yellow heart it gives you another one.

Howdy, new to Pico-8 and I am making my 1st game now.
I seem to have some off issues with the SFX and getting certain sounds to play.
I will make a video to explain this more if what I am about to type does not work.
I want a "Sonar" sound to play while the person plays the game. I made a simple blip sound affect and at the beginning of my main _Update() I used SFX(10) as that is where I made the simple quick sound.
It won't play.
I can instead make a screeching noise, explosion, that plays fine the whole game but who wants that. haha.
So, while one sound, same SFX(10) plays the second I start polaying, if I alter that same SFX(10) to age more bass low pitch blip, nothing.
I find that odd.
I can play the noise in the editor fine by hitting space bar.
In the game no luck.
Do certain sounds just not play? Do I need to move this to some music() instead, which I am more clueless on right now now.
But, I want a constant low bass blip like a sonar during gameplay.
A short game inspired by the Stephen King short story Trucks, made during November for PiCoSteveMo 3.
Credits
- pelogen_tri_129 function by @shiftalow
https://www.lexaloffle.com/bbs/?pid=75530#p - dist_trig function by @pancelor
https://www.lexaloffle.com/bbs/?pid=119363#p - clouds by Aubrianne
- everything else by me
Controls
- [D-pad] move cursor
- [X] change tool
- [O] use tool
Optional mouse controls
If your PICO-8 has a devkit mouse attached, you can open the pause menu and set the "mouse/esdf" option to "on", enabling the following controls:

MORPH - A tactical 2-player battle game
Two warriors face off in a hellish arena. Move strategically, attack your opponent, and harness the power of blunders to morph into stronger forms!
Made by Marshy & Mike
HOW TO PLAY:
• 2 players take turns planning 3 actions each round
• Actions resolve simultaneously
CONTROLS (Planning Phase):
• Vertical arrow keys / vertical d-pad: Move UP/DOWN
• Arrow / d-pad toward your enemy: Attack
• Arrow / d-pad away from your enemy: Blunder (intentional mistake for power!)
• O button: Confirm plan
• X button: Clear/redo plan
GAMEPLAY:
• Hit your opponent to gain morph power
muOS screenshots
I'm currently using muOS on my RG CubeXX.
On muOS version 2508.3 (Golden Goose) the shortcut for screenshots is L2 + R2 + X. Screenshots are saved as 720x720 PNGs in the MUOS/screenshot folder.
This works in native PICO-8. The handheld rumbles to confirm a screenshot was taken.
Sometimes, though, I want to take a screenshot without triggering the ❎ button...
CTRL-6 screenshots
I edited MUOS/save/pico8/config.txt and added 29=224,27=35, at the end of the map_scancodes line.
This maps L1 and R1 (the only buttons that trigger key scancodes) to LCTRL and 6, respectively.
Desktop path
I also had to add /mnt/sdcard/MUOS/screenshot/ at the end of the desktop_path line in config.txt so that CTRL-6 screenshots are saved on the screenshot folder.
Note: use mmc instead of sdcard if you want your screenshots to be saved in SD1.





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