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Hello!

I'm having some trouble with this screen scrolling I'm trying to implement. I'm basically copying the way the screen scrolls in the original Legend of Zelda for the NES. For some reason when I try scrolling the screen upwards the camera stutters as the scroll is finishing. The scroll is working perfectly for the other directions.

Cart #waramonuji-0 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Controls are arrow keys to move, press x to open the walls once the scroll is done.

So my idea is that the game will take place in only the first map tile, and I'll generate the rooms after the screen finishes scrolling. As far as I understand it, the current order of operations is:

  1. Player passes a point on the side of the screen and triggers the screenscroll.
  2. Game state is changed so the player cannot move and the camera and player sprite scroll in the appropriate direction.
  3. Camera and player sprite are scrolled.
  4. Once the scroll is completed the map gets deleted and the player and camera are switched back to the first map screen.
  5. New room is generated starting with the outer walls and then the other walls.

I'm fairly certain the problem is occurring on step number 3 listed above, and only when scrolling upwards. I'm going to put what I believe to be the relevant code below.

From game update triggering the scroll:

if player.x>=120 then
  --right
  screenscroll(0)
 elseif player.x<=4 then
  --left
 screenscroll(1)
 elseif player.y<=3 then
 --up
 screenscroll(2)
 elseif player.y>=120 then
 --down
 screenscroll(3)
 end

Screenscroll function:

function screenscroll(d)
 scrollt=20
 if d==0 then
 --right
 camox+=128
 elseif d==1 then
 --left
 camox-=128
 elseif d==2 then
 --up
 camoy-=128
 elseif d==3 then
 --down
 camoy+=128
 end
 _upd=updatescroll

end

Screenscroll update

function updatescroll()
 t+=1
 --player walks in during scroll
 if scrollt>0 then
  scrollt-=1
  player.x+=camox/128
  player.y+=camoy/128
 end
 --when scroll is done
 if camx==camox and camy==camoy then
  delmap()
  player.x-=camox
  player.y-=camoy
  camx=0
  camy=0
  camox=0
  camoy=0
  gentimer=1
  gentimer2=15

  --reset position
  --genroom

  _upd=updategen

 else
  camx+=camox/64
  camy+=camoy/64 
 end

 animate(player)
end

I believe that the problem is somewhere in my Update Scroll function, but I'm really at a loss for what it could be at this point. in the top left corner of the screen, the second number being printed is the Cameras Y position (camy) and the 3rd number being printed is the Cameras Y offset (camoy) which gets changed when the screenscroll is triggered. Based on what I'm seeing those numbers seem correct to me, so what could be making the camera stutter?

Apologies in advance for any sloppiness in my code, I've been teaching myself pico 8 off and on for the past year or so, and have basically no experience in programing outside of pico 8, just a little bit of python to solve Euler problems. Its incredibly fun, but I'm having a hard time ignoring this problem, and I'm really excited to start expanding the map generation.

Thank you very much for taking the time to read this!

1 comment


AUTOMATRON v0.1

Cart #automatron_v0_1-1 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a small update where I just added a main menu system to automatron.
I plan on adding an actual goal to the game in the next update so stay tuned!

0 comments


Cart #a_short_bike-0 | 2026-01-05 | Embed ▽ | No License
40

Take a short bike to the top of the cliff.

Short puzzle made for the 2025 Confounding Calendar.

Some playtesting help from LouieChapm and Lokistriker.

Also on itchio : https://werxzy.itch.io/a-short-bike

40
8 comments


Cart #pitherdemo-0 | 2026-01-05 | Code ▽ | Embed ▽ | No License
6

left and right arrows to move, hold x to sprint

JUST A DEMO, MORE WILL COME

6
1 comment


Hi!

I'm new to PICO-8 gaming.

I recently loved some PICO-8 games I played, notably from Adam "Atomic" Saltsman.
My favourite games are listed on my Shaarli instance there: https://chezsoi.org/shaarli/?searchtags=PICO-8

I'm French and -surprisingly- my native language is French, so I was wondering how to help the community / game authors to provide translation for games, so that French kids around me can play them :)

So: are there some recommended internationalization & localization mechanisms for PICO-8 games?

Other game engines support using gettext & .po files: Wikipedia article on Gettext. cf. also Wikipedia article on i18n & l10n.

It seems that I could just replace English words by French ones in the game card Lua code,
but that would make sharing translations difficult...

There does not seem to be any "builtin" feature for this in PICO-8,

[ Continue Reading.. ]

1
7 comments


Cart #shootico8-0 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Shootico-8

Shootico-8 is my first game made on Pico-8. It's a traditional old-school shooter that still requires a minimum of agility if you want to get to the end of the various bosses, all in a frenetic atmosphere.

Commands

Left/Right/Up/Down Arrows to move
X to shoot

Enjoy !

4
0 comments


Cart #gbipikosu-0 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

4
3 comments


BIOME GAME!

Cart #numowinego-0 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

This is a small game we made for our science class. J-F, please give us a good note

Controls

Move: arrow keys
Sprint: X

Have fun!

2
2 comments


Cart #sallys_star_racers-2 | 2026-01-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
36

Sally's Star Racers

Race and drift with Sally Neptune in her debut kart racer!

X or Z to go, left and right to steer. You can drift by releasing the gas during a turn - doing so will build up your boost meter. You will need to boost in order to win the grand prix!

Try out the time trials, and see if you can beat my times.

Made for Toy Box Jam 2025! Thanks to @thattomhall for organizing, and to the Toy Box Jam team for preparing all assets used in this game.

FYI... if you are here cuz you are interested in making a mode 7 game, you may want to check out my stripped-down boilerplate code here: https://www.lexaloffle.com/bbs/?tid=154170 . This will give you the bare minimum (1355 tokens) to achieve a mode 7 effect. It's a better starting point for making your own game than hacking this cart.

[ Continue Reading.. ]

36
22 comments


Cart #yibedpjo-3 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Chum

Wanted to try out boids in Pico-8, so made this simple game.

Just kill as many sharks as you can before they eat you.

Controls:

  • Arrows: move and spin
  • X: shoot
  • O: swim faster (C on keyboard)

To code and understand the boids' inherent behavior, I followed this very helpful site

4
2 comments


tiny dashboard

ive been working on some useful tooltray widgets for taking notes and keeping track of data and stuff. currently i have a cpu/memory monitor, current program/total cpu graphs, notepad, weather monitor, liquid clock, controls reference (with tiny game), debugger, cellular automata viewer, and wpm tester. i have no more plans for other widgets, im definitely open to ideas but i dont have any new ideas that i think are worthwhile

you can change the palette and toggle the background on all of these by clicking the hamburger menu when out of tooltray or right clicking when in the tooltray

their dimensions are all similar so they fit together in a modular way (you can arrange them however you like and they will fit together), and personalization preferences are all stored when applied so they are used next time

a major priority in making these has been reducing the cpu usage, they all use less than 3% cpu when active, and the cpu/memory monitor list uses around 1%. with every widget installed, they only use about 10% cpu total

[ Continue Reading.. ]

18
5 comments


the project is called "Retrocraft", a sandbox 2d game based off minecraft and terraria. i am around 23% finished with the game so far for version 1.0 but i do have a downloaded prototype.

1 comment


Cart #perfgraph-2 | 2026-01-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Performance Graph for Pico-8

This is a tool I released on Github a few years back, I've updated it for some of the new features of Pico-8 and uploaded it here for easy reference.

Updates

  • 2016-01-05: v2, Reduced token count slightly

Usage

To use:

#include perfgraph.p8:1

::l::

p_start("frame")
p_start("complicated 1") -- Timers can be nested
for i=0,100 do
	circfill(rnd()*128,rnd()*128,rnd()*100,rnd()*16)
end
p_end("complicated 1")

p_start("complicated 2")
for i=0,100 do
	circ(rnd()*128,rnd()*128,rnd()*100,rnd()*16)
end
p_end("complicated 2")
p_end("frame")

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=181016#p)
1
0 comments


Cart #zopawazmi-0 | 2026-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
1 comment



Cart #ninjado-23 | 2026-01-18 | Code ▽ | Embed ▽ | No License
30


Ninjoe finds himself trapped in the basement of Chickensnake Tower. He must take control of the light and shadow to puzzle his way out. Good luck!

If playing with a keyboard, z and c get mapped to the "o" button, and x gets mapped to x.

Special thanks to:

  • @Doriencey (lex, itch) for designing many great and devious levels.
  • The Toy Box Jam folks for playtesting, especially MaxOsirus, DeusTex, BryterGames, rob, samu, and morgan for their valuable feedback.

[ Continue Reading.. ]

30
17 comments


Cart #kuwowayib-0 | 2026-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

In your head the hellworms writhe. Or are they real?

Port of a twine piece I made in zero hours for PIGSquad does 0h Game Jam 2025.
Play the original here: chairodactyl.itch.io/writhing-hellworms

Playable with mouse, or directional buttons + O

Thanks to Zep and co for Px9 which was essential for this project.

Big thanks to my partner Cheese for their support as always.
Check out their games: cheesepak.itch.io

5
1 comment


Cart #tkagritu-0 | 2026-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


a simple interactable water simulation
uses one array to hold values of all the x and y values, iterating through a given amount of them each frame.
it does not use continuous collision detection

x and o for passthrough and pull

1
0 comments


Cart #peziyeyoze-0 | 2026-01-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1


simple interactive cube wireframe

o to toggle rotation animation
x to switch between editing rotation or transformation
arrows to move cube

1
0 comments


Cart #slime_of_passion-4 | 2026-09-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
26

[8x8]

Hi All,
this is my first attempt at game development. well, first real attempt at it. I've tinkered with unity in the past but always got a bit offtrack. something about pico-8 really keeps me focused. its still very much in development, there are some serious balance issues and not everything is working perfect but its at a point where I feel I can post it.

its a classic dungeon crawler with a focus on weapon and armor synergy to unlock classes. the dungeon has an end, what is waiting for you when you get there?

[ Continue Reading.. ]

26
18 comments


[32x32]

Hello! I was wondering if anyone could help with this in picotron. I want some scripters to work on a project where you have a block coding system similar to scratch, but for pico tron. the thing will run as an app inside of picotron just like picotron's own editor. If something like this already exists, let me know. Thanks for reading this. Because picotron is NOT as easy as pico 8. and i kind of want to make a project with picotron faster than ever.

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2 comments




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