Log In  

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

Cart #skateallday-0 | 2026-01-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
12

Version 1.0

12
1 comment


Cart #meteos-5 | 2026-02-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

Controls

  • arrow keys for moving cursor
  • hold z to move currently selected Meteo up and down (No left and right!)
  • line up 3 or more of the same color to make them blast off!
  • Don't let the Meteos stack to the top of the screen

  • p to pause, if you've never played a pico-8 game before.

Words and stuff I guess

This is an in progress remake of Q Entertainment's game Meteos, originally for the DS. This is very much not a finished version, and will not function the same as the original game.

Sometime around last week I decided that I was bored of making something in Unity and it's visual scripting language, and wanted something simpler, but not as simple as Desmos. So I got Pico-8 and a book on Lua and decided this was a good first project to do in a text based language. I cannot believe I got this far in a week.

[ Continue Reading.. ]

2
2 comments


Cart #sspr_terrain-0 | 2026-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2


Here's a project that I was working on a while ago. Use the arrows to shift the camera, and use the mouse to draw and erase tiles. Also, scroll up/down to change the size of the circle. I was planning on using it for a game but at this point I think I'm just going to release this version for anyone interested. It's an implementation of marching squares in Pico-8 (same algorithm as my really old cart but completely different code). I was puzzling over how to fill the terrain, and this version uses a single 8x8 right triangle sprite, as I realized I can use sspr() to stretch and flip it to make all the slopes I need. Also, at some points I change its color to the background to erase efficiently as well. Each 8x8 section uses one byte in userdata, and the entire grid is about a 180x180 tile square. I won't go too in depth about the algorithm itself, since there are many online explanations, and instead I'll just explain how data is stored in this cart. The first bit is the top right corner of the tile, and whether it is within the terrain. The next six store a pair of values 0-7 which represent the x and y intersections of lines through the tile's sides. The last bit is optional, but contains whether the center is in the terrain, for certain cases. I'm happy to fix any issues and answer further questions for those interested. If you want to use it in a project feel free.

2
1 comment


Cart #weed-0 | 2026-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

[INCOMPLETE-HAVENT ADDED THE SELLING TO HIGHSCHOOLERS PART YET]

first game!! its not complete yet though.

You are a middle aged man trying to collect weed from under the police' eye to sell to high schoolers. Good luck and stay alive. Get rich.

1
0 comments


Cart #zotd_start_eng-0 | 2026-01-28 | Code ▽ | Embed ▽ | No License
15

MENU:
> SAVE GAME — For Saving
> INFO — Player statistics
> RESET SAVE — Resets the save, but does not restart the game

15
4 comments


Sprite Mapper

Cart #wajewamowa-1 | 2026-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

English:

Introduction

This tool is used to visually place monsters, pick-up items and other objects on the map.

Background

When placing character objects directly in PICO-8's map editor, two problems arise: 1) The placed sprite tiles occupy the background layer; 2) The limited 256 sprite tiles are insufficient for complex scenes. This tool aims to solve these two core issues.

Components

The tool consists of two editors:

Sprite Editor: Assigns an independent value (0-255) to each of the 256 sprite tiles. The game can identify different object types through these values.

Map Editor: Uses the game's map as a background reference layer, and places object sprite tiles on a separate transparent layer above it, achieving visual separation between objects and the background.

Workflow

  1. Assign identification values to commonly used sprite tiles in the Sprite Editor.
  2. In the Map Editor, place object sprite tiles with the game map as a background reference.
  3. After editing is complete, the tool automatically compresses the data and generates a decompression function, then copies the complete code to the clipboard.
  4. Paste the code at the beginning of your game file for immediate use.

Tutorial

Step 1: Import the Game File

  • Place Sprite Mapper in the same directory as your game file.
  • Enter the game file's name in Sprite Mapper.
  • Run Sprite Mapper, and select the import file option from the menu to import the file.

Step 2: Set Sprite Tile Values

  • After the tool runs, it automatically opens the Sprite Editor. Use the mouse to click or arrow keys to select a tile, drag the mouse to select multiple tiles.
  • Press the Z key to display the value of the selected tile(s). Press the right mouse button to display the values of all tiles (in hexadecimal).
  • While holding the Z key or right mouse button, scroll the mouse wheel or press the up/down arrow keys to change the tile values.

Step 3: Place Tiles on the Map

  • In the Sprite Editor, press X to switch to the Map Editor.
  • Press Z to display the grid. You can then drag the map with the mouse.
  • Press the left mouse button to place tiles on the map, right-click to pick up a tile (same as in PICO-8). Note: The game map is in the background and cannot be picked up or changed.
  • Click the mouse wheel to display only the placed tiles. Click again to switch back.

Step 4: Save and Export

  • Open the menu and select the save option to save the tile values and the placed tiles (I store this data in the sound effect memory).
  • In the menu, select copy data to copy the data to the clipboard.
  • At the beginning of your game file, paste the copied text.
  • All placed tiles will be stored in the table map_data. Each element in map_data is as follows:
    {x=_x,y=_y,t=_t}

    Where _x and _y are the tile's position on the map, and _t is the value set for that tile in the Sprite Editor. You can access each tile's information via:

    for mob in all(map_data) do
    ...
    end

Key Controls

In Sprite Editor

  • X: Switch between Sprite Editor and Map Editor.
  • Z: Display the value of the selected tile(s).
  • Left Mouse Button: Select tile(s).
  • Right Mouse Button: Display all tile values in hexadecimal.
  • Mouse Wheel: Change tile values (while holding Z or right mouse button).
  • Arrow Keys: Select tile(s); change tile values (while holding Z or right mouse button).

In Map Editor

  • X: Switch between Sprite Editor and Map Editor.
  • Z: Display grid.
  • Left Mouse Button: Draw tiles; drag map (while holding Z).
  • Right Mouse Button: Pick up a tile.
  • Mouse Wheel Click: Toggle map display.
  • Arrow Keys: Move the map.

Menu Options

  • save: Save tile values and the positions of placed tiles.
  • copy data: Copy compressed tile information and the decompression tool to the clipboard.
  • reset values (in Sprite Editor): Clear all tile values.
  • clear placed spr (in Map Editor): Clear all placed sprites.
  • import map: Import the game file's map. If you have modified parts of the sprite sheet, this function allows you to import the game map without damaging the sprite sheet.
  • import file: Import both the game file's map and sprite sheet.

[ Continue Reading.. ]

1
0 comments


Cart #pico_sheets-7 | 2026-02-01 | Code ▽ | Embed ▽ | No License
9

Tiny spreadsheet app for PICO-8! Simulate an office vibe from the comfort of your fantasy console.

Currently

  • Built-in keyboard
  • Auto-saves sheet contents to local memory
  • Export sheet to desktop as CSV
  • Supports several functions (see section below)
  • Reference other cells in your formula (e.g. A1, B2)

Next

  • More functions!
  • Support multiple functions in one cell
  • Better memory handling
  • Reference arrays (e.g. A1:G6)
  • Formula helper
  • Text formatting (e.g. change color of a cell)
  • Copy/paste cells
  • A nicer help page

Controls

  • 🔼🔽◀️▶️ Move / Change selection
  • 🅾️ Select
  • ❎ Back

[ Continue Reading.. ]

9
2 comments


Cart #ball_dr0p-0 | 2026-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

Here is my second game for my game design class.
I hope to do my next one in PICO-8 since im having alot of fun making these games.

1
1 comment


Cart #marble_z0ne-0 | 2026-01-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

Here is my first full game I made in PICO-8!!
This was for a Game Design class where we have to make a game a week!

3
0 comments


map() is set up to increase the tx by 16 for each maze completed. It does update the graphics, but it doesn't update anything else: it still detects collision from map(0,0) and still acts as though everything has been collected (because it has...just not on the currently displayed map).

Any ideas?

1 comment


Work-In-Progress explorer for iterated maps. Currently hard-coded for z |-> z^2+c with c = 1+i/5. Max cpu usage is 144% in vid(3).

Arrows scroll, z/x zoom.

Cart #julia_set_viewer-0 | 2026-01-27 | Embed ▽ | License: CC4-BY-NC-SA
3

3
2 comments


Playing Opossum Demo

Play through the first of eight levels in my upcoming game, "Playing Opossum". As this is an early alpha build, I'm looking for any and all feedback you may have. Thanks for playing!

How to play

  • Use the arrow keys to move left and right
  • Press the down arrow key to play dead
  • Press Z to jump
  • Press X to Joey Jump (requires Joey)

Cart #playing_opossum_demo-0 | 2026-01-27 | Code ▽ | Embed ▽ | No License
3

3
3 comments


Cart #write-1 | 2026-01-27 | Code ▽ | Embed ▽ | No License
4

Finally something finished. Don't look at the code; it's scary! By the time it became obvious how it could be automated, it was already too far into being...not automated.

There are two layers of controls: On the physical keyboard, the arrow keys move the selector on the virtual keyboard and the x selects a character.

The virtual keyboard works normally, more or less: The virtual arrow keys move the selector on the virtual screen, the character keys work, shift and caps lock work--try things out. The menu key toggles selector position keys and Windows toggles the virtual selector. Ctrl, Alt, and Fn do nothing.

Write something or make ASCII art in a custom font not particularly suited to making ASCII art--or open it up and change the font (but don't look at the code).

[ Continue Reading.. ]

4
0 comments


Original level: "Dat battle" by "serponge" in geometry dash

made in colombia

(this game is awful, i did it for know more about graphics, code, and music)

made by ccje makes bald games and gemini ai (google)

Cart #timokedd-0 | 2026-01-27 | Code ▽ | Embed ▽ | No License
2

2
0 comments


Cart #nafoduwoyu-0 | 2026-01-27 | Code ▽ | Embed ▽ | No License
4

Hello there and welcome to my first game I've ever made, I hope you enjoy :D

P1:

Left: Left Arrow

Right: Right Arrow

Punch: M

Block: N

P2:

Left: S

Right: F

Punch: Tab

Block: Q

This game is Incredibly simple due to the fact that I'm very new to gamedev and kinda poo at it.
There is probably better ways to code this but this works for me (if it ain't broke don't fix it).
Feedback would be greatly appreciated and I thank you for even looking at my game :D

4
0 comments


Cart made at pico-8-edu.com won't upload. Saved with "save write.p8". Label image captured with Ctrl+7. Header given as "--write --writeacart".

Any idea what's going on?

2 comments


Cart #wave_hacking-0 | 2026-01-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
7

Found this toy that I made for quite a while.
Maybe someone will find it fun to play around or build something completely different with it!

/ Sebastian

7
5 comments


hi
i made this simple map for aa illustration assignment at my uni. nothing crazy just some islands shaped like letters.

Cart #maphabet-0 | 2026-01-27 | Code ▽ | Embed ▽ | No License
4

4
2 comments


Cart #dung_danger-1 | 2026-01-27 | Code ▽ | Embed ▽ | No License
8

Dung Danger is a cute dung pushing puzzle game where you navigate a little dung beetle as it rolls dung balls into their proper holes across 20+ levels! Not every dung fits every hole, so careful planning is key!

HOW TO PLAY:

  • Arrow Keys or Dpad on the controller to navigate the dung beetle
  • Z, C or Button1 to undo your previous move
  • X,V or Button 2 to reset the level
  • Enter Key or Start to access options and the level select
  • Dung sizes and go from Dark Green -> Green -> Yellow -> Orange -> Purple -> Red
  • Carefully plan your moves and observe movement patterns of everything that moves and placements of everything that doesn't move!
  • Your progress is saved when you complete a level, so feel free to take a break!

CREDITS:

  • sodoj - game design, level design, programming, sfx, additional art

[ Continue Reading.. ]

8
1 comment


Cart #flappyapplepi-0 | 2026-01-27 | Code ▽ | Embed ▽ | No License
1

1
0 comments




Top    Load More Posts ->