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I fell for the psyop

A friend of mine introduced me to Rust, and I was instantly hooked. And to add to the high, what's better than learning Rust on a rust-based code editor (Zed)?

Anyhow, I really enjoyed the Zed code editor, and wanted to write Pico-8 code in there too.

So with the help of some cautiously reviewed AI code, (I think) I have managed to successfully extend the pico8-ls into Zed.

Here is the repository: https://github.com/Fu-Munchy/pico-8-zed

Some features are missing, but feel free to hack around the .toml files and try to add them yourself!
The rust file is mainly only used to download the language server, and install it into the extension's path. Otherwise, all other configuration is via .toml and tree-sitter queries.

Anyway, I will go back to trying to and rustify my whole system.

Have a nice rest of your day!

Fu Munchy

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Cart #life_of_imad-0 | 2026-02-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Game about Imad

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Cart #arkonids1-8 | 2026-03-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Arkonids is my first attempt to program anything and it was a total blast. I followed along with the lazy devs hero tutorial videos from youtube and made some changes where I could. I have years of experience with tracker music programs like Impulse Tracker, LSDJ, etc., so the music and sounds were a super fun part of this for as was the pixel art design.
There are a handful of things I wished were different, for instance, I wish it recorded your high score whenever you beat a previous high score regardless of whether you beat the game. That seems to be more true arcade style. I also wanted to implement a wormhole brick that would transport you to the location of a linked brick elsewhere on the board, a power up timer, and more powerup drop movement but I'm maxed out on tokens as is. I'll save some things for a future game or revision.

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Hi everyone!

About a year ago I had an idea for a small video game, but as I've never made a video game before, I thought it would never see the light of day. Then a friend suggested I should try Pico-8 and after spending a weekend having the time of my live drawing small 8x8 pixel dudes and dudettes, I started watching tutorials on YT and now here I am actually working on it.

The game idea is a mixture of "John Wick" and "Pet Cemetary": the main characters pet got killed, he buries it in a strange pet cemetary. It comes back possessed by a demon, giving the character magic powers (raise zombies) and off you go enacting revenge on the villagers.

The villagers should get simple routines (go to tool shed, pick up tool, go to workplace, do some work-idle animation, bring back tool, go drink a beer, go to sleep, repeat). The player character is not on the map, but he can indirectly guide the zombies a bit by making some noise on the edge of the map, so the zombies will walk in that direction for a few steps. Zombies should have limited vision. When they see a civilian, they follow and attack them, otherwise they walk around randomly.

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Cart #missileman-0 | 2026-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is kind of like plate-up in space, you're just the missile man, down in the belly of the ship, making sure those torpedoes get launched.

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Cart #thepalaceofwisdom-3 | 2026-09-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Update 9/2/2026: added some accessibility features (diegetic and not-diegetic)

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Cart #pico_parade-0 | 2026-02-22 | Embed ▽ | License: CC4-BY-NC-SA
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Working on a mario party-like game for Picotron!
Github repo found here!

Yummies font by @Thelxinoe5

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Cart #bitcrunch_arcade-0 | 2026-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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BitCrunch!: Arcade Edition

The puzzle game where you apply bit masks to clear the onslaught of wild bits!

Now including a top-ten leaderboard for use in arcade machines.

A game by sfrance and Augie745

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The title screen for my upcoming space exploration epic, Aleph Null!

Core mechanics and gameplay are all in place: I just need to finish up some polish, music, and, uh, pretty much all the dialogue. It'll be released Real Soon Now!

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ZOMBIAL

Nuno wakes up on the sunny Zavial beach, wielding a baseball bat. As he looks around he sees the undead walking among him. Help Nuno survive as long as you can.

A top-down action game set on a real beach in Portugal. Fight zombies, explore secrets, and survive the cursed shores.

Cart #zombialdotmavriq-0 | 2026-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls:

  • Arrow keys: Move
  • (X): Attack
  • (Z): Interact

    Status: Early development — More coming soon!

    Built with love for Zavial and PICO-8.

[8x8]
Nuno, our protagonist

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Finally, 10 years after signing up as the 2nd user on the BBS (zep tells me that currently makes me the longest active user!?) I managed to get back to Tokyo and visit Pico Pico Café. Had a great couple of hours chatting to zep about gamedev, puzzle games, procedural generation, life, and Japan. Hopefully I can make it back there later in the year. Maybe I'll move to Japan.

✌️

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Cart #bearbovver-0 | 2026-02-22 | Code ▽ | Embed ▽ | No License
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[64x32]

I recently re-discovered the 1983 ZX Spectrum classic by Jon Ritman, and accidentally re-made it.

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Cart #strangehouse-1 | 2026-02-27 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Fixed collision. Should be possible now.

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While looking for info about the difference between BTN() and BTNP(), I learned that if you hold the same input for a long time, BTNP() gets automatically retriggered first once after 15 frames, and then after every 4 frames.

According to the BTNP() Ctrl-U documentation (look at the attached picture), you can modify the value of both the initial and repeated with POKE() using these addresses:

  • 0x5f5c initial delay (def 15)
  • 0x5f5f repeat delay (def 4)

The problem is that the info about the memory address of the repeat delay is incorrect, since after I personally tried to set a different value in the address 0x5f5f, the function kept getting retriggered every 4 frames, just like default.

After some digging on other sources like the Pico-8 manual and the Pico-8 Wiki, I discovered that the correct address is 0x5f5d, and after trying it myself I could verify that it was indeed correct.

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Cart #highlands-0 | 2026-02-21 | Code ▽ | Embed ▽ | No License

Test game cart, has some jank multiplayer using a clone of Jelpi, most likely not gonna work on this again.

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Cart #mboffin_zibusinira-0 | 2026-02-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

My first published cart! A tutorial I took probably too long to finish.

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Cart #tetris_beans_wip-4 | 2026-02-22 | Code ▽ | Embed ▽ | No License
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learning exercise :D please enjoy

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Tad has finally been released!
It's available on Itch too.

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Cart #snowpeel-0 | 2026-02-21 | Code ▽ | Embed ▽ | No License
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Snowpeel

"Snowpeel" is a snowboard action game inspired by Excitebike on the NES.

Game by @kitasuna
Music by @mabbees

Controls

←→ Adjust board angle while in the air

↑↓ - Change lanes

X (X/V keys) - Boost (when boost is available)

How to Play

Overview

The snowboarder will move forward automatically. This is magic. Do not question it. As you progress through the levels, you'll encounter ramps that cause the snowboarder to jump.

While in the air after hitting a ramp, tap the left or right keys to adjust the angle of your snowboard to match the angle of the ground that you'll land on. If you align your board to the ground before you land, you'll continue boarding smoothly.

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