I wanted to learn more about Bezier Curves so that I could implement them into a game I was working on. In the process, I thought it would be really fun to make a working editor that gives the appropriate anchors for each point automatically, without me having to hard code in any coordinates.
The formula I was reading on Wikipedia was way over my head, but through some old posts on the forum here, someone had posted a video that visually showed what the math is doing. That made perfect sense to me so I just wrote my code to simulate that. There's probably an easier and less intensive way to do this, but, eh.
To work the cartridge, use Ctrl-Click to create a start point; Alt-Click to create the end point, and right click to create mid points. To delete points, just hit backspace. If you want to see the curve without all the other graphics, just hit the X button.
An idyllic forest withers under a malevolent influence, and a small elf searches for answers in this RPG.
IMPORTANT: The manual has critical info!





Hello,
key() and keyp() are not responding to certain keys on Picotron html exports, when on Chrome. So far I've noticed it for the following keys:
- = ; |
I've put a minimal example up here:
https://www.possibilityspace.org/picotron/keytext.html
This prints out readtext(), which is able to see the keypresses, but if you hold down the equals sign you'll see key("=") returns false throughout.
This bug has also been seen on other Chromium browsers (e.g. Brave) on multiple OSes, but does not appear on Firefox (which works as expected).

Tarot_8 is more of an experience than a game. It knows the info of all the 78 tarot cards at any moment. But this information (card number, type and orient) is only revealed at the user once he draws a card.
Once you start the experience, there are an up and down menus. The down menu gives you insight about each card, the up menu gives you conclusions regarding the whole cards result.
It is in spanish, I'll make an ENG version soon enough.
WARNING: This game contains flashing lights
You find yourself in an empty expanse. A cold, whitewashed room with only a raised platform in front of you. You step forward, curious about its function. Suddenly, the world around you closes in, your vision blurred as you feel yourself slip into black.
You awake to the sounds of crashing waves. The warm sun beats down as the grass sways in the breeze. The platform you're on no longer functions as before. You are now a stranger, a castaway in a foreign world. Where do you go? Is there a path to return home?

Controls
Use the arrow keys to navigate the foreign world. Z to interact and X to press.

Listen up Greenhorn!
Control keys to select a button
X/O to click it!
Rules
Alright freshie! You are now in charge of the national power grid. You have one goal, and one goal only. Keep the grid running.
Adjust power generation on the fly to keep it at the 50hz value! Too high, or too low and the grid will shut down! DO NOT LET THAT HAPPEN!
You gotta juggle the following,
- Coal. Infinite power. Slow to spool up or down.
- Hydro. Spins up and down faster than coal, but runs out. Replenishes faster when it rains.
- Gas. Spins up fast. Runs out fast.
- Solar. You have no control over this. Works when its sunny. Does not work as well when its cloudy, and does not work at night.

TAD
Swim around a pond full of wonders and danger, where surviving can be a TAD difficult! This is a game about exploring the pond, eating and being eaten. If being eaten is not your thing and you just want to enjoy the atmosphere, chill mode might be for you.
The environment is highly reactive to you and your fellow pondmates, often leading to hilarious and unexpected situations.
Other than food, there are six achievements to hunt down.
Some hints in case you're lost:
The other Tads sometimes give good advice, listen to them when you can.
This game is also available on itch.

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

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.

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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