Hi everyone,
I'm using sspr to select small regions from a bigger sprite atlas.
Since I have many sprites to draw, I'm trying to render userdata-batches just like it's possible with tline3d and spr, too.
Unfortunately I can't get it to work. Maybe the parameter format is different?
Here is a very simplified example:
set_spr(1, sprite) -- "sprite" is userdata "u8" 64x64
-- fill sspr-parameters into userdata
batch:set(
0,0,
1, 0,0, 64,64, 90,60, 64,64, 0)
sspr( 1, 0,0, 64,64, 20,20, 64,64, 0) -- this works, draws a 64x64 sprite at 20,20
rect(20,20, 20+64,20+64) -- rect to show where it's expected
sspr( batch ) -- some thing with batch - does nothing
rect(90,60, 90+64,60+64) -- debug rect (empty...) |
Tried "batch" with 9, 10 and 11 components because I wasn't sure about the flip-flags.
Did I miss something?...
Controls
- Use the left and right arrow keys to choose an option.
- Press Z or O to confirm your selection.
- Menu item for Training Grid
Rules
Move the arrow with each card you select.
After the third card selection, the arrow fires automatically.
Choose the right cards to score as many points as possible.
Behind the Scenes
This is the third game I created under the fictional studio name Tiger Lantern Games, and it was the most fun to make.
The main challenges were:
- Making sure the arrow did not miss the target.
- Ensuring the colours and scores matched correctly.
The game is inspired by Caddie Cards and Alpine Alpaca.

Controls
The controls are
Arrow keys for movement. Z/O and X keys are used for menus
Rules
Collect as much meat to feed your tiger in 60 seconds.
Behind the Scenes
This was the first game I completed behind the scenes, as the fictional Game Studio, Tiger Lantern Games.
Credits
James Woodwright - Art and Code
This is a tool that reads in all of the overworld map data from Pokemon Gen 1 (Red/Blue). You can use the direction keys to cycle through all of the maps. Hold the mouse button to scroll. Use the X button to export all of Kanto to a text file on the desktop. This file can be then included in Pico-8.
This is a companion tool for this Pico-8 Project:
https://www.lexaloffle.com/bbs/?tid=155249
The process to extract the data as well as the code of this cart are thorougly explained in this video:
Feel free to use this as a starting point for your games in Kanto. Make sure to contact me if you have something cool. I want to see it!
Also, here are the wonderful resources I was working with. Big thanks to all those people providing them. Without them I wouldn't have figured it out myself:

This is all of Kanto from Pokemon Gen 1 (Red/Blue) in Pico-8. Yes, all of it! All of the overworld maps. None of the building interiors or caves tho. And of course there are no NPCs or Pokemon. But the Cut HM and the Surf HM are implemented as well as ledge jumping. Pressing (X) will bring up a fast travel menu to quickly get to different to different towns.
This carts directly reads data exported from the original Pokemon Red/Blue rom. The process to extract the data as well as the code of this cart are thorougly explained in this video:
Feel free to use this as a starting point for your games in Kanto. Make sure to contact me if you have something cool. I want to see it!

What if your opponent sometimes cheats — and you have to catch them?
BACKGAMMON / the liar
by manhill & claude ai
This started as a simple question. I had a working PICO-8 backgammon game and asked: what if the AI didn't always play fair? Not obviously, not randomly — but strategically, subtly, when the situation is right.
The answer turned into something I didn't expect: a game about trust, paranoia, and the cost of paying attention.
How it works
The AI plays normal backgammon. But after every AI turn, you get a short accusation window. You can accuse (🅾) or pass (❎). If the AI cheated and you caught it: +2 points, and the move is reversed on the board. If you accuse wrongly: -1 point. If the AI cheated and you didn't notice: AI +1, silently.

I recently remembered some games I played a while ago. In the first one you were stuck on an island and the goal was to escape. There were monsters you had to fight and I think there were caves. The second one was a dungeon crawler rougelike with a mechanic where you inherited an item from your last run. Anything that can help me find these games is appreciated.

Recent developments.
More GIFs
https://www.lexaloffle.com/bbs/?pid=176711#p
Devlog (Public post)
https://www.fanbox.cc/manage/posts/10620374
This is a comparison between my first game ever, and my newest!


------HOW TO PLAY-------
Move around the map dodging bullets using the arrow keys and blast your opponents into the oblivion with button x.Collect power ups like the 1up for hearts and points and energy capsule for energy to use the lazer with button z,and points if the energy bar is filled.
-------ABOUT--------
Bloodthirsty Timmy is a small shump(shoot em up) game where you most dodge bullets and destroy Araaks army. Araak,the great king alien who has invaded earth and sent his army against the superhuman Timmy. Also,feel free to comment and give me feedback on the game.
A mod for Picotron Solitaire Suite with 6 games and 3 card backs.
Includes
- Spiderette
- Pauchok
- Thirteens
- Russian Solitaire
- Yukon
- Yukon (Easy)
Changelog
A mod of Celste that randomly modifies memory whenever you jump or dash. How much memory is corrupted depends on the options in the pause menu (by default: 0 for jump, 16 for dash). Based on CORRUPT_MODE in demos/jelpi.p8. Can you make it to the top while everything's changing? With more strawberries than in the base game?
Version 1
- added corruption values to win screen

BACKGAMMON ARCADE
by manhill/hilli & Claude AI
═══════════════════════════════════════
A full-featured backgammon game wrapped in a fantasy arcade aesthetic —
torches, flame-piece checkers, and a board that feels like it belongs in a
tavern at the edge of the world.
FEATURES
────────
• 1 player vs AI or 2 player hotseat
• Acey-deucey variant with doublet picker
• Animated piece movement — checkers glide across the board
• AI opponent with full lookahead (2-move evaluation)
• Opening roll, bearing off, hitting blots, bar re-entry — all rules intact
• Attract/demo mode with AI vs AI
• Fireworks on win
• Flame torches that reflect the pip-count balance in real time
• 60fps throughout
CONTROLS
────────
← → : select piece / destination
X : confirm
O : back

Roguelike Level Generation Test
I'm working on this in preparation for using Pico-8 in the 7DRL jam starting this weekend. I wanted to see if I could get an interest level generation algorithm in place using pico-8. I like what I have so far.






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