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I use Windows 11 on my tiny laptop and it defaults to 150% scaling. The manual says:

"-pixel_perfect n 1 for unfiltered screen stretching at integer scales (on by default)"

When I launch Pico-8, it is not integer scaled when I enter full screen.

I'm able to work around this by launching Pico-8 through cmd, eg: pico8.exe -pixel_perfect 1 -windowed 0 -splore. When I change the Windows 11 scaling to 100% it works correctly but then I can't see anything on my laptop.

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Cart #wasdly_flying_floppies-0 | 2026-03-01 | Embed ▽ | License: CC4-BY-NC-SA
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its just a screensaver i made in the early hours of the morning, enjoy!

to install, execute:

load #wasdly_flying_floppies
save /appdata/system/screensavers/floppies.p64
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Master your jumps and befriend your momentum...

Cart #pixel_runner-3 | 2026-04-02 | Code ▽ | Embed ▽ | No License
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Controls

Press Left and Right to run. Press Circle to long jump. Press Cross to high jump.

Gameplay

In Beacon Race you race against the clock to collect as many beacons as you can before time runs out. Collecting a beacon adds fifteen seconds to your timer. If you are confident with your skills, you can also collect time bonuses from their tricky hiding spots for a massive thirty second bonus. Once the time runs out, it is game over.

On normal difficulty, you start from collecting only beacons near you at easy locations. You will be asked to collect beacons further away and harder to reach after you have collected more beacons. On hard difficulty however, even your very first beacon can be a far and difficult one.

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Cart #slg-1 | 2026-03-02 | Code ▽ | Embed ▽ | No License
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You are a ghost!

Which is pretty difficult when you're afraid of everything.

Most nights in the graveyard are peaceful. However tonight you have a lot of uninvited guests who just won't leave you alone! Getting rid of a load of ghost-hunting teenagers might be tough, but with your sneaking skills (and perhaps a little help) you just might be able to manage it… after you overcome your fear of the dark!

How to play

🚶 Movement: Arrow keys
🗣️ Talk/interact: Z or X button
😱 Scare: X button (must be unlocked)
🫥 Hide: Z button (must be unlocked)

More details

I made this game a few years ago; you may have seen GIFs floating around. I don't have time to finish the full version right now so I've decided to put the Pico-8 prototype up on the BBS for folks to enjoy.

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My first project in Picotron. I wanted to make a pretty wallpaper limited to the default palette and challenged myself to make it interactive and test Picotrons limits.

Updates:

sakura-4

  • Optimized the drawing functions and staggered the updates to lower CPU usage to ~33% :3
  • Forgot to comment out the copies in main

Info:

Dynamic Wallpaper with Procedural Wind Effect

(Uses between 40% and 30% CPU)

Reacts to Cursor Movement

Preview:

Cart #sakura-4 | 2026-03-03 | Embed ▽ | License: CC4-BY-NC-SA
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Cart #skyrrow2-4 | 2026-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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NEW GAME RAHHHH

Yep! After like a solid 3 weeks of on off coding i finally got Skyrrow 2 finished.

for comparison to the first one which was basically a test of my skills.

Skyrrow 1:

  • Base game
  • Some post-release bug fixes
  • text based screens
  • empty sky

Skyrrow 2:

  • Base game
  • hopefully no post-release bugfixes
  • BGM in all areas of the game
  • custom made Main menu, Win & lose screens
  • actual objective
  • multicolored arrow
  • birdies :D

Thats it all

Im not sure where to go with PICO now, but if i ever make a Skyrrow 3 or another type of game on the Pico 8 engine, ill be sure to upload it here!

Enjoy!

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Hi. I've been working on a racing game (link) with multiple race courses. Each course fills the 128x64 tile map and are stored as strings. For reference, the courses all look similar to this (ignore the black dots):

So far it includes 3 courses out of 5 planned, however I'm starting to come up on the compressed capacity limit at 91%. It looks like the map strings take up about 10% each (~3000 chars). Experimenting with minification using Shrinko8 says I could save maybe ~20% when not counting map strings. This would give me enough space for two more courses, but I want to avoid minification if possible. I think my best bet is to improve map compression.

Currently the maps are stored as a list of pairs of bytes, where the first is the tile id and the second is the 'length'. Does anyone have any good techniques/methods for more aggressive map compression? If it helps, the maps have a limited palette of only 16 tiles (or even just 8 if absolutely necessary).

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Version 1.0

Cart #ghostbeat-0 | 2026-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #triple_match-1 | 2026-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Erste Version meines Triple-Match Spiels. Work in Progress.

Im Browser:

Cursor Tasten und C als O-Taste, V als X-Taste.

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Cart #inp_library-0 | 2026-02-28 | Embed ▽ | No License
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license: CC BY-SA 4.0

ya ever wanted to remap the buttons in your game?
not just remap, say, button 5 to do what button 4 does. no, i mean let the player set the inputs of your game to whatever they want: let them set U as their jump button, or J to trigger both attacking and moving right, or to pause when they press Keypad / or Right Shift.
well, todays your lucky day!

introducing: inp_library!

inp_library is a code library to let you do just that, and its very simple! the new functions inp and inpp work the same as btn and btnp, but the inputs that trigger them are remappable! there are also functions to get and set the user's inputs, and to fetch and store new inputs to trigger the buttons!

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I decided to create a small polished version of an already existing game and with this Yet Another Pico Tetris was born! Below are some details of what you can find in the game.

Cart #yet_another_pico_tetris-1 | 2026-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

  • Z/X: Rotate (Clock-wise / Counter clock-wise)
  • Left/Right Arrow: Move pieces horizontally
  • Down Arrow: Soft drop
  • Up Arrow: Hard drop
  • Z + X: Hold piece

Guideline Compliant

I wanted to make a version that is as technically compliant as possible. So I've implemented the SRS from scratch. You will find T-Spins and Mini-T-Spins will give you some extra points. I know, the colors are not compliant :P


Challenges

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Rev your engine, lure the zombie horde, and save humanity.
https://www.lexaloffle.com/bbs/?pid=184804#p

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Cart #death_dash_crash_intro-1 | 2026-08-31 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Rev your engine, lure the zombie horde, and save humanity.

Controls

  • ⬆️ accelerate
  • ⬇️ deaccelerate/reverse
  • ⬅️/➡️ steer
  • ❎/X + ⬅️/➡️ to drift (turn quickly around)
  • 🅾️/C use nitro speed boost

Please post your score, so I can update the highscore table with realistic scores

Game by voidgazerBon. Follow me on Bluesky or Mastodon

You can download the carts on itch.io

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Hi everyone,

I'm converting a few userdata objects from "f64" to "i16" to do some bit-manipulating on it (for example for testing clipping flags and things like that).
The "convert" operation seems to be quite costly, though. I guess that's mainly because it's returning a new userdata object:

local new_data_i16= existing_data_f64:convert("i16")

However, the documentation shows a "dest" parameter which is not further mentioned but it looks to me as if it could write the data into an existing userdata object:

userdata:convert(data_type, [dest])
Return a copy of userdata cast as a different type. When converting to ints, f64 values are flr()'ed and out of range values overflow.

No matter how I turn this syntactically, it doesn't result in a filled "dest" object.
Can someone maybe shed some light on how this is meant to work or is this parameter for something completely different?...

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Cart #sawbird-25 | 2026-04-05 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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SAWBIRD is a tiny 64x64 simple arcade dodger featuring a pigeon as the main character!

controls:

arrows to move

arrows on game over to start a new game without going to the start screen

z/o to place bomb if you have enough points

hold x to see your progress towards the next bomb

buttons for starting game (as well as arrows)

buttons for going to start screen from game over

rules:

run to the yellow bar to earn points
dodge the sawblades, collect coins!
"!" appear when a sawblade is coming, if it's yellow it's a big saw, watch out!

green and yellow "!" is a homing snake
red and pink "!" is a normal snake

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Cart #trashattack-2 | 2026-03-02 | Code ▽ | Embed ▽ | No License
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​People are dumping trash all over the streets! It is up to you to clean it up while you still can.

v1.1:

  • Fixed Major issue where bombs would spawn inside of trash/coins.

Controls:

Z/C = [O] (select/fast move)

X/V = [X] (select/fast drop)

Left/Right = Move

Down = Fast Drop

This is a small arcade-style 2 colour game heavily based off of that one massive cubeworld product. Pick up falling trash, dodge the bombs, and get a high score!

There are 4 modes:

Marathon: Gain 15 levels without dying.

Sprint: Gain 4 levels without dying.

Endless: It doesn't end, so keep collecting!

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Cart #shumpy_jump-0 | 2026-02-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Shumpy Jump

Blast through the cosmos in this space shoot'em up! Pilot your ship across dangerous zones, from drifting asteroid fields to mysterious nebulas and hostile space stations.

Pick your challenge with 3 difficulty mode. Each cranking up the enemy count, boss difficulty, and bullet chaos. Grab power-ups and unleash devastating shotgun blasts to survive. Take down five unique enemy types and face off against powerful bosses at the end of each area.

Chase your highscore, master every wave, and prove you've got what it takes to clear all four zones and reach victory.

Features:

  • 4 distinct areas with unique themes
  • 5 enemy types + 4 differents boss
  • Power-up system

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Cart #kp_leafdemo-1 | 2026-03-02 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a GFX demo of autumn leaves in the wind. I made this for a game I'm working on and thought others might be able to make use of it.

v2 Changes
Rotated leaf sprites are cached to sprites 4..7. Leaves also now just wrap the screen instead of despawning-respawning. This should perform better than the previous version.

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If you try to drag and drop a file from splore or filenav onto the picotron desktop, it won't automatically snap to the grid until you move it again (but it's really just a mild inconvenience).

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