Space Blade!
To my sons..
My dearest Sons,
This is my very first game I have made for you both. With the help of the Lazy Devs YouTube channel, it’s with great pride I get to share this as your introduction into video games. To me, video games has always been a hobby, relaxation, and a mechanism to establish life long friendships. My hope is that it will offer you similar joys and experiences as it’s given me. I recognize the games available today are far more superior graphically and mechanically. Though my intention with this game is to allow your imagination to fuel the rest of the details, as mine did many years ago. I hope that you never stop using your imagination, never stop wondering, and never stop being curious.

v0.3 is OUT!
We've moved beyond just playing... now you can track your legacy.
I've added a profile system, a shelf for your hard-earned trophies, and a match history.
THE BOT ROSTER HAS DOUBLED!
We now have 30 unique personalities with their own quirks, sass, and specialized playstyles.
From the tactical masters to the purely chaotic, each bot has a soul (and a lot of trash talk).
Play it, break it, and tell me if the new bots are as terrifying as I think they are.
WHAT'S NEW IN THE CHESSTRON LAB?
-
CAREER & TROPHIES (NEW)
A brand new profile section! Track your ELO progression, check your win/loss/draw ratio, and collect trophies. There are 43 unique achievements to hunt, ranging from "Humiliation" (pawn mate) to the dreaded "Artificial Ignorance" (losing to a <200 ELO bot). -
MOBILE-READY HUD & POLISH
The in-game UI has been overhauled for accessibility. Larger buttons, a new integrated expanding menu, and a notification system that keeps you updated on trophies and ELO changes without breaking the flow. -
MITZMAP ENGINE 1.0
The core engine has been upgraded. It's faster, smarter, and features an opening book on steroids with 150+ master lines. Bots will now instantly reply to theory moves, saving CPU and showing off. -
PRACTICE MODE PROGRESSION
Start at the bottom, beat the "trash tier" bots, and earn the right to challenge the real masters. - THE SECRET SAUCE
[hidden]Yes, the legendary Konami code works on the practice mode menu:↑ ↑ ↓ ↓ ← → ← → B A.
Use it to unlock everyone instantly, and go get crushed by the top tier.

While working on a game I was working on, I figured I should post a code snippet on how I made this cool wavy Text effect. feel free to use it and change it however you like. (this was designed for wide text. to use it for normal text, change x4 to x2 on the local tx line)
local k="victory!"
pal(12,1)
for i=1,#k do
local tx=64+(i*8)-((1+#k)*4)
local ty=20+(cos((time()+(i*0.1))*0.6)*5)
print("\^w\^t"..k[i],tx,ty+1,1)
print("\^w\^t"..k[i],tx,ty,
8+flr(((time()+(i*0.1))*2)%8))
end
pal() |
A dice roller made for personal use while playing D&D!
What does it do?
You can select the type of dice you want to use and how many to throw (up to 60).
Results will be displayed in 10X6 grid in ascending order.
The total amount will be displayed at the top.
CHANGELOG
1.0:
- Initial release
1.1:
- Increased dice limit to 60
Hey everyone, my name is Kiks. I’m super excited to share Dunk or Drown, the very first game I’ve ever developed.
It’s a simple "one-button" timing game born from the eternal struggle: How long can you soak a biscuit before it becomes a structural disaster at the bottom of your tea?
Being my first project, I spent a lot of time learning how to handle state machines (switching between the title, game, and result screens) and creating a simple particle system for the steam and the "collapse" debris. I'm particularly proud of the streak system—getting that 2x bonus feels great!
How to Play
-
Watch the bar: The indicator will climb while the biscuit is submerged.
- Press ❎ to pull the biscuit out.
The Goal:
- Aim for the "Perfect" zone. Too short and it's dry; too long and you're left with a handful of crumbs and a ruined cuppa.
Features:
-
Dynamic Difficulty: The scoring zones and indicator speed randomize every dip, so you can't just rely on muscle memory!
-
Streak System: Chain together perfect dunks to rack up massive score multipliers.
-
Persistent High Scores: Your best score is saved to the cart data, so you can keep coming back to beat your record.
- Juicy Feedback: Includes screen shake, particle effects (steam, debris, confetti), and a dithered screen flash.
I'd love to hear your high scores or any feedback you have on the "soak" timing.

Hi everyone! Today I was able to finish my first PICO-8 game, a simple little Ninja Gaiden parody that actually plays nothing like Ninja Gaiden because I'm not about to try and figure out gravity for my first game.
This was made for my college's science fair! I wanted to show people what PICO-8 is and how easy and fun it is to make games with it.
If you happen to play this janky little game, I hope you enjoy! :-)

HOW TO PLAY: You want to find the right combination of tiles to open the gate. Hit the arrow in the bottom left to start the checking process. The combination can be any random sequence, matching facial features is not important. Yellow dots in the area below the face indicate how many tiles you already guessed correctly.
ABOUT: This is my first Pico-8 game. In it, I combined a lift-the-flap type thing with a randomized number lock into a little guessing game. The faces were drawn in a photoshop document. When I realized the 15 face shapes would be too much to store in the .p8 cart’s tile map, I started copying coordinates to draw every single line manually in Pico. After copying about 50% of the artwork, I looked for a quicker way to do this and I continued using Versawriter-8 by Christopher Drum. This was definitely a lot quicker than before. I enjoyed making it and I like playing with the face combination aspect. Otherwise, replaying it can probably be a little bit boring. Next, I’d like to try out a few more interesting game mechanics. If you like it, dislike it or see something you’d change, please leave a comment! Cheers

Just stretching my pico-8 legs again.
I enjoyed a game on the Gameboy many moons ago called "Kix" and wanted to gen up a quick demo to make a similar effect as the antagonist therein, but in pretty colors 🙂
I took a stab at making SFX 0 be similar to the sound that the Kix monster made, and I have a commented out line of code to call that SFX, but.. it came off as obnoxious 😅

the goal is to see how many paintings u can sell
to sell a painting, you want to get the numbers up on the painting in the color of the guy across from u, and get his health down. that means getting him to like ur painting. if the painting also has his little request (the symbol next 2 him) in it, he'll buy it
if your painting has enough of their color, you will defeat him and reach a rewards phase
to block the guy's attack, paint in the color of UR guy's shirt
defeating him is not always the same as selling the painting:
if u beat him but the painting doesnt have his request, u still get the reward phase, but it doesnt count as sold
3 have 3 tries to make him like ur painting on the 3rd round hill unleash a powerful attack. if u survive the attack you'll lose a random symbol from that canvas. this can be good or bad.
if your health hits 0, ur dead
when u submit a painting, the colors on it cash out:
the buyer's color becomes attack
your shirt color becomes defense
some rewards are:
rest heals u +50% of max
train adds 1 to ur max hp
power adds 1 power to selected tool
the other ones u have to learn
u have to upgrade ur tools to get good. try different effects. knowing how they work is how u win the game
u should upgrade ur canvas. when u sell a painting u get 1 per cell, so it starts at 12 and scales up
use money to reshow works that u didnt sell. the reshow price goes up 1 every time, so be careful. reshowing old paintings is how to avoid death, so plan for that
comment ur score and turns and what sucks and what is good
A busy elevator in a 20-story building, packed with forgetful people... Help them get off at the right floor!
Beware: maximum capacity 6 people.
Preview
Powered by es8
Later, 'vator! is powered by es8, a tiny entity-component-system (ECS) framework for pico-8.
Credits
Music was adapted from Gruber's Pico-8 tunes Vol 1, #5 (Ice)
During the easter holidays I was working on a norton/midnight commander look-alike for picotron.
I am not a big fan of mouse-based file managers so I took inspiration from the classic dual pane file managers.
The basic features are there to view, copy, rename/move or delete files.
It has a simple integrated text file viewer and can launch other carts.
I hope the inline help that is shown when pressing F1 is useful.
Be careful when moving or deleting stuff! The testing period for this initial version was very short :)
I mainly wrote the tool for myself so I can more easily move assets around between my WIP carts.
The commander menu with settings and advanced operations is not yet implemented, and EDIT only launches external editors.
If you want to manage your whole workstation with this you need to unsandbox it.
Memory Card Game
Try to defeat the evil joker in this small, amusing memory game!
How to play:
- Use the keys to move around the cards on the table
- Press
[○]or[x]([Z]/[X]on the keyboard) to flip the selected card - Do it again for a second card, to check if they match-
- If they match, you will get points and the cards will stay visible
- If they don't, you will lose a life (hearts at the top).
- There is one special card: the joker. If you find it, you will automatically lose a life.
Let me know if you were able to beat the evil joker >:D
Very basic 3D renderer.
Haven't added any token optimization or easy 3D mesh/obj file importer yet. I will hopefuly add those features in the future... maybe.
CONTROLLS:
There is a First Person Camera, so mouse controlls cameras yaw/pitch and arrow keys controll movement.
C -> Wire render mode
X -> Light or fill render mode
OK. Palette index 30 - Fuchsia. @zep, what's the deal with it?
Don't get me wrong. I'm not here to wag my finger, I'm just interested in your ethos behind it - especially in how it changed between v3, v4 and v5. It ended up becoming a very "loud" colour.
I've got a couple of synergies that reliably work (14, 2, 18, 12, 24, 31, 17, 16, 19). That's not a bad number, it just feels (intentionally?) out of place from the rest of the palette.
Now, for all of you spriters out there: What are YOU using it for?
I want to see your examples! Your ramps and synergies!

Snekburd level editor lets you make your own snekburd levels and share the easily! while this is connected to the original snekburd carts (through the level select screen), I felt that this needed to be it's own post on the BBS to better organize people's custom levels. You can find the base game at https://www.lexaloffle.com/bbs/?tid=148665.
Mouse/Keyboard Controls
- left click : draw current tile
- right click : erase
- scroll wheel : select different tile type
- keys 0 to 9 : select specific tile type
- ctrl + left click : sample tile type
- spacebar : quickly start or stop playing the level
- ctrl + z : undo
- ctrl + y : redo
- ctrl + c : copy level data to clipboard (may need to do twice)

I've recently been trying to experiment with Picotron's fetch() functionality, yet I've noticed that when the function is called on a window there's slight visual lag/glitches.
I figure it's because the function is blocking the rest of the thread from executing, yet I'm not sure how other people have gotten around this issue? I've tried wrapping my fetch request in a coroutine but I've had little to no luck (it might just be my implementation, but I'm curious if somebody who's worked with fetch a lot has a solution?). It's difficult to find specific documentation on how fetch works on the backend but if anyone knows that would also be a great help.
Here is my current implementation, meant to temporarily create a new thread for each GET request. I've left the coroutine function pretty blank because most things I tried weren't working:
http = {
tasks={},
GET=function(self, path)
-- Create a new task object, and put the fetch
-- request into the threads
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=187338#p) |

Chat with other users through the power of Scoresub and arbitrary strings!
Ping can be disabled in the app menu.
Work in progress!
Some features I might add:
- Custom themes
- Custom rooms (scoresub tables)
- Longer chat history (via podnet)
- Friends list
Attachments and emoji buttons aren't implemented yet
Changelog:
Inuchat 0.1.5:
- Fixed: Crash when message buffer fails to load.
Inuchat 0.1.4:
- Added: User counter in titlebar
- Added: Toggle for AM/PM timestamps
- Fixed: Messages sent in the future no longer render
- Fixed: Crash/black screen occurring when loading
Inuchat while not logged in
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=187335#p) |






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